Files
test2/source/blender/blenkernel/intern/anim.c
Joshua Leung 7759fc2983 Motion Paths - (Part 3) Operators, Drawing, and Fixes
This commit makes the new-style Motion Paths work for Objects and Bones. Motion Paths can either be added for Objects (Object buttons) or for Selected Bones in PoseMode (Armature Buttons), and/or removed from these panels too.

Changes:
* Changed the way the baking code worked, since it was better to be able to bake a bunch of objects at once, instead of doing it per object
* Fixed a variety of bugs regarding initialising defaults and reading old files
* Added operators for Objects (like for bones), and replaced the existing code for bones.
* Fixed bug with baking code that was causing it to bake the wrong ranges

Todos:
* Frame number drawing is currently messed up, since the "cached" text drawing takes into account the object transforms.
* The new MotionPath panels currently appear as the first panels in the respective contexts, probably due to the order in which the files are included. This needs some fixing, though not sure what the best way is yet.
2010-01-19 11:31:49 +00:00

1481 lines
38 KiB
C

/** anim.c
*
*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <stdio.h>
#include <math.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_editVert.h"
#include "BLI_math.h"
#include "BLI_rand.h"
#include "DNA_listBase.h"
#include "DNA_anim_types.h"
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_curve_types.h"
#include "DNA_effect_types.h"
#include "DNA_group_types.h"
#include "DNA_key_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "DNA_particle_types.h"
#include "DNA_scene_types.h"
#include "DNA_view3d_types.h"
#include "DNA_vfont_types.h"
#include "BKE_anim.h"
#include "BKE_animsys.h"
#include "BKE_curve.h"
#include "BKE_DerivedMesh.h"
#include "BKE_displist.h"
#include "BKE_effect.h"
#include "BKE_font.h"
#include "BKE_group.h"
#include "BKE_global.h"
#include "BKE_key.h"
#include "BKE_lattice.h"
#include "BKE_main.h"
#include "BKE_mesh.h"
#include "BKE_object.h"
#include "BKE_particle.h"
#include "BKE_scene.h"
#include "BKE_utildefines.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
// XXX bad level call...
#include "ED_mesh.h"
/* --------------------- */
/* forward declarations */
static void object_duplilist_recursive(ID *id, Scene *scene, Object *ob, ListBase *duplilist, float par_space_mat[][4], int level, int animated);
/* ******************************************************************** */
/* Animation Visualisation */
/* Initialise the default settings for animation visualisation */
void animviz_settings_init(bAnimVizSettings *avs)
{
/* sanity check */
if (avs == NULL)
return;
/* ghosting settings */
avs->ghost_bc= avs->ghost_ac= 10;
avs->ghost_sf= 1; // xxx - take from scene instead?
avs->ghost_ef= 250; // xxx - take from scene instead?
avs->ghost_step= 1;
/* path settings */
avs->path_bc= avs->path_ac= 10;
avs->path_sf= 1; // xxx - take from scene instead?
avs->path_ef= 250; // xxx - take from scene instead?
avs->path_viewflag= (MOTIONPATH_VIEW_KFRAS|MOTIONPATH_VIEW_KFNOS);
avs->path_step= 1;
}
/* ------------------- */
/* Free the given motion path's cache */
void animviz_free_motionpath_cache(bMotionPath *mpath)
{
/* sanity check */
if (mpath == NULL)
return;
/* free the path if necessary */
if (mpath->points)
MEM_freeN(mpath->points);
/* reset the relevant parameters */
mpath->points= NULL;
mpath->length= 0;
}
/* Free the given motion path instance and its data
* NOTE: this frees the motion path given!
*/
void animviz_free_motionpath(bMotionPath *mpath)
{
/* sanity check */
if (mpath == NULL)
return;
/* free the cache first */
animviz_free_motionpath_cache(mpath);
/* now the instance itself */
MEM_freeN(mpath);
}
/* ------------------- */
/* Setup motion paths for the given data
* - scene: current scene (for frame ranges, etc.)
* - ob: object to add paths for (must be provided)
* - pchan: posechannel to add paths for (optional; if not provided, object-paths are assumed)
*/
bMotionPath *animviz_verify_motionpaths(Scene *scene, Object *ob, bPoseChannel *pchan)
{
bAnimVizSettings *avs;
bMotionPath *mpath, **dst;
/* sanity checks */
if (ELEM(NULL, scene, ob))
return NULL;
/* get destination data */
if (pchan) {
/* paths for posechannel - assume that posechannel belongs to the object */
avs= &ob->pose->avs;
dst= &pchan->mpath;
}
else {
/* paths for object */
avs= &ob->avs;
dst= &ob->mpath;
}
/* if there is already a motionpath, just return that,
* but provided it's settings are ok
*/
if (*dst != NULL) {
mpath= *dst;
/* if range is not invalid, and/or length is set ok, just return */
if ((mpath->start_frame != mpath->end_frame) && (mpath->length > 0))
return mpath;
}
else {
/* create a new motionpath, and assign it */
mpath= MEM_callocN(sizeof(bMotionPath), "bMotionPath");
*dst= mpath;
}
/* set settings from the viz settings */
mpath->start_frame= avs->path_sf;
mpath->end_frame= avs->path_ef;
mpath->length= mpath->end_frame - mpath->start_frame;
if (avs->path_bakeflag & MOTIONPATH_BAKE_HEADS)
mpath->flag |= MOTIONPATH_FLAG_BHEAD;
/* allocate a cache */
mpath->points= MEM_callocN(sizeof(bMotionPathVert)*mpath->length, "bMotionPathVerts");
/* return it */
return mpath;
}
/* ------------------- */
/* Motion path needing to be baked (mpt) */
typedef struct MPathTarget {
struct MPathTarget *next, *prev;
bMotionPath *mpath; /* motion path in question */
Object *ob; /* source object */
bPoseChannel *pchan; /* source posechannel (if applicable) */
} MPathTarget;
/* ........ */
/* get list of motion paths to be baked for the given object
* - assumes the given list is ready to be used
*/
void animviz_get_object_motionpaths(Object *ob, ListBase *targets)
{
MPathTarget *mpt;
/* object itself first */
if ((ob->avs.recalc & ANIMVIZ_RECALC_PATHS) && (ob->mpath)) {
/* new target for object */
mpt= MEM_callocN(sizeof(MPathTarget), "MPathTarget Ob");
BLI_addtail(targets, mpt);
mpt->mpath= ob->mpath;
mpt->ob= ob;
}
/* bones */
if ((ob->pose) && (ob->pose->avs.recalc & ANIMVIZ_RECALC_PATHS)) {
bArmature *arm= ob->data;
bPoseChannel *pchan;
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if ((pchan->bone) && (arm->layer & pchan->bone->layer) && (pchan->mpath)) {
/* new target for bone */
mpt= MEM_callocN(sizeof(MPathTarget), "MPathTarget PoseBone");
BLI_addtail(targets, mpt);
mpt->mpath= pchan->mpath;
mpt->ob= ob;
mpt->pchan= pchan;
}
}
}
}
/* ........ */
/* perform baking for the targets on the current frame */
static void motionpaths_calc_bake_targets(Scene *scene, ListBase *targets)
{
MPathTarget *mpt;
/* for each target, check if it can be baked on the current frame */
for (mpt= targets->first; mpt; mpt= mpt->next) {
bMotionPath *mpath= mpt->mpath;
bMotionPathVert *mpv;
/* current frame must be within the range the cache works for
* - is inclusive of the first frame, but not the last otherwise we get buffer overruns
*/
if ((CFRA < mpath->start_frame) || (CFRA >= mpath->end_frame))
continue;
/* get the relevant cache vert to write to */
mpv= mpath->points + (CFRA - mpath->start_frame);
/* pose-channel or object path baking? */
if (mpt->pchan) {
/* heads or tails */
if (mpath->flag & MOTIONPATH_FLAG_BHEAD) {
VECCOPY(mpv->co, mpt->pchan->pose_head);
}
else {
VECCOPY(mpv->co, mpt->pchan->pose_tail);
}
/* result must be in worldspace */
mul_m4_v3(mpt->ob->obmat, mpv->co);
}
else {
/* worldspace object location */
VECCOPY(mpv->co, mpt->ob->obmat[3]);
}
}
}
/* Perform baking of the given object's and/or its bones' transforms to motion paths
* - scene: current scene
* - ob: object whose flagged motionpaths should get calculated
* - recalc: whether we need to
*/
// TODO: include reports pointer?
void animviz_calc_motionpaths(Scene *scene, ListBase *targets)
{
MPathTarget *mpt;
int sfra, efra;
int cfra;
/* sanity check */
if (ELEM(NULL, targets, targets->first))
return;
/* set frame values */
cfra = CFRA;
sfra = efra = cfra;
// TODO: this method could be improved...
// 1) max range for standard baking
// 2) minimum range for recalc baking (i.e. between keyfames, but how?)
for (mpt= targets->first; mpt; mpt= mpt->next) {
/* try to increase area to do (only as much as needed) */
sfra= MIN2(sfra, mpt->mpath->start_frame);
efra= MAX2(efra, mpt->mpath->end_frame);
}
if (efra <= sfra) return;
/* calculate path over requested range */
for (CFRA=sfra; CFRA<=efra; CFRA++) {
/* do all updates
* - if this is too slow, resort to using a more efficient way
* that doesn't force complete update, but for now, this is the
* most accurate way!
*/
scene_update_for_newframe(scene, scene->lay); // XXX this is the best way we can get anything moving
/* perform baking for targets */
motionpaths_calc_bake_targets(scene, targets);
}
/* reset original environment */
CFRA= cfra;
scene_update_for_newframe(scene, scene->lay); // XXX this is the best way we can get anything moving
/* clear recalc flags from targets */
for (mpt= targets->first; mpt; mpt= mpt->next) {
bAnimVizSettings *avs;
/* get pointer to animviz settings for each target */
if (mpt->pchan)
avs= &mpt->ob->pose->avs;
else
avs= &mpt->ob->avs;
/* clear the flag requesting recalculation of targets */
avs->recalc &= ~ANIMVIZ_RECALC_PATHS;
}
}
/* ******************************************************************** */
/* Curve Paths - for curve deforms and/or curve following */
/* free curve path data
* NOTE: frees the path itself!
*/
void free_path(Path *path)
{
if(path->data) MEM_freeN(path->data);
MEM_freeN(path);
}
/* calculate a curve-deform path for a curve
* - only called from displist.c -> makeDispListCurveTypes
*/
void calc_curvepath(Object *ob)
{
BevList *bl;
BevPoint *bevp, *bevpn, *bevpfirst, *bevplast;
PathPoint *pp;
Curve *cu;
Nurb *nu;
Path *path;
float *fp, *dist, *maxdist, xyz[3];
float fac, d=0, fac1, fac2;
int a, tot, cycl=0;
/* in a path vertices are with equal differences: path->len = number of verts */
/* NOW WITH BEVELCURVE!!! */
if(ob==NULL || ob->type != OB_CURVE) return;
cu= ob->data;
if(cu->editnurb)
nu= cu->editnurb->first;
else
nu= cu->nurb.first;
if(cu->path) free_path(cu->path);
cu->path= NULL;
bl= cu->bev.first;
if(bl==NULL || !bl->nr) return;
cu->path=path= MEM_callocN(sizeof(Path), "path");
/* if POLY: last vertice != first vertice */
cycl= (bl->poly!= -1);
if(cycl) tot= bl->nr;
else tot= bl->nr-1;
path->len= tot+1;
/* exception: vector handle paths and polygon paths should be subdivided at least a factor resolu */
if(path->len<nu->resolu*SEGMENTSU(nu)) path->len= nu->resolu*SEGMENTSU(nu);
dist= (float *)MEM_mallocN((tot+1)*4, "calcpathdist");
/* all lengths in *dist */
bevp= bevpfirst= (BevPoint *)(bl+1);
fp= dist;
*fp= 0;
for(a=0; a<tot; a++) {
fp++;
if(cycl && a==tot-1)
sub_v3_v3v3(xyz, bevpfirst->vec, bevp->vec);
else
sub_v3_v3v3(xyz, (bevp+1)->vec, bevp->vec);
*fp= *(fp-1)+len_v3(xyz);
bevp++;
}
path->totdist= *fp;
/* the path verts in path->data */
/* now also with TILT value */
pp= path->data = (PathPoint *)MEM_callocN(sizeof(PathPoint)*4*path->len, "pathdata"); // XXX - why *4? - in 2.4x each element was 4 and the size was 16, so better leave for now - Campbell
bevp= bevpfirst;
bevpn= bevp+1;
bevplast= bevpfirst + (bl->nr-1);
fp= dist+1;
maxdist= dist+tot;
fac= 1.0f/((float)path->len-1.0f);
fac = fac * path->totdist;
for(a=0; a<path->len; a++) {
d= ((float)a)*fac;
/* we're looking for location (distance) 'd' in the array */
while((d>= *fp) && fp<maxdist) {
fp++;
if(bevp<bevplast) bevp++;
bevpn= bevp+1;
if(bevpn>bevplast) {
if(cycl) bevpn= bevpfirst;
else bevpn= bevplast;
}
}
fac1= *(fp)- *(fp-1);
fac2= *(fp)-d;
fac1= fac2/fac1;
fac2= 1.0f-fac1;
interp_v3_v3v3(pp->vec, bevp->vec, bevpn->vec, fac2);
pp->vec[3]= fac1*bevp->alfa + fac2*bevpn->alfa;
pp->radius= fac1*bevp->radius + fac2*bevpn->radius;
interp_qt_qtqt(pp->quat, bevp->quat, bevpn->quat, fac2);
normalize_qt(pp->quat);
pp++;
}
MEM_freeN(dist);
}
/* is this only used internally?*/
int interval_test(int min, int max, int p1, int cycl)
{
if(cycl) {
if(p1 < min)
p1= ((p1 -min) % (max-min+1)) + max+1;
else if(p1 > max)
p1= ((p1 -min) % (max-min+1)) + min;
}
else {
if(p1 < min) p1= min;
else if(p1 > max) p1= max;
}
return p1;
}
/* calculate the deformation implied by the curve path at a given parametric position, and returns whether this operation succeeded
* - *vec needs FOUR items!
* - ctime is normalized range <0-1>
*/
int where_on_path(Object *ob, float ctime, float *vec, float *dir, float *quat, float *radius) /* returns OK */
{
Curve *cu;
Nurb *nu;
BevList *bl;
Path *path;
PathPoint *pp, *p0, *p1, *p2, *p3;
float fac;
float data[4];
int cycl=0, s0, s1, s2, s3;
if(ob==NULL || ob->type != OB_CURVE) return 0;
cu= ob->data;
if(cu->path==NULL || cu->path->data==NULL) {
printf("no path!\n");
return 0;
}
path= cu->path;
pp= path->data;
/* test for cyclic */
bl= cu->bev.first;
if (!bl) return 0;
if (!bl->nr) return 0;
if(bl->poly> -1) cycl= 1;
ctime *= (path->len-1);
s1= (int)floor(ctime);
fac= (float)(s1+1)-ctime;
/* path->len is corected for cyclic */
s0= interval_test(0, path->len-1-cycl, s1-1, cycl);
s1= interval_test(0, path->len-1-cycl, s1, cycl);
s2= interval_test(0, path->len-1-cycl, s1+1, cycl);
s3= interval_test(0, path->len-1-cycl, s1+2, cycl);
p0= pp + s0;
p1= pp + s1;
p2= pp + s2;
p3= pp + s3;
/* note, commented out for follow constraint */
//if(cu->flag & CU_FOLLOW) {
key_curve_tangent_weights(1.0f-fac, data, KEY_BSPLINE);
interp_v3_v3v3v3v3(dir, p0->vec, p1->vec, p2->vec, p3->vec, data);
/* make compatible with vectoquat */
negate_v3(dir);
//}
nu= cu->nurb.first;
/* make sure that first and last frame are included in the vectors here */
if(nu->type == CU_POLY) key_curve_position_weights(1.0f-fac, data, KEY_LINEAR);
else if(nu->type == CU_BEZIER) key_curve_position_weights(1.0f-fac, data, KEY_LINEAR);
else if(s0==s1 || p2==p3) key_curve_position_weights(1.0f-fac, data, KEY_CARDINAL);
else key_curve_position_weights(1.0f-fac, data, KEY_BSPLINE);
vec[0]= data[0]*p0->vec[0] + data[1]*p1->vec[0] + data[2]*p2->vec[0] + data[3]*p3->vec[0] ; /* X */
vec[1]= data[0]*p0->vec[1] + data[1]*p1->vec[1] + data[2]*p2->vec[1] + data[3]*p3->vec[1] ; /* Y */
vec[2]= data[0]*p0->vec[2] + data[1]*p1->vec[2] + data[2]*p2->vec[2] + data[3]*p3->vec[2] ; /* Z */
vec[3]= data[0]*p0->vec[3] + data[1]*p1->vec[3] + data[2]*p2->vec[3] + data[3]*p3->vec[3] ; /* Tilt, should not be needed since we have quat still used */
/* Need to verify the quat interpolation is correct - XXX */
if (quat) {
//float totfac, q1[4], q2[4];
/* checks for totfac are needed when 'fac' is 1.0 key_curve_position_weights can assign zero
* to more then one index in data which can give divide by zero error */
/*
totfac= data[0]+data[1];
if(totfac>0.000001) interp_qt_qtqt(q1, p0->quat, p1->quat, data[0] / totfac);
else QUATCOPY(q1, p1->quat);
normalize_qt(q1);
totfac= data[2]+data[3];
if(totfac>0.000001) interp_qt_qtqt(q2, p2->quat, p3->quat, data[2] / totfac);
else QUATCOPY(q1, p3->quat);
normalize_qt(q2);
totfac = data[0]+data[1]+data[2]+data[3];
if(totfac>0.000001) interp_qt_qtqt(quat, q1, q2, (data[0]+data[1]) / totfac);
else QUATCOPY(quat, q2);
normalize_qt(quat);
*/
// XXX - find some way to make quat interpolation work correctly, above code fails in rare but nasty cases.
QUATCOPY(quat, p1->quat);
}
if(radius)
*radius= data[0]*p0->radius + data[1]*p1->radius + data[2]*p2->radius + data[3]*p3->radius;
return 1;
}
/* ******************************************************************** */
/* Dupli-Geometry */
static DupliObject *new_dupli_object(ListBase *lb, Object *ob, float mat[][4], int lay, int index, int type, int animated)
{
DupliObject *dob= MEM_callocN(sizeof(DupliObject), "dupliobject");
BLI_addtail(lb, dob);
dob->ob= ob;
copy_m4_m4(dob->mat, mat);
copy_m4_m4(dob->omat, ob->obmat);
dob->origlay= ob->lay;
dob->index= index;
dob->type= type;
dob->animated= (type == OB_DUPLIGROUP) && animated;
ob->lay= lay;
return dob;
}
static void group_duplilist(ListBase *lb, Scene *scene, Object *ob, int level, int animated)
{
DupliObject *dob;
Group *group;
GroupObject *go;
float mat[4][4], tmat[4][4];
if(ob->dup_group==NULL) return;
group= ob->dup_group;
/* simple preventing of too deep nested groups */
if(level>MAX_DUPLI_RECUR) return;
/* handles animated groups, and */
/* we need to check update for objects that are not in scene... */
group_handle_recalc_and_update(scene, ob, group);
animated= animated || group_is_animated(ob, group);
for(go= group->gobject.first; go; go= go->next) {
/* note, if you check on layer here, render goes wrong... it still deforms verts and uses parent imat */
if(go->ob!=ob) {
/* Group Dupli Offset, should apply after everything else */
if (group->dupli_ofs[0] || group->dupli_ofs[1] || group->dupli_ofs[2]) {
copy_m4_m4(tmat, go->ob->obmat);
sub_v3_v3v3(tmat[3], tmat[3], group->dupli_ofs);
mul_m4_m4m4(mat, tmat, ob->obmat);
} else {
mul_m4_m4m4(mat, go->ob->obmat, ob->obmat);
}
dob= new_dupli_object(lb, go->ob, mat, ob->lay, 0, OB_DUPLIGROUP, animated);
dob->no_draw= (dob->origlay & group->layer)==0;
if(go->ob->transflag & OB_DUPLI) {
copy_m4_m4(dob->ob->obmat, dob->mat);
object_duplilist_recursive((ID *)group, scene, go->ob, lb, ob->obmat, level+1, animated);
copy_m4_m4(dob->ob->obmat, dob->omat);
}
}
}
}
static void frames_duplilist(ListBase *lb, Scene *scene, Object *ob, int level, int animated)
{
extern int enable_cu_speed; /* object.c */
Object copyob;
DupliObject *dob;
int cfrao, ok;
/* simple preventing of too deep nested groups */
if(level>MAX_DUPLI_RECUR) return;
cfrao= scene->r.cfra;
if(ob->parent==NULL && ob->track==NULL && ob->ipo==NULL && ob->constraints.first==NULL) return;
if(ob->transflag & OB_DUPLINOSPEED) enable_cu_speed= 0;
copyob= *ob; /* store transform info */
for(scene->r.cfra= ob->dupsta; scene->r.cfra<=ob->dupend; scene->r.cfra++) {
ok= 1;
if(ob->dupoff) {
ok= scene->r.cfra - ob->dupsta;
ok= ok % (ob->dupon+ob->dupoff);
if(ok < ob->dupon) ok= 1;
else ok= 0;
}
if(ok) {
#if 0 // XXX old animation system
do_ob_ipo(scene, ob);
#endif // XXX old animation system
where_is_object_time(scene, ob, (float)scene->r.cfra);
dob= new_dupli_object(lb, ob, ob->obmat, ob->lay, scene->r.cfra, OB_DUPLIFRAMES, animated);
copy_m4_m4(dob->omat, copyob.obmat);
}
}
*ob= copyob; /* restore transform info */
scene->r.cfra= cfrao;
enable_cu_speed= 1;
}
typedef struct vertexDupliData {
ID *id; /* scene or group, for recursive loops */
int level;
int animated;
ListBase *lb;
float pmat[4][4];
float obmat[4][4]; /* Only used for dupliverts inside dupligroups, where the ob->obmat is modified */
Scene *scene;
Object *ob, *par;
float (*orco)[3];
} vertexDupliData;
/* ------------- */
static void vertex_dupli__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
{
DupliObject *dob;
vertexDupliData *vdd= userData;
float vec[3], q2[4], mat[3][3], tmat[4][4], obmat[4][4];
VECCOPY(vec, co);
mul_m4_v3(vdd->pmat, vec);
sub_v3_v3v3(vec, vec, vdd->pmat[3]);
add_v3_v3v3(vec, vec, vdd->obmat[3]);
copy_m4_m4(obmat, vdd->obmat);
VECCOPY(obmat[3], vec);
if(vdd->par->transflag & OB_DUPLIROT) {
if(no_f) {
vec[0]= -no_f[0]; vec[1]= -no_f[1]; vec[2]= -no_f[2];
}
else if(no_s) {
vec[0]= -no_s[0]; vec[1]= -no_s[1]; vec[2]= -no_s[2];
}
vec_to_quat( q2,vec, vdd->ob->trackflag, vdd->ob->upflag);
quat_to_mat3( mat,q2);
copy_m4_m4(tmat, obmat);
mul_m4_m4m3(obmat, tmat, mat);
}
dob= new_dupli_object(vdd->lb, vdd->ob, obmat, vdd->par->lay, index, OB_DUPLIVERTS, vdd->animated);
if(vdd->orco)
VECCOPY(dob->orco, vdd->orco[index]);
if(vdd->ob->transflag & OB_DUPLI) {
float tmpmat[4][4];
copy_m4_m4(tmpmat, vdd->ob->obmat);
copy_m4_m4(vdd->ob->obmat, obmat); /* pretend we are really this mat */
object_duplilist_recursive((ID *)vdd->id, vdd->scene, vdd->ob, vdd->lb, obmat, vdd->level+1, vdd->animated);
copy_m4_m4(vdd->ob->obmat, tmpmat);
}
}
static void vertex_duplilist(ListBase *lb, ID *id, Scene *scene, Object *par, float par_space_mat[][4], int level, int animated)
{
Object *ob, *ob_iter;
Mesh *me= par->data;
Base *base = NULL;
DerivedMesh *dm;
vertexDupliData vdd;
Scene *sce = NULL;
Group *group = NULL;
GroupObject * go = NULL;
EditMesh *em;
float vec[3], no[3], pmat[4][4];
int lay, totvert, a, oblay;
copy_m4_m4(pmat, par->obmat);
/* simple preventing of too deep nested groups */
if(level>MAX_DUPLI_RECUR) return;
em = BKE_mesh_get_editmesh(me);
if(em) {
dm= editmesh_get_derived_cage(scene, par, em, CD_MASK_BAREMESH);
BKE_mesh_end_editmesh(me, em);
} else
dm= mesh_get_derived_deform(scene, par, CD_MASK_BAREMESH);
if(G.rendering) {
vdd.orco= (float(*)[3])get_mesh_orco_verts(par);
transform_mesh_orco_verts(me, vdd.orco, me->totvert, 0);
}
else
vdd.orco= NULL;
totvert = dm->getNumVerts(dm);
/* having to loop on scene OR group objects is NOT FUN */
if (GS(id->name) == ID_SCE) {
sce = (Scene *)id;
lay= sce->lay;
base= sce->base.first;
} else {
group = (Group *)id;
lay= group->layer;
go = group->gobject.first;
}
/* Start looping on Scene OR Group objects */
while (base || go) {
if (sce) {
ob_iter= base->object;
oblay = base->lay;
} else {
ob_iter= go->ob;
oblay = ob_iter->lay;
}
if (lay & oblay && scene->obedit!=ob_iter) {
ob=ob_iter->parent;
while(ob) {
if(ob==par) {
ob = ob_iter;
/* End Scene/Group object loop, below is generic */
/* par_space_mat - only used for groups so we can modify the space dupli's are in
when par_space_mat is NULL ob->obmat can be used instead of ob__obmat
*/
if(par_space_mat)
mul_m4_m4m4(vdd.obmat, ob->obmat, par_space_mat);
else
copy_m4_m4(vdd.obmat, ob->obmat);
vdd.id= id;
vdd.level= level;
vdd.animated= animated;
vdd.lb= lb;
vdd.ob= ob;
vdd.scene= scene;
vdd.par= par;
copy_m4_m4(vdd.pmat, pmat);
/* mballs have a different dupli handling */
if(ob->type!=OB_MBALL) ob->flag |= OB_DONE; /* doesnt render */
if(par->mode & OB_MODE_EDIT) {
dm->foreachMappedVert(dm, vertex_dupli__mapFunc, (void*) &vdd);
}
else {
for(a=0; a<totvert; a++) {
dm->getVertCo(dm, a, vec);
dm->getVertNo(dm, a, no);
vertex_dupli__mapFunc(&vdd, a, vec, no, NULL);
}
}
break;
}
ob= ob->parent;
}
}
if (sce) base= base->next; /* scene loop */
else go= go->next; /* group loop */
}
if(vdd.orco)
MEM_freeN(vdd.orco);
dm->release(dm);
}
static void face_duplilist(ListBase *lb, ID *id, Scene *scene, Object *par, float par_space_mat[][4], int level, int animated)
{
Object *ob, *ob_iter;
Base *base = NULL;
DupliObject *dob;
DerivedMesh *dm;
Mesh *me= par->data;
MTFace *mtface;
MFace *mface;
MVert *mvert;
float pmat[4][4], imat[3][3], (*orco)[3] = NULL, w;
int lay, oblay, totface, a;
Scene *sce = NULL;
Group *group = NULL;
GroupObject *go = NULL;
EditMesh *em;
float ob__obmat[4][4]; /* needed for groups where the object matrix needs to be modified */
/* simple preventing of too deep nested groups */
if(level>MAX_DUPLI_RECUR) return;
copy_m4_m4(pmat, par->obmat);
em = BKE_mesh_get_editmesh(me);
if(em) {
int totvert;
dm= editmesh_get_derived_cage(scene, par, em, CD_MASK_BAREMESH);
totface= dm->getNumFaces(dm);
mface= MEM_mallocN(sizeof(MFace)*totface, "mface temp");
dm->copyFaceArray(dm, mface);
totvert= dm->getNumVerts(dm);
mvert= MEM_mallocN(sizeof(MVert)*totvert, "mvert temp");
dm->copyVertArray(dm, mvert);
BKE_mesh_end_editmesh(me, em);
}
else {
dm = mesh_get_derived_deform(scene, par, CD_MASK_BAREMESH);
totface= dm->getNumFaces(dm);
mface= dm->getFaceArray(dm);
mvert= dm->getVertArray(dm);
}
if(G.rendering) {
orco= (float(*)[3])get_mesh_orco_verts(par);
transform_mesh_orco_verts(me, orco, me->totvert, 0);
mtface= me->mtface;
}
else {
orco= NULL;
mtface= NULL;
}
/* having to loop on scene OR group objects is NOT FUN */
if (GS(id->name) == ID_SCE) {
sce = (Scene *)id;
lay= sce->lay;
base= sce->base.first;
} else {
group = (Group *)id;
lay= group->layer;
go = group->gobject.first;
}
/* Start looping on Scene OR Group objects */
while (base || go) {
if (sce) {
ob_iter= base->object;
oblay = base->lay;
} else {
ob_iter= go->ob;
oblay = ob_iter->lay;
}
if (lay & oblay && scene->obedit!=ob_iter) {
ob=ob_iter->parent;
while(ob) {
if(ob==par) {
ob = ob_iter;
/* End Scene/Group object loop, below is generic */
/* par_space_mat - only used for groups so we can modify the space dupli's are in
when par_space_mat is NULL ob->obmat can be used instead of ob__obmat
*/
if(par_space_mat)
mul_m4_m4m4(ob__obmat, ob->obmat, par_space_mat);
else
copy_m4_m4(ob__obmat, ob->obmat);
copy_m3_m4(imat, ob->parentinv);
/* mballs have a different dupli handling */
if(ob->type!=OB_MBALL) ob->flag |= OB_DONE; /* doesnt render */
for(a=0; a<totface; a++) {
int mv1 = mface[a].v1;
int mv2 = mface[a].v2;
int mv3 = mface[a].v3;
int mv4 = mface[a].v4;
float *v1= mvert[mv1].co;
float *v2= mvert[mv2].co;
float *v3= mvert[mv3].co;
float *v4= (mv4)? mvert[mv4].co: NULL;
float cent[3], quat[4], mat[3][3], mat3[3][3], tmat[4][4], obmat[4][4];
/* translation */
if(v4)
cent_quad_v3(cent, v1, v2, v3, v4);
else
cent_tri_v3(cent, v1, v2, v3);
mul_m4_v3(pmat, cent);
sub_v3_v3v3(cent, cent, pmat[3]);
add_v3_v3v3(cent, cent, ob__obmat[3]);
copy_m4_m4(obmat, ob__obmat);
VECCOPY(obmat[3], cent);
/* rotation */
tri_to_quat( quat,v1, v2, v3);
quat_to_mat3( mat,quat);
/* scale */
if(par->transflag & OB_DUPLIFACES_SCALE) {
float size= v4? area_quad_v3(v1, v2, v3, v4): area_tri_v3(v1, v2, v3);
size= sqrt(size) * par->dupfacesca;
mul_m3_fl(mat, size);
}
copy_m3_m3(mat3, mat);
mul_m3_m3m3(mat, imat, mat3);
copy_m4_m4(tmat, obmat);
mul_m4_m4m3(obmat, tmat, mat);
dob= new_dupli_object(lb, ob, obmat, lay, a, OB_DUPLIFACES, animated);
if(G.rendering) {
w= (mv4)? 0.25f: 1.0f/3.0f;
if(orco) {
VECADDFAC(dob->orco, dob->orco, orco[mv1], w);
VECADDFAC(dob->orco, dob->orco, orco[mv2], w);
VECADDFAC(dob->orco, dob->orco, orco[mv3], w);
if(mv4)
VECADDFAC(dob->orco, dob->orco, orco[mv4], w);
}
if(mtface) {
dob->uv[0] += w*mtface[a].uv[0][0];
dob->uv[1] += w*mtface[a].uv[0][1];
dob->uv[0] += w*mtface[a].uv[1][0];
dob->uv[1] += w*mtface[a].uv[1][1];
dob->uv[0] += w*mtface[a].uv[2][0];
dob->uv[1] += w*mtface[a].uv[2][1];
if(mv4) {
dob->uv[0] += w*mtface[a].uv[3][0];
dob->uv[1] += w*mtface[a].uv[3][1];
}
}
}
if(ob->transflag & OB_DUPLI) {
float tmpmat[4][4];
copy_m4_m4(tmpmat, ob->obmat);
copy_m4_m4(ob->obmat, obmat); /* pretend we are really this mat */
object_duplilist_recursive((ID *)id, scene, ob, lb, ob->obmat, level+1, animated);
copy_m4_m4(ob->obmat, tmpmat);
}
}
break;
}
ob= ob->parent;
}
}
if (sce) base= base->next; /* scene loop */
else go= go->next; /* group loop */
}
if(par->mode & OB_MODE_EDIT) {
MEM_freeN(mface);
MEM_freeN(mvert);
}
if(orco)
MEM_freeN(orco);
dm->release(dm);
}
static void new_particle_duplilist(ListBase *lb, ID *id, Scene *scene, Object *par, float par_space_mat[][4], ParticleSystem *psys, int level, int animated)
{
GroupObject *go;
Object *ob=0, **oblist=0, obcopy, *obcopylist=0;
DupliObject *dob;
ParticleDupliWeight *dw;
ParticleSimulationData sim = {scene, par, psys, psys_get_modifier(par, psys)};
ParticleSettings *part;
ParticleData *pa;
ChildParticle *cpa=0;
ParticleKey state;
ParticleCacheKey *cache;
float ctime, pa_time, scale = 1.0f;
float tmat[4][4], mat[4][4], pamat[4][4], vec[3], size=0.0;
float (*obmat)[4], (*oldobmat)[4];
int lay, a, b, counter, hair = 0;
int totpart, totchild, totgroup=0, pa_num;
if(psys==0) return;
/* simple preventing of too deep nested groups */
if(level>MAX_DUPLI_RECUR) return;
part=psys->part;
if(part==0)
return;
if(!psys_check_enabled(par, psys))
return;
ctime = bsystem_time(scene, par, (float)scene->r.cfra, 0.0);
totpart = psys->totpart;
totchild = psys->totchild;
BLI_srandom(31415926 + psys->seed);
lay= scene->lay;
if((psys->renderdata || part->draw_as==PART_DRAW_REND) &&
((part->ren_as == PART_DRAW_OB && part->dup_ob) ||
(part->ren_as == PART_DRAW_GR && part->dup_group && part->dup_group->gobject.first))) {
psys_check_group_weights(part);
/* if we have a hair particle system, use the path cache */
if(part->type == PART_HAIR) {
if(psys->flag & PSYS_HAIR_DONE)
hair= (totchild == 0 || psys->childcache) && psys->pathcache;
if(!hair)
return;
/* we use cache, update totchild according to cached data */
totchild = psys->totchildcache;
totpart = psys->totcached;
}
psys->lattice = psys_get_lattice(&sim);
/* gather list of objects or single object */
if(part->ren_as==PART_DRAW_GR) {
group_handle_recalc_and_update(scene, par, part->dup_group);
if(part->draw & PART_DRAW_COUNT_GR) {
for(dw=part->dupliweights.first; dw; dw=dw->next)
totgroup += dw->count;
}
else {
for(go=part->dup_group->gobject.first; go; go=go->next)
totgroup++;
}
/* we also copy the actual objects to restore afterwards, since
* where_is_object_time will change the object which breaks transform */
oblist = MEM_callocN(totgroup*sizeof(Object *), "dupgroup object list");
obcopylist = MEM_callocN(totgroup*sizeof(Object), "dupgroup copy list");
if(part->draw & PART_DRAW_COUNT_GR && totgroup) {
dw = part->dupliweights.first;
for(a=0; a<totgroup; dw=dw->next) {
for(b=0; b<dw->count; b++, a++) {
oblist[a] = dw->ob;
obcopylist[a] = *dw->ob;
}
}
}
else {
go = part->dup_group->gobject.first;
for(a=0; a<totgroup; a++, go=go->next) {
oblist[a] = go->ob;
obcopylist[a] = *go->ob;
}
}
}
else {
ob = part->dup_ob;
obcopy = *ob;
}
if(totchild==0 || part->draw & PART_DRAW_PARENT)
a = 0;
else
a = totpart;
for(pa=psys->particles,counter=0; a<totpart+totchild; a++,pa++,counter++) {
if(a<totpart) {
/* handle parent particle */
if(pa->flag & (PARS_UNEXIST+PARS_NO_DISP))
continue;
pa_num = pa->num;
pa_time = pa->time;
size = pa->size;
}
else {
/* handle child particle */
cpa = &psys->child[a - totpart];
pa_num = a;
pa_time = psys->particles[cpa->parent].time;
size = psys_get_child_size(psys, cpa, ctime, 0);
}
if(part->ren_as==PART_DRAW_GR) {
/* for groups, pick the object based on settings */
if(part->draw&PART_DRAW_RAND_GR)
b= BLI_rand() % totgroup;
else if(part->from==PART_FROM_PARTICLE)
b= pa_num % totgroup;
else
b= a % totgroup;
ob = oblist[b];
obmat = oblist[b]->obmat;
oldobmat = obcopylist[b].obmat;
}
else {
obmat= ob->obmat;
oldobmat= obcopy.obmat;
}
if(hair) {
/* hair we handle separate and compute transform based on hair keys */
if(a < totpart) {
cache = psys->pathcache[a];
psys_get_dupli_path_transform(&sim, pa, 0, cache, pamat, &scale);
}
else {
cache = psys->childcache[a-totpart];
psys_get_dupli_path_transform(&sim, 0, cpa, cache, pamat, &scale);
}
VECCOPY(pamat[3], cache->co);
pamat[3][3]= 1.0f;
}
else {
/* first key */
state.time = ctime;
if(psys_get_particle_state(&sim, a, &state, 0) == 0)
continue;
quat_to_mat4( pamat,state.rot);
VECCOPY(pamat[3], state.co);
pamat[3][3]= 1.0f;
}
if(part->ren_as==PART_DRAW_GR && psys->part->draw & PART_DRAW_WHOLE_GR) {
for(go= part->dup_group->gobject.first, b=0; go; go= go->next, b++) {
mul_m4_m4m4(tmat, oblist[b]->obmat, pamat);
mul_mat3_m4_fl(tmat, size*scale);
if(par_space_mat)
mul_m4_m4m4(mat, tmat, par_space_mat);
else
copy_m4_m4(mat, tmat);
dob= new_dupli_object(lb, go->ob, mat, par->lay, counter, OB_DUPLIPARTS, animated);
copy_m4_m4(dob->omat, obcopylist[b].obmat);
if(G.rendering)
psys_get_dupli_texture(par, part, sim.psmd, pa, cpa, dob->uv, dob->orco);
}
}
else {
/* to give ipos in object correct offset */
where_is_object_time(scene, ob, ctime-pa_time);
VECCOPY(vec, obmat[3]);
obmat[3][0] = obmat[3][1] = obmat[3][2] = 0.0f;
copy_m4_m4(mat, pamat);
mul_m4_m4m4(tmat, obmat, mat);
mul_mat3_m4_fl(tmat, size*scale);
if(part->draw & PART_DRAW_GLOBAL_OB)
VECADD(tmat[3], tmat[3], vec);
if(par_space_mat)
mul_m4_m4m4(mat, tmat, par_space_mat);
else
copy_m4_m4(mat, tmat);
dob= new_dupli_object(lb, ob, mat, ob->lay, counter, OB_DUPLIPARTS, animated);
copy_m4_m4(dob->omat, oldobmat);
if(G.rendering)
psys_get_dupli_texture(par, part, sim.psmd, pa, cpa, dob->uv, dob->orco);
}
}
/* restore objects since they were changed in where_is_object_time */
if(part->ren_as==PART_DRAW_GR) {
for(a=0; a<totgroup; a++)
*(oblist[a])= obcopylist[a];
}
else
*ob= obcopy;
}
/* clean up */
if(oblist)
MEM_freeN(oblist);
if(obcopylist)
MEM_freeN(obcopylist);
if(psys->lattice) {
end_latt_deform(psys->lattice);
psys->lattice = NULL;
}
}
static Object *find_family_object(Object **obar, char *family, char ch)
{
Object *ob;
int flen;
if( obar[(int)ch] ) return obar[(int)ch];
flen= strlen(family);
ob= G.main->object.first;
while(ob) {
if( ob->id.name[flen+2]==ch ) {
if( strncmp(ob->id.name+2, family, flen)==0 ) break;
}
ob= ob->id.next;
}
obar[(int)ch]= ob;
return ob;
}
static void font_duplilist(ListBase *lb, Scene *scene, Object *par, int level, int animated)
{
Object *ob, *obar[256];
Curve *cu;
struct chartrans *ct, *chartransdata;
float vec[3], obmat[4][4], pmat[4][4], fsize, xof, yof;
int slen, a;
/* simple preventing of too deep nested groups */
if(level>MAX_DUPLI_RECUR) return;
copy_m4_m4(pmat, par->obmat);
/* in par the family name is stored, use this to find the other objects */
chartransdata= BKE_text_to_curve(scene, par, FO_DUPLI);
if(chartransdata==0) return;
memset(obar, 0, 256*sizeof(void *));
cu= par->data;
slen= strlen(cu->str);
fsize= cu->fsize;
xof= cu->xof;
yof= cu->yof;
ct= chartransdata;
for(a=0; a<slen; a++, ct++) {
ob= find_family_object(obar, cu->family, cu->str[a]);
if(ob) {
vec[0]= fsize*(ct->xof - xof);
vec[1]= fsize*(ct->yof - yof);
vec[2]= 0.0;
mul_m4_v3(pmat, vec);
copy_m4_m4(obmat, par->obmat);
VECCOPY(obmat[3], vec);
new_dupli_object(lb, ob, obmat, par->lay, a, OB_DUPLIVERTS, animated);
}
}
MEM_freeN(chartransdata);
}
/* ------------- */
static void object_duplilist_recursive(ID *id, Scene *scene, Object *ob, ListBase *duplilist, float par_space_mat[][4], int level, int animated)
{
if((ob->transflag & OB_DUPLI)==0)
return;
/* Should the dupli's be generated for this object? - Respect restrict flags */
if (G.rendering) {
if (ob->restrictflag & OB_RESTRICT_RENDER) {
return;
}
} else {
if (ob->restrictflag & OB_RESTRICT_VIEW) {
return;
}
}
if(ob->transflag & OB_DUPLIPARTS) {
ParticleSystem *psys = ob->particlesystem.first;
for(; psys; psys=psys->next)
new_particle_duplilist(duplilist, id, scene, ob, par_space_mat, psys, level+1, animated);
}
else if(ob->transflag & OB_DUPLIVERTS) {
if(ob->type==OB_MESH) {
vertex_duplilist(duplilist, id, scene, ob, par_space_mat, level+1, animated);
}
else if(ob->type==OB_FONT) {
if (GS(id->name)==ID_SCE) { /* TODO - support dupligroups */
font_duplilist(duplilist, scene, ob, level+1, animated);
}
}
}
else if(ob->transflag & OB_DUPLIFACES) {
if(ob->type==OB_MESH)
face_duplilist(duplilist, id, scene, ob, par_space_mat, level+1, animated);
}
else if(ob->transflag & OB_DUPLIFRAMES) {
if (GS(id->name)==ID_SCE) { /* TODO - support dupligroups */
frames_duplilist(duplilist, scene, ob, level+1, animated);
}
} else if(ob->transflag & OB_DUPLIGROUP) {
DupliObject *dob;
group_duplilist(duplilist, scene, ob, level+1, animated); /* now recursive */
if (level==0) {
for(dob= duplilist->first; dob; dob= dob->next)
if(dob->type == OB_DUPLIGROUP)
copy_m4_m4(dob->ob->obmat, dob->mat);
}
}
}
/* Returns a list of DupliObject
* note; group dupli's already set transform matrix. see note in group_duplilist() */
ListBase *object_duplilist(Scene *sce, Object *ob)
{
ListBase *duplilist= MEM_mallocN(sizeof(ListBase), "duplilist");
duplilist->first= duplilist->last= NULL;
object_duplilist_recursive((ID *)sce, sce, ob, duplilist, NULL, 0, 0);
return duplilist;
}
void free_object_duplilist(ListBase *lb)
{
DupliObject *dob;
for(dob= lb->first; dob; dob= dob->next) {
dob->ob->lay= dob->origlay;
copy_m4_m4(dob->ob->obmat, dob->omat);
}
BLI_freelistN(lb);
MEM_freeN(lb);
}
int count_duplilist(Object *ob)
{
if(ob->transflag & OB_DUPLI) {
if(ob->transflag & OB_DUPLIVERTS) {
if(ob->type==OB_MESH) {
if(ob->transflag & OB_DUPLIVERTS) {
ParticleSystem *psys = ob->particlesystem.first;
int pdup=0;
for(; psys; psys=psys->next)
pdup += psys->totpart;
if(pdup==0){
Mesh *me= ob->data;
return me->totvert;
}
else
return pdup;
}
}
}
else if(ob->transflag & OB_DUPLIFRAMES) {
int tot= ob->dupend - ob->dupsta;
tot/= (ob->dupon+ob->dupoff);
return tot*ob->dupon;
}
}
return 1;
}