Files
test/source/blender/blenkernel/BKE_scene.hh
Sybren A. Stüvel bbf40d214c Fix #147729: Crash scrubbing w/ snapping to sec and FPS < 0.5
Fix playhead snapping to seconds, when the frame rate is less than 0.5
FPS.

This makes it possible to snap to fractions of frames, to support setups
with multiple seconds per frame. Of course this only has any effect
(apart from not crashing) when sub-frames are enabled.

I've also added unit tests, and verified that the values are the same
from before this refactor.

Pull Request: https://projects.blender.org/blender/blender/pulls/148074
2025-10-15 12:54:36 +02:00

312 lines
12 KiB
C++

/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*/
#include "BLI_sys_types.h"
#include "BKE_duplilist.hh"
struct Base;
struct Collection;
struct Depsgraph;
struct ImageFormatData;
struct GHash;
struct Main;
struct Object;
struct RenderData;
struct Scene;
struct SceneRenderView;
struct ToolSettings;
struct TransformOrientation;
struct TransformOrientationSlot;
struct UnitSettings;
struct ViewLayer;
enum eSceneCopyMethod {
SCE_COPY_NEW = 0,
SCE_COPY_EMPTY = 1,
SCE_COPY_LINK_COLLECTION = 2,
SCE_COPY_FULL = 3,
};
/** Use as the contents of a 'for' loop: `for (SETLOOPER(...)) { ... }`. */
#define SETLOOPER(_sce_basis, _sce_iter, _base) \
_sce_iter = _sce_basis, \
_base = _setlooper_base_step( \
&_sce_iter, BKE_view_layer_context_active_PLACEHOLDER(_sce_basis), NULL); \
_base; \
_base = _setlooper_base_step(&_sce_iter, NULL, _base)
#define SETLOOPER_VIEW_LAYER(_sce_basis, _view_layer, _sce_iter, _base) \
_sce_iter = _sce_basis, _base = _setlooper_base_step(&_sce_iter, _view_layer, NULL); \
_base; \
_base = _setlooper_base_step(&_sce_iter, NULL, _base)
#define SETLOOPER_SET_ONLY(_sce_basis, _sce_iter, _base) \
_sce_iter = _sce_basis, _base = _setlooper_base_step(&_sce_iter, NULL, NULL); \
_base; \
_base = _setlooper_base_step(&_sce_iter, NULL, _base)
/**
* Helper function for the #SETLOOPER and #SETLOOPER_VIEW_LAYER macros
*
* It iterates over the bases of the active layer and then the bases
* of the active layer of the background (set) scenes recursively.
*/
Base *_setlooper_base_step(Scene **sce_iter, ViewLayer *view_layer, Base *base);
Scene *BKE_scene_add(Main *bmain, const char *name);
void BKE_scene_remove_rigidbody_object(Main *bmain, Scene *scene, Object *ob, bool free_us);
/**
* Check if there is any instance of the object in the scene.
*/
bool BKE_scene_object_find(Scene *scene, Object *ob);
Object *BKE_scene_object_find_by_name(const Scene *scene, const char *name);
/* Scene base iteration function.
* Define struct here, so no need to bother with alloc/free it.
*/
struct SceneBaseIter {
DupliList duplilist;
DupliObject *dupob;
int dupob_index;
float omat[4][4];
Object *dupli_refob;
int phase;
};
/**
* Used by meta-balls, return *all* objects (including duplis)
* existing in the scene (including scene's sets).
*/
int BKE_scene_base_iter_next(
Depsgraph *depsgraph, SceneBaseIter *iter, Scene **scene, int val, Base **base, Object **ob);
void BKE_scene_base_flag_to_objects(const Scene *scene, ViewLayer *view_layer);
/**
* Synchronize object base flags
*
* This is usually handled by the depsgraph.
* However, in rare occasions we need to use the latest object flags
* before depsgraph is fully updated.
*
* It should (ideally) only run for copy-on-written objects since this is
* runtime data generated per-view-layer.
*/
void BKE_scene_object_base_flag_sync_from_base(Base *base);
/**
* Sets the active scene, mainly used when running in background mode
* (`--scene` command line argument).
* This is also called to set the scene directly, bypassing windowing code.
* Otherwise #WM_window_set_active_scene is used when changing scenes by the user.
*/
void BKE_scene_set_background(Main *bmain, Scene *sce);
/**
* Called from `creator_args.cc`.
*/
Scene *BKE_scene_set_name(Main *bmain, const char *name);
/**
* \param flag: copying options (see BKE_lib_id.hh's `LIB_ID_COPY_...` flags for more).
*/
ToolSettings *BKE_toolsettings_copy(ToolSettings *toolsettings, int flag);
void BKE_toolsettings_free(ToolSettings *toolsettings);
Scene *BKE_scene_duplicate(Main *bmain, Scene *sce, eSceneCopyMethod type);
void BKE_scene_groups_relink(Scene *sce);
bool BKE_scene_can_be_removed(const Main *bmain, const Scene *scene);
bool BKE_scene_has_view_layer(const Scene *scene, const ViewLayer *layer);
Scene *BKE_scene_find_from_collection(const Main *bmain, const Collection *collection);
Object *BKE_scene_camera_switch_find(Scene *scene);
bool BKE_scene_camera_switch_update(Scene *scene);
const char *BKE_scene_find_marker_name(const Scene *scene, int frame);
/**
* Return the current marker for this frame,
* we can have more than 1 marker per frame, this just returns the first (unfortunately).
*/
const char *BKE_scene_find_last_marker_name(const Scene *scene, int frame);
float BKE_scene_frame_snap_by_seconds(const Scene *scene, double interval_in_seconds, float frame);
/**
* Checks for cycle, returns true if it's all OK.
*/
bool BKE_scene_validate_setscene(Main *bmain, Scene *sce);
/**
* Return fractional frame number taking into account sub-frames and time
* remapping. This the time value used by animation, modifiers and physics
* evaluation. */
float BKE_scene_ctime_get(const Scene *scene);
/**
* Convert integer frame number to fractional frame number taking into account
* sub-frames and time remapping.
*/
float BKE_scene_frame_to_ctime(const Scene *scene, int frame);
/**
* Get current fractional frame based on frame and sub-frame.
*/
float BKE_scene_frame_get(const Scene *scene);
/**
* Set current frame and sub-frame based on a fractional frame.
*/
void BKE_scene_frame_set(Scene *scene, float frame);
TransformOrientationSlot *BKE_scene_orientation_slot_get_from_flag(Scene *scene, int flag);
TransformOrientationSlot *BKE_scene_orientation_slot_get(Scene *scene, int slot_index);
/**
* Activate a transform orientation in a 3D view based on an enum value.
*
* \param orientation: If this is #V3D_ORIENT_CUSTOM or greater, the custom transform orientation
* with index \a orientation - #V3D_ORIENT_CUSTOM gets activated.
*/
void BKE_scene_orientation_slot_set_index(TransformOrientationSlot *orient_slot, int orientation);
int BKE_scene_orientation_slot_get_index(const TransformOrientationSlot *orient_slot);
int BKE_scene_orientation_get_index(Scene *scene, int slot_index);
int BKE_scene_orientation_get_index_from_flag(Scene *scene, int flag);
/* ** Scene evaluation ** */
void BKE_scene_update_sound(Depsgraph *depsgraph, Main *bmain);
void BKE_scene_update_tag_audio_volume(Depsgraph *, Scene *scene);
void BKE_scene_graph_update_tagged(Depsgraph *depsgraph, Main *bmain);
void BKE_scene_graph_evaluated_ensure(Depsgraph *depsgraph, Main *bmain);
void BKE_scene_graph_update_for_newframe(Depsgraph *depsgraph);
/**
* Applies changes right away, does all sets too.
*/
void BKE_scene_graph_update_for_newframe_ex(Depsgraph *depsgraph, bool clear_recalc);
/**
* Ensures given scene/view_layer pair has a valid, up-to-date depsgraph.
*
* \warning Sets matching depsgraph as active,
* so should only be called from the active editing context (usually, from operators).
*/
void BKE_scene_view_layer_graph_evaluated_ensure(Main *bmain, Scene *scene, ViewLayer *view_layer);
/**
* Return default view.
*/
SceneRenderView *BKE_scene_add_render_view(Scene *sce, const char *name);
bool BKE_scene_remove_render_view(Scene *scene, SceneRenderView *srv);
/* Render profile. */
int get_render_subsurf_level(const RenderData *r, int lvl, bool for_render);
int get_render_child_particle_number(const RenderData *r, int child_num, bool for_render);
bool BKE_scene_use_shading_nodes_custom(Scene *scene);
bool BKE_scene_use_spherical_stereo(Scene *scene);
bool BKE_scene_uses_blender_eevee(const Scene *scene);
bool BKE_scene_uses_blender_workbench(const Scene *scene);
bool BKE_scene_uses_cycles(const Scene *scene);
bool BKE_scene_uses_shader_previews(const Scene *scene);
void BKE_scene_copy_data_eevee(Scene *sce_dst, const Scene *sce_src);
void BKE_scene_disable_color_management(Scene *scene);
bool BKE_scene_check_rigidbody_active(const Scene *scene);
int BKE_scene_num_threads(const Scene *scene);
int BKE_render_num_threads(const RenderData *r);
void BKE_render_resolution(const RenderData *r, const bool use_crop, int *r_width, int *r_height);
int BKE_render_preview_pixel_size(const RenderData *r);
/**********************************/
/* Multi-view. */
bool BKE_scene_multiview_is_stereo3d(const RenderData *rd);
/**
* Return whether to render this #SceneRenderView.
*/
bool BKE_scene_multiview_is_render_view_active(const RenderData *rd, const SceneRenderView *srv);
/**
* \return true if `viewname` is the first or if the name is NULL or not found.
*/
bool BKE_scene_multiview_is_render_view_first(const RenderData *rd, const char *viewname);
/**
* \return true if `viewname` is the last or if the name is NULL or not found.
*/
bool BKE_scene_multiview_is_render_view_last(const RenderData *rd, const char *viewname);
int BKE_scene_multiview_num_views_get(const RenderData *rd);
SceneRenderView *BKE_scene_multiview_render_view_findindex(const RenderData *rd, int view_id);
const char *BKE_scene_multiview_render_view_name_get(const RenderData *rd, int view_id);
int BKE_scene_multiview_view_id_get(const RenderData *rd, const char *viewname);
void BKE_scene_multiview_filepath_get(const SceneRenderView *srv,
const char *filepath,
char *r_filepath);
/**
* When multi-view is not used the `filepath` is as usual (e.g., `Image.jpg`).
* When multi-view is on, even if only one view is enabled the view is incorporated
* into the file name (e.g., `Image_L.jpg`). That allows for the user to re-render
* individual views.
*/
void BKE_scene_multiview_view_filepath_get(const RenderData *rd,
const char *filepath,
const char *view,
char *r_filepath);
const char *BKE_scene_multiview_view_suffix_get(const RenderData *rd, const char *viewname);
const char *BKE_scene_multiview_view_id_suffix_get(const RenderData *rd, int view_id);
void BKE_scene_multiview_view_prefix_get(Scene *scene,
const char *filepath,
char *r_prefix,
const char **r_ext);
void BKE_scene_multiview_videos_dimensions_get(const RenderData *rd,
const ImageFormatData *imf,
size_t width,
size_t height,
size_t *r_width,
size_t *r_height);
int BKE_scene_multiview_num_videos_get(const RenderData *rd, const ImageFormatData *imf);
/**
* Calculate the final pixels-per-meter, from the scenes PPM & aspect data.
*/
void BKE_scene_ppm_get(const RenderData *rd, double r_ppm[2]);
/* depsgraph */
void BKE_scene_allocate_depsgraph_hash(Scene *scene);
void BKE_scene_ensure_depsgraph_hash(Scene *scene);
void BKE_scene_free_depsgraph_hash(Scene *scene);
void BKE_scene_free_view_layer_depsgraph(Scene *scene, ViewLayer *view_layer);
/**
* \note Do not allocate new depsgraph.
*/
Depsgraph *BKE_scene_get_depsgraph(const Scene *scene, const ViewLayer *view_layer);
/**
* \note Allocate new depsgraph if necessary.
*/
Depsgraph *BKE_scene_ensure_depsgraph(Main *bmain, Scene *scene, ViewLayer *view_layer);
GHash *BKE_scene_undo_depsgraphs_extract(Main *bmain);
void BKE_scene_undo_depsgraphs_restore(Main *bmain, GHash *depsgraph_extract);
void BKE_scene_transform_orientation_remove(Scene *scene, TransformOrientation *orientation);
TransformOrientation *BKE_scene_transform_orientation_find(const Scene *scene, int index);
/**
* \return the index that \a orientation has within \a scene's transform-orientation list
* or -1 if not found.
*/
int BKE_scene_transform_orientation_get_index(const Scene *scene,
const TransformOrientation *orientation);