コード例 #1
0
ファイル: object_dupli.c プロジェクト: DrangPo/blender
static void vertex_dupli__mapFunc(void *userData, int index, const float co[3],
                                  const float nor_f[3], const short nor_s[3])
{
	const VertexDupliData *vdd = userData;
	Object *inst_ob = vdd->inst_ob;
	DupliObject *dob;
	float obmat[4][4], space_mat[4][4];

	/* obmat is transform to vertex */
	get_duplivert_transform(co, nor_f, nor_s, vdd->use_rotation, inst_ob->trackflag, inst_ob->upflag, obmat);
	/* make offset relative to inst_ob using relative child transform */
	mul_mat3_m4_v3((float (*)[4])vdd->child_imat, obmat[3]);
	/* apply obmat _after_ the local vertex transform */
	mul_m4_m4m4(obmat, inst_ob->obmat, obmat);

	/* space matrix is constructed by removing obmat transform,
	 * this yields the worldspace transform for recursive duplis
	 */
	mul_m4_m4m4(space_mat, obmat, inst_ob->imat);

	dob = make_dupli(vdd->ctx, vdd->inst_ob, obmat, index, false, false);

	if (vdd->orco)
		copy_v3_v3(dob->orco, vdd->orco[index]);

	/* recursion */
	make_recursive_duplis(vdd->ctx, vdd->inst_ob, space_mat, index, false);
}
コード例 #2
0
ファイル: object_dupli.c プロジェクト: Walid-Shouman/Blender
/* OB_DUPLIGROUP */
static void make_duplis_group(const DupliContext *ctx)
{
	bool for_render = ctx->eval_ctx->for_render;
	Object *ob = ctx->object;
	Group *group;
	GroupObject *go;
	float group_mat[4][4];
	int id;
	bool animated, hide;

	if (ob->dup_group == NULL) return;
	group = ob->dup_group;

	/* combine group offset and obmat */
	unit_m4(group_mat);
	sub_v3_v3(group_mat[3], group->dupli_ofs);
	mul_m4_m4m4(group_mat, ob->obmat, group_mat);
	/* don't access 'ob->obmat' from now on. */

	/* handles animated groups */

	/* we need to check update for objects that are not in scene... */
	if (ctx->do_update) {
		/* note: update is optional because we don't always need object
		 * transformations to be correct. Also fixes bug [#29616]. */
		BKE_group_handle_recalc_and_update(ctx->eval_ctx, ctx->scene, ob, group);
	}

	animated = BKE_group_is_animated(group, ob);

	for (go = group->gobject.first, id = 0; go; go = go->next, id++) {
		/* note, if you check on layer here, render goes wrong... it still deforms verts and uses parent imat */
		if (go->ob != ob) {
			float mat[4][4];

			/* group dupli offset, should apply after everything else */
			mul_m4_m4m4(mat, group_mat, go->ob->obmat);

			/* check the group instance and object layers match, also that the object visible flags are ok. */
			hide = (go->ob->lay & group->layer) == 0 ||
			       (for_render ? go->ob->restrictflag & OB_RESTRICT_RENDER : go->ob->restrictflag & OB_RESTRICT_VIEW);

			make_dupli(ctx, go->ob, mat, id, animated, hide);

			/* recursion */
			make_recursive_duplis(ctx, go->ob, group_mat, id, animated);
		}
	}
}
コード例 #3
0
ファイル: object_dupli.c プロジェクト: DrangPo/blender
/* OB_DUPLIPARTS */
static void make_duplis_particle_system(const DupliContext *ctx, ParticleSystem *psys)
{
	Scene *scene = ctx->scene;
	Object *par = ctx->object;
	bool for_render = ctx->eval_ctx->mode == DAG_EVAL_RENDER;
	bool use_texcoords = ELEM(ctx->eval_ctx->mode, DAG_EVAL_RENDER, DAG_EVAL_PREVIEW);

	GroupObject *go;
	Object *ob = NULL, **oblist = NULL, obcopy, *obcopylist = NULL;
	DupliObject *dob;
	ParticleDupliWeight *dw;
	ParticleSettings *part;
	ParticleData *pa;
	ChildParticle *cpa = NULL;
	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];
	int a, b, hair = 0;
	int totpart, totchild, totgroup = 0 /*, pa_num */;
	const bool dupli_type_hack = !BKE_scene_use_new_shading_nodes(scene);

	int no_draw_flag = PARS_UNEXIST;

	if (psys == NULL) return;

	part = psys->part;

	if (part == NULL)
		return;

	if (!psys_check_enabled(par, psys))
		return;

	if (!for_render)
		no_draw_flag |= PARS_NO_DISP;

	ctime = BKE_scene_frame_get(scene); /* NOTE: in old animsys, used parent object's timeoffset... */

	totpart = psys->totpart;
	totchild = psys->totchild;

	BLI_srandom((unsigned int)(31415926 + psys->seed));

	if ((psys->renderdata || part->draw_as == PART_DRAW_REND) && ELEM(part->ren_as, PART_DRAW_OB, PART_DRAW_GR)) {
		ParticleSimulationData sim = {NULL};
		sim.scene = scene;
		sim.ob = par;
		sim.psys = psys;
		sim.psmd = psys_get_modifier(par, psys);
		/* make sure emitter imat is in global coordinates instead of render view coordinates */
		invert_m4_m4(par->imat, par->obmat);

		/* first check for loops (particle system object used as dupli object) */
		if (part->ren_as == PART_DRAW_OB) {
			if (ELEM(part->dup_ob, NULL, par))
				return;
		}
		else { /*PART_DRAW_GR */
			if (part->dup_group == NULL || BLI_listbase_is_empty(&part->dup_group->gobject))
				return;

			if (BLI_findptr(&part->dup_group->gobject, par, offsetof(GroupObject, ob))) {
				return;
			}
		}

		/* 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_check_group_weights(part);

		psys->lattice_deform_data = psys_create_lattice_deform_data(&sim);

		/* gather list of objects or single object */
		if (part->ren_as == PART_DRAW_GR) {
			if (ctx->do_update) {
				BKE_group_handle_recalc_and_update(ctx->eval_ctx, 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
			 * BKE_object_where_is_calc_time will change the object which breaks transform */
			oblist = MEM_callocN((size_t)totgroup * sizeof(Object *), "dupgroup object list");
			obcopylist = MEM_callocN((size_t)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; a < totpart + totchild; a++, pa++) {
			if (a < totpart) {
				/* handle parent particle */
				if (pa->flag & no_draw_flag)
					continue;

				/* pa_num = pa->num; */ /* UNUSED */
				pa_time = pa->time;
				size = pa->size;
			}
			else {
				/* handle child particle */
				cpa = &psys->child[a - totpart];

				/* pa_num = a; */ /* UNUSED */
				pa_time = psys->particles[cpa->parent].time;
				size = psys_get_child_size(psys, cpa, ctime, NULL);
			}

			/* some hair paths might be non-existent so they can't be used for duplication */
			if (hair && psys->pathcache &&
			    ((a < totpart && psys->pathcache[a]->segments < 0) ||
			     (a >= totpart && psys->childcache[a - totpart]->segments < 0)))
			{
				continue;
			}

			if (part->ren_as == PART_DRAW_GR) {
				/* prevent divide by zero below [#28336] */
				if (totgroup == 0)
					continue;

				/* for groups, pick the object based on settings */
				if (part->draw & PART_DRAW_RAND_GR)
					b = BLI_rand() % totgroup;
				else
					b = a % totgroup;

				ob = oblist[b];
				obmat = oblist[b]->obmat;
			}
			else {
				obmat = ob->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, NULL, cache, pamat, &scale);
				}
				else {
					cache = psys->childcache[a - totpart];
					psys_get_dupli_path_transform(&sim, NULL, cpa, cache, pamat, &scale);
				}

				copy_v3_v3(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;
				}
				else {
					float tquat[4];
					normalize_qt_qt(tquat, state.rot);
					quat_to_mat4(pamat, tquat);
					copy_v3_v3(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++) {

					copy_m4_m4(tmat, oblist[b]->obmat);
					/* apply particle scale */
					mul_mat3_m4_fl(tmat, size * scale);
					mul_v3_fl(tmat[3], size * scale);
					/* group dupli offset, should apply after everything else */
					if (!is_zero_v3(part->dup_group->dupli_ofs))
						sub_v3_v3(tmat[3], part->dup_group->dupli_ofs);
					/* individual particle transform */
					mul_m4_m4m4(mat, pamat, tmat);

					dob = make_dupli(ctx, go->ob, mat, a, false, false);
					dob->particle_system = psys;
					if (use_texcoords)
						psys_get_dupli_texture(psys, part, sim.psmd, pa, cpa, dob->uv, dob->orco);
				}
			}
			else {
				/* to give ipos in object correct offset */
				BKE_object_where_is_calc_time(scene, ob, ctime - pa_time);

				copy_v3_v3(vec, obmat[3]);
				obmat[3][0] = obmat[3][1] = obmat[3][2] = 0.0f;

				/* particle rotation uses x-axis as the aligned axis, so pre-rotate the object accordingly */
				if ((part->draw & PART_DRAW_ROTATE_OB) == 0) {
					float xvec[3], q[4], size_mat[4][4], original_size[3];

					mat4_to_size(original_size, obmat);
					size_to_mat4(size_mat, original_size);

					xvec[0] = -1.f;
					xvec[1] = xvec[2] = 0;
					vec_to_quat(q, xvec, ob->trackflag, ob->upflag);
					quat_to_mat4(obmat, q);
					obmat[3][3] = 1.0f;

					/* add scaling if requested */
					if ((part->draw & PART_DRAW_NO_SCALE_OB) == 0)
						mul_m4_m4m4(obmat, obmat, size_mat);
				}
				else if (part->draw & PART_DRAW_NO_SCALE_OB) {
					/* remove scaling */
					float size_mat[4][4], original_size[3];

					mat4_to_size(original_size, obmat);
					size_to_mat4(size_mat, original_size);
					invert_m4(size_mat);

					mul_m4_m4m4(obmat, obmat, size_mat);
				}

				mul_m4_m4m4(tmat, pamat, obmat);
				mul_mat3_m4_fl(tmat, size * scale);

				copy_m4_m4(mat, tmat);

				if (part->draw & PART_DRAW_GLOBAL_OB)
					add_v3_v3v3(mat[3], mat[3], vec);

				dob = make_dupli(ctx, ob, mat, a, false, false);
				dob->particle_system = psys;
				if (use_texcoords)
					psys_get_dupli_texture(psys, part, sim.psmd, pa, cpa, dob->uv, dob->orco);
				/* XXX blender internal needs this to be set to dupligroup to render
				 * groups correctly, but we don't want this hack for cycles */
				if (dupli_type_hack && ctx->group)
					dob->type = OB_DUPLIGROUP;
			}
		}

		/* restore objects since they were changed in BKE_object_where_is_calc_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_deform_data) {
		end_latt_deform(psys->lattice_deform_data);
		psys->lattice_deform_data = NULL;
	}
}
コード例 #4
0
ファイル: object_dupli.c プロジェクト: DrangPo/blender
static void make_child_duplis_faces(const DupliContext *ctx, void *userdata, Object *inst_ob)
{
	FaceDupliData *fdd = userdata;
	MPoly *mpoly = fdd->mpoly, *mp;
	MLoop *mloop = fdd->mloop;
	MVert *mvert = fdd->mvert;
	float (*orco)[3] = fdd->orco;
	MLoopUV *mloopuv = fdd->mloopuv;
	int a, totface = fdd->totface;
	bool use_texcoords = ELEM(ctx->eval_ctx->mode, DAG_EVAL_RENDER, DAG_EVAL_PREVIEW);
	float child_imat[4][4];
	DupliObject *dob;

	invert_m4_m4(inst_ob->imat, inst_ob->obmat);
	/* relative transform from parent to child space */
	mul_m4_m4m4(child_imat, inst_ob->imat, ctx->object->obmat);

	for (a = 0, mp = mpoly; a < totface; a++, mp++) {
		MLoop *loopstart = mloop + mp->loopstart;
		float space_mat[4][4], obmat[4][4];

		if (UNLIKELY(mp->totloop < 3))
			continue;

		/* obmat is transform to face */
		get_dupliface_transform(mp, loopstart, mvert, fdd->use_scale, ctx->object->dupfacesca, obmat);
		/* make offset relative to inst_ob using relative child transform */
		mul_mat3_m4_v3(child_imat, obmat[3]);

		/* XXX ugly hack to ensure same behavior as in master
		 * this should not be needed, parentinv is not consistent
		 * outside of parenting.
		 */
		{
			float imat[3][3];
			copy_m3_m4(imat, inst_ob->parentinv);
			mul_m4_m3m4(obmat, imat, obmat);
		}

		/* apply obmat _after_ the local face transform */
		mul_m4_m4m4(obmat, inst_ob->obmat, obmat);

		/* space matrix is constructed by removing obmat transform,
		 * this yields the worldspace transform for recursive duplis
		 */
		mul_m4_m4m4(space_mat, obmat, inst_ob->imat);

		dob = make_dupli(ctx, inst_ob, obmat, a, false, false);
		if (use_texcoords) {
			float w = 1.0f / (float)mp->totloop;

			if (orco) {
				int j;
				for (j = 0; j < mp->totloop; j++) {
					madd_v3_v3fl(dob->orco, orco[loopstart[j].v], w);
				}
			}

			if (mloopuv) {
				int j;
				for (j = 0; j < mp->totloop; j++) {
					madd_v2_v2fl(dob->uv, mloopuv[mp->loopstart + j].uv, w);
				}
			}
		}

		/* recursion */
		make_recursive_duplis(ctx, inst_ob, space_mat, a, false);
	}
}
コード例 #5
0
ファイル: object_dupli.c プロジェクト: DrangPo/blender
static void make_duplis_font(const DupliContext *ctx)
{
	Object *par = ctx->object;
	GHash *family_gh;
	Object *ob;
	Curve *cu;
	struct CharTrans *ct, *chartransdata = NULL;
	float vec[3], obmat[4][4], pmat[4][4], fsize, xof, yof;
	int text_len, a;
	size_t family_len;
	const wchar_t *text = NULL;
	bool text_free = false;

	/* font dupliverts not supported inside groups */
	if (ctx->group)
		return;

	copy_m4_m4(pmat, par->obmat);

	/* in par the family name is stored, use this to find the other objects */

	BKE_vfont_to_curve_ex(G.main, par, FO_DUPLI, NULL,
	                      &text, &text_len, &text_free, &chartransdata);

	if (text == NULL || chartransdata == NULL) {
		return;
	}

	cu = par->data;
	fsize = cu->fsize;
	xof = cu->xof;
	yof = cu->yof;

	ct = chartransdata;

	/* cache result */
	family_len = strlen(cu->family);
	family_gh = BLI_ghash_int_new_ex(__func__, 256);

	/* advance matching BLI_strncpy_wchar_from_utf8 */
	for (a = 0; a < text_len; a++, ct++) {

		ob = find_family_object(cu->family, family_len, (unsigned int)text[a], family_gh);
		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);

			if (UNLIKELY(ct->rot != 0.0f)) {
				float rmat[4][4];

				zero_v3(obmat[3]);
				unit_m4(rmat);
				rotate_m4(rmat, 'Z', -ct->rot);
				mul_m4_m4m4(obmat, obmat, rmat);
			}

			copy_v3_v3(obmat[3], vec);

			make_dupli(ctx, ob, obmat, a, false, false);
		}
	}

	if (text_free) {
		MEM_freeN((void *)text);
	}

	BLI_ghash_free(family_gh, NULL, NULL);

	MEM_freeN(chartransdata);
}
コード例 #6
0
ファイル: object_dupli.c プロジェクト: DrangPo/blender
/* OB_DUPLIFRAMES */
static void make_duplis_frames(const DupliContext *ctx)
{
	Scene *scene = ctx->scene;
	Object *ob = ctx->object;
	extern int enable_cu_speed; /* object.c */
	Object copyob;
	int cfrao = scene->r.cfra;
	int dupend = ob->dupend;

	/* dupliframes not supported inside groups */
	if (ctx->group)
		return;
	/* if we don't have any data/settings which will lead to object movement,
	 * don't waste time trying, as it will all look the same...
	 */
	if (ob->parent == NULL && BLI_listbase_is_empty(&ob->constraints) && ob->adt == NULL)
		return;

	/* make a copy of the object's original data (before any dupli-data overwrites it)
	 * as we'll need this to keep track of unkeyed data
	 *	- this doesn't take into account other data that can be reached from the object,
	 *	  for example it's shapekeys or bones, hence the need for an update flush at the end
	 */
	copyob = *ob;

	/* duplicate over the required range */
	if (ob->transflag & OB_DUPLINOSPEED) enable_cu_speed = 0;

	/* special flag to avoid setting recalc flags to notify the depsgraph of
	 * updates, as this is not a permanent change to the object */
	ob->id.tag |= LIB_TAG_ANIM_NO_RECALC;

	for (scene->r.cfra = ob->dupsta; scene->r.cfra <= dupend; scene->r.cfra++) {
		int ok = 1;

		/* - dupoff = how often a frames within the range shouldn't be made into duplis
		 * - dupon = the length of each "skipping" block in frames
		 */
		if (ob->dupoff) {
			ok = scene->r.cfra - ob->dupsta;
			ok = ok % (ob->dupon + ob->dupoff);
			ok = (ok < ob->dupon);
		}

		if (ok) {
			/* WARNING: doing animation updates in this way is not terribly accurate, as the dependencies
			 * and/or other objects which may affect this object's transforms are not updated either.
			 * However, this has always been the way that this worked (i.e. pre 2.5), so I guess that it'll be fine!
			 */
			BKE_animsys_evaluate_animdata(scene, &ob->id, ob->adt, (float)scene->r.cfra, ADT_RECALC_ANIM); /* ob-eval will do drivers, so we don't need to do them */
			BKE_object_where_is_calc_time(scene, ob, (float)scene->r.cfra);

			make_dupli(ctx, ob, ob->obmat, scene->r.cfra, false, false);
		}
	}

	enable_cu_speed = 1;

	/* reset frame to original frame, then re-evaluate animation as above
	 * as 2.5 animation data may have far-reaching consequences
	 */
	scene->r.cfra = cfrao;

	BKE_animsys_evaluate_animdata(scene, &ob->id, ob->adt, (float)scene->r.cfra, ADT_RECALC_ANIM); /* ob-eval will do drivers, so we don't need to do them */
	BKE_object_where_is_calc_time(scene, ob, (float)scene->r.cfra);

	/* but, to make sure unkeyed object transforms are still sane,
	 * let's copy object's original data back over
	 */
	*ob = copyob;
}
コード例 #7
0
ファイル: object_dupli.c プロジェクト: DrangPo/blender
/* OB_DUPLIGROUP */
static void make_duplis_group(const DupliContext *ctx)
{
	bool for_render = (ctx->eval_ctx->mode == DAG_EVAL_RENDER);
	Object *ob = ctx->object;
	Group *group;
	GroupObject *go;
	float group_mat[4][4];
	int id;
	bool animated, hide;

	if (ob->dup_group == NULL) return;
	group = ob->dup_group;

	/* combine group offset and obmat */
	unit_m4(group_mat);
	sub_v3_v3(group_mat[3], group->dupli_ofs);
	mul_m4_m4m4(group_mat, ob->obmat, group_mat);
	/* don't access 'ob->obmat' from now on. */

	/* handles animated groups */

	/* we need to check update for objects that are not in scene... */
	if (ctx->do_update) {
		/* note: update is optional because we don't always need object
		 * transformations to be correct. Also fixes bug [#29616]. */
		BKE_group_handle_recalc_and_update(ctx->eval_ctx, ctx->scene, ob, group);
	}

	animated = BKE_group_is_animated(group, ob);

	for (go = group->gobject.first, id = 0; go; go = go->next, id++) {
		/* note, if you check on layer here, render goes wrong... it still deforms verts and uses parent imat */
		if (go->ob != ob) {
			float mat[4][4];

			/* Special case for instancing dupli-groups, see: T40051
			 * this object may be instanced via dupli-verts/faces, in this case we don't want to render
			 * (blender convention), but _do_ show in the viewport.
			 *
			 * Regular objects work fine but not if we're instancing dupli-groups,
			 * because the rules for rendering aren't applied to objects they instance.
			 * We could recursively pass down the 'hide' flag instead, but that seems unnecessary.
			 */
			if (for_render && go->ob->parent && go->ob->parent->transflag & (OB_DUPLIVERTS | OB_DUPLIFACES)) {
				continue;
			}

			/* group dupli offset, should apply after everything else */
			mul_m4_m4m4(mat, group_mat, go->ob->obmat);

			/* check the group instance and object layers match, also that the object visible flags are ok. */
			hide = (go->ob->lay & group->layer) == 0 ||
			       (for_render ? go->ob->restrictflag & OB_RESTRICT_RENDER : go->ob->restrictflag & OB_RESTRICT_VIEW);

			make_dupli(ctx, go->ob, mat, id, animated, hide);

			/* recursion */
			make_recursive_duplis(ctx, go->ob, group_mat, id, animated);
		}
	}
}