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blender-archive/source/blender/blenloader/intern/readfile.c

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/*
* readfile.c
*
* .blend file reading
*
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* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*
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*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
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#ifdef WIN32
#include "winsock2.h"
#include "BLI_winstuff.h"
#endif
#include <stdio.h> // for printf fopen fwrite fclose sprintf FILE
#include <stdlib.h> // for getenv atoi
#include <fcntl.h> // for open
#include <string.h> // for strcasecmp strrchr strncmp strstr
#include <math.h> // for fabs
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#ifndef WIN32
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#include <unistd.h> // for read close
#include <sys/param.h> // for MAXPATHLEN
#else
#include <io.h> // for open close read
#endif
#include "nla.h"
#include "DNA_ID.h"
#include "DNA_packedFile_types.h"
#include "DNA_property_types.h"
#include "DNA_actuator_types.h"
#include "DNA_controller_types.h"
#include "DNA_sensor_types.h"
#include "DNA_sdna_types.h"
#include "DNA_scene_types.h"
#include "DNA_sequence_types.h"
#include "DNA_ika_types.h"
#include "DNA_camera_types.h"
#include "DNA_lattice_types.h"
#include "DNA_texture_types.h"
#include "DNA_key_types.h"
#include "DNA_meta_types.h"
#include "DNA_lamp_types.h"
#include "DNA_object_types.h"
#include "DNA_world_types.h"
#include "DNA_ipo_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
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#include "DNA_image_types.h"
#include "DNA_material_types.h"
#include "DNA_curve_types.h"
#include "DNA_vfont_types.h"
#include "DNA_effect_types.h"
#include "DNA_text_types.h"
#include "DNA_view3d_types.h"
#include "DNA_screen_types.h"
#include "DNA_sound_types.h"
#include "DNA_space_types.h"
#include "DNA_oops_types.h"
#include "DNA_group_types.h"
#include "DNA_userdef_types.h"
#include "DNA_fileglobal_types.h"
#include "DNA_constraint_types.h"
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_nla_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
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#include "BLI_storage_types.h" // for relname flags
#include "BKE_bad_level_calls.h" // for reopen_text build_seqar (from WHILE_SEQ) open_plugin_seq set_rects_butspace check_imasel_copy
#include "BKE_constraint.h"
#include "BKE_utildefines.h" // SWITCH_INT WHILE_SEQ END_SEQ DATA ENDB DNA1 O_BINARY GLOB USER TEST REND
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#include "BKE_main.h" // for Main
#include "BKE_global.h" // for G
#include "BKE_property.h" // for get_property
#include "BKE_library.h" // for wich_libbase
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#include "BKE_texture.h" // for open_plugin_tex
#include "BKE_effect.h" // for give_parteff
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#include "BKE_sca.h" // for init_actuator
#include "BKE_mesh.h" // for ME_ defines (patching)
#include "BKE_armature.h" // for precalc_bonelist_irestmats
#include "BKE_action.h"
#include "BKE_object.h"
#include "BKE_scene.h"
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#include "BIF_butspace.h" // for do_versions, patching event codes
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#include "BLO_readfile.h"
#include "BLO_undofile.h"
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#include "readfile.h"
#include "genfile.h"
#include "BLO_readblenfile.h" // streaming read pipe, for BLO_readblenfile BLO_readblenfilememory
#include "mydevice.h"
/*
Remark: still a weak point is the newadress() function, that doesnt solve reading from
multiple files at the same time
(added remark: oh, i thought that was solved? will look at that... (ton)
READ
- Existing Library (Main) push or free
- allocate new Main
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- load file
- read SDNA
- for each LibBlock
- read LibBlock
- if a Library
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- make a new Main
- attach ID's to it
- else
- read associated 'direct data'
- link direct data (internal and to LibBlock)
- read FileGlobal
- read USER data, only when indicated (file is ~/.B.blend)
- free file
- per Library (per Main)
- read file
- read SDNA
- find LibBlocks and attach IDs to Main
- if external LibBlock
- search all Main's
- or it's already read,
- or not read yet
- or make new Main
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- per LibBlock
- read recursive
- read associated direct data
- link direct data (internal and to LibBlock)
- free file
- per Library with unread LibBlocks
- read file
- read SDNA
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- per LibBlock
- read recursive
- read associated direct data
- link direct data (internal and to LibBlock)
- free file
- join all Mains
- link all LibBlocks and indirect pointers to libblocks
- initialize FileGlobal and copy pointers to Global
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*/
/* also occurs in library.c */
/* GS reads the memory pointed at in a specific ordering. There are,
* however two definitions for it. I have jotted them down here, both,
* but I think the first one is actually used. The thing is that
* big-endian systems might read this the wrong way round. OTOH, we
* constructed the IDs that are read out with this macro explicitly as
* well. I expect we'll sort it out soon... */
/* from blendef: */
#define GS(a) (*((short *)(a)))
/* from misc_util: flip the bytes from x */
/* #define GS(x) (((unsigned char *)(x))[0] << 8 | ((unsigned char *)(x))[1]) */
// only used here in readfile.c
#define SWITCH_LONGINT(a) { \
char s_i, *p_i; \
p_i= (char *)&(a); \
s_i=p_i[0]; p_i[0]=p_i[7]; p_i[7]=s_i; \
s_i=p_i[1]; p_i[1]=p_i[6]; p_i[6]=s_i; \
s_i=p_i[2]; p_i[2]=p_i[5]; p_i[5]=s_i; \
s_i=p_i[3]; p_i[3]=p_i[4]; p_i[4]=s_i; }
// only used here in readfile.c
#define SWITCH_SHORT(a) { \
char s_i, *p_i; \
p_i= (char *)&(a); \
s_i=p_i[0]; p_i[0]=p_i[1]; p_i[1]=s_i; }
/***/
typedef struct OldNew {
void *old, *newp;
int nr;
} OldNew;
typedef struct OldNewMap {
OldNew *entries;
int nentries, entriessize;
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int lasthit;
} OldNewMap;
static OldNewMap *oldnewmap_new(void) {
OldNewMap *onm= MEM_mallocN(sizeof(*onm), "OldNewMap");
onm->lasthit= 0;
onm->nentries= 0;
onm->entriessize= 1024;
onm->entries= MEM_mallocN(sizeof(*onm->entries)*onm->entriessize, "OldNewMap.entries");
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return onm;
}
static void oldnewmap_insert(OldNewMap *onm, void *oldaddr, void *newaddr, int nr) {
OldNew *entry;
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if (onm->nentries==onm->entriessize) {
int osize= onm->entriessize;
OldNew *oentries= onm->entries;
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onm->entriessize*= 2;
onm->entries= MEM_mallocN(sizeof(*onm->entries)*onm->entriessize, "OldNewMap.entries");
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memcpy(onm->entries, oentries, sizeof(*oentries)*osize);
MEM_freeN(oentries);
}
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entry= &onm->entries[onm->nentries++];
entry->old= oldaddr;
entry->newp= newaddr;
entry->nr= nr;
}
static void *oldnewmap_lookup_and_inc(OldNewMap *onm, void *addr) {
int i;
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if (onm->lasthit<onm->nentries-1) {
OldNew *entry= &onm->entries[++onm->lasthit];
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if (entry->old==addr) {
entry->nr++;
return entry->newp;
}
}
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for (i=0; i<onm->nentries; i++) {
OldNew *entry= &onm->entries[i];
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if (entry->old==addr) {
onm->lasthit= i;
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entry->nr++;
return entry->newp;
}
}
return NULL;
}
static void *oldnewmap_liblookup_and_inc(OldNewMap *onm, void *addr, void *lib) {
int i;
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if (onm->lasthit<onm->nentries-1) {
OldNew *entry= &onm->entries[++onm->lasthit];
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if (entry->old==addr) {
ID *id= entry->newp;
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if (id && (!lib || id->lib)) {
entry->nr++;
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return entry->newp;
}
}
}
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for (i=0; i<onm->nentries; i++) {
OldNew *entry= &onm->entries[i];
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if (entry->old==addr) {
ID *id= entry->newp;
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if (id && (!lib || id->lib)) {
entry->nr++;
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return entry->newp;
}
}
}
return NULL;
}
static void *oldnewmap_typelookup_and_inc(OldNewMap *onm, void *addr, short type) {
int i;
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if (onm->lasthit<onm->nentries-1) {
OldNew *entry= &onm->entries[++onm->lasthit];
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if (entry->old==addr) {
ID *id= entry->newp;
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if (id && (GS(id->name) == type)) {
entry->nr++;
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return entry->newp;
}
}
}
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for (i=0; i<onm->nentries; i++) {
OldNew *entry= &onm->entries[i];
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if (entry->old==addr) {
ID *id= entry->newp;
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if (id && (GS(id->name) == type)) {
entry->nr++;
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return entry->newp;
}
}
}
return NULL;
}
static void oldnewmap_free_unused(OldNewMap *onm) {
int i;
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for (i=0; i<onm->nentries; i++) {
OldNew *entry= &onm->entries[i];
if (entry->nr==0) {
MEM_freeN(entry->newp);
entry->newp= NULL;
}
}
}
static void oldnewmap_clear(OldNewMap *onm) {
onm->nentries= 0;
onm->lasthit= 0;
}
static void oldnewmap_free(OldNewMap *onm) {
MEM_freeN(onm->entries);
MEM_freeN(onm);
}
/***/
static void read_libraries(FileData *basefd, ListBase *mainlist);
/* ************ help functions ***************** */
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static void add_main_to_main(Main *mainvar, Main *from)
{
ListBase *lbarray[100], *fromarray[100]; // define in library.c too
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int a;
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a= set_listbasepointers(mainvar, lbarray);
a= set_listbasepointers(from, fromarray);
while(a--) {
addlisttolist(lbarray[a], fromarray[a]);
}
}
void blo_join_main(ListBase *mainlist)
{
Main *tojoin, *mainl= mainlist->first;
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while ((tojoin= mainl->next)) {
add_main_to_main(mainl, tojoin);
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BLI_remlink(mainlist, tojoin);
MEM_freeN(tojoin);
}
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}
static void split_libdata(ListBase *lb, Main *first)
{
ListBase *lbn;
ID *id, *idnext;
Main *mainvar;
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id= lb->first;
while(id) {
idnext= id->next;
if(id->lib) {
mainvar= first;
while(mainvar) {
if(mainvar->curlib==id->lib) {
lbn= wich_libbase(mainvar, GS(id->name));
BLI_remlink(lb, id);
BLI_addtail(lbn, id);
break;
}
mainvar= mainvar->next;
}
if(mainvar==0) printf("error split_libdata\n");
}
id= idnext;
}
}
void blo_split_main(ListBase *mainlist)
{
Main *mainl= mainlist->first;
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ListBase *lbarray[30];
Library *lib;
int i;
for (lib= mainl->library.first; lib; lib= lib->id.next) {
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Main *libmain= MEM_callocN(sizeof(*libmain), "libmain");
libmain->curlib= lib;
BLI_addtail(mainlist, libmain);
}
i= set_listbasepointers(mainl, lbarray);
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while(i--)
split_libdata(lbarray[i], mainl->next);
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}
static Main *blo_find_main(ListBase *mainlist, char *name)
{
Main *m;
Library *lib;
char name1[FILE_MAXDIR+FILE_MAXFILE];
char libname1[FILE_MAXDIR+FILE_MAXFILE];
/* name can be stringcode too */
strcpy(name1, name);
BLI_convertstringcode(name1, G.sce, 0);
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for (m= mainlist->first; m; m= m->next) {
char *libname= (m->curlib)?m->curlib->name:m->name;
strcpy(libname1, libname);
BLI_convertstringcode(libname1, G.sce, 0);
if (BLI_streq(name1, libname1))
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return m;
}
m= MEM_callocN(sizeof(*m), "find_main");
BLI_addtail(mainlist, m);
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lib= alloc_libblock(&m->library, ID_LI, "lib");
strcpy(lib->name, name);
m->curlib= lib;
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return m;
}
/* ************ FILE PARSING ****************** */
static void switch_endian_bh4(BHead4 *bhead)
{
/* the ID_.. codes */
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if((bhead->code & 0xFFFF)==0) bhead->code >>=16;
if (bhead->code != ENDB) {
SWITCH_INT(bhead->len);
SWITCH_INT(bhead->SDNAnr);
SWITCH_INT(bhead->nr);
}
}
static void switch_endian_bh8(BHead8 *bhead)
{
/* the ID_.. codes */
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if((bhead->code & 0xFFFF)==0) bhead->code >>=16;
if (bhead->code != ENDB) {
SWITCH_INT(bhead->len);
SWITCH_INT(bhead->SDNAnr);
SWITCH_INT(bhead->nr);
}
}
static void bh4_from_bh8(BHead *bhead, BHead8 *bhead8, int do_endian_swap)
{
BHead4 *bhead4 = (BHead4 *) bhead;
#if defined(WIN32) && !defined(FREE_WINDOWS)
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__int64 old;
#else
long long old;
#endif
bhead4->code= bhead8->code;
bhead4->len= bhead8->len;
if (bhead4->code != ENDB) {
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// why is this here ??
if (do_endian_swap) {
SWITCH_LONGINT(bhead8->old);
}
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/* this patch is to avoid a long long being read from not-eight aligned positions
is necessary on SGI with -n32 compiling (no, is necessary on
any modern 64bit architecture) */
memcpy(&old, &bhead8->old, 8);
bhead4->old = (int) (old >> 3);
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bhead4->SDNAnr= bhead8->SDNAnr;
bhead4->nr= bhead8->nr;
}
}
static void bh8_from_bh4(BHead *bhead, BHead4 *bhead4)
{
BHead8 *bhead8 = (BHead8 *) bhead;
bhead8->code= bhead4->code;
bhead8->len= bhead4->len;
if (bhead8->code != ENDB) {
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bhead8->old= bhead4->old;
bhead8->SDNAnr= bhead4->SDNAnr;
bhead8->nr= bhead4->nr;
}
}
static BHeadN *get_bhead(FileData *fd)
{
BHead8 bhead8;
BHead4 bhead4;
BHead bhead;
BHeadN *new_bhead = 0;
int readsize;
if (fd) {
if ( ! fd->eof) {
// First read the bhead structure.
// Depending on the platform the file was written on this can
// be a big or little endian BHead4 or BHead8 structure.
// As usual 'ENDB' (the last *partial* bhead of the file)
// needs some special handling. We don't want to EOF just yet.
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if (fd->flags & FD_FLAGS_FILE_POINTSIZE_IS_4) {
bhead4.code = DATA;
readsize = fd->read(fd, &bhead4, sizeof(bhead4));
if (readsize == sizeof(bhead4) || bhead4.code == ENDB) {
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if (fd->flags & FD_FLAGS_SWITCH_ENDIAN) {
switch_endian_bh4(&bhead4);
}
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if (fd->flags & FD_FLAGS_POINTSIZE_DIFFERS) {
bh8_from_bh4(&bhead, &bhead4);
} else {
memcpy(&bhead, &bhead4, sizeof(bhead));
}
} else {
fd->eof = 1;
}
} else {
bhead8.code = DATA;
readsize = fd->read(fd, &bhead8, sizeof(bhead8));
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if (readsize == sizeof(bhead8) || bhead8.code == ENDB) {
if (fd->flags & FD_FLAGS_SWITCH_ENDIAN) {
switch_endian_bh8(&bhead8);
}
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if (fd->flags & FD_FLAGS_POINTSIZE_DIFFERS) {
bh4_from_bh8(&bhead, &bhead8, (fd->flags & FD_FLAGS_SWITCH_ENDIAN));
} else {
memcpy(&bhead, &bhead8, sizeof(bhead));
}
} else {
fd->eof = 1;
}
}
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// bhead now contains the (converted) bhead structure. Now read
// the associated data and put everything in a BHeadN (creative naming !)
if ( ! fd->eof) {
new_bhead = MEM_mallocN(sizeof(BHeadN) + bhead.len, "new_bhead");
if (new_bhead) {
new_bhead->next = new_bhead->prev = 0;
new_bhead->bhead = bhead;
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readsize = fd->read(fd, new_bhead + 1, bhead.len);
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if (readsize != bhead.len) {
fd->eof = 1;
MEM_freeN(new_bhead);
}
} else {
fd->eof = 1;
}
}
}
}
// We've read a new block. Now add it to the list
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// of blocks.
if (new_bhead) {
BLI_addtail(&fd->listbase, new_bhead);
}
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return(new_bhead);
}
BHead *blo_firstbhead(FileData *fd)
{
BHeadN *new_bhead;
BHead *bhead = 0;
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// Rewind the file
// Read in a new block if necessary
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new_bhead = fd->listbase.first;
if (new_bhead == 0) {
new_bhead = get_bhead(fd);
}
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if (new_bhead) {
bhead = &new_bhead->bhead;
}
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return(bhead);
}
BHead *blo_prevbhead(FileData *fd, BHead *thisblock)
{
BHeadN *bheadn= (BHeadN *) (((char *) thisblock) - (int) (&((BHeadN*)0)->bhead));
BHeadN *prev= bheadn->prev;
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return prev?&prev->bhead:NULL;
}
BHead *blo_nextbhead(FileData *fd, BHead *thisblock)
{
BHeadN *new_bhead = 0;
BHead *bhead = 0;
if (thisblock) {
// bhead is actually a sub part of BHeadN
// We calculate the BHeadN pointer from the BHead pointer below
new_bhead = (BHeadN *) (((char *) thisblock) - (int) (&((BHeadN*)0)->bhead));
// get the next BHeadN. If it doesn't exist we read in the next one
new_bhead = new_bhead->next;
if (new_bhead == 0) {
new_bhead = get_bhead(fd);
}
}
if (new_bhead) {
// here we do the reverse:
// go from the BHeadN pointer to the BHead pointer
bhead = &new_bhead->bhead;
}
return(bhead);
}
static void decode_blender_header(FileData *fd)
{
char header[SIZEOFBLENDERHEADER], num[4];
int readsize;
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// read in the header data
readsize = fd->read(fd, header, sizeof(header));
if (readsize == sizeof(header)) {
if(strncmp(header, "BLENDER", 7) == 0) {
int remove_this_endian_test= 1;
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fd->flags |= FD_FLAGS_FILE_OK;
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// what size are pointers in the file ?
if(header[7]=='_') {
fd->flags |= FD_FLAGS_FILE_POINTSIZE_IS_4;
if (sizeof(void *) != 4) {
fd->flags |= FD_FLAGS_POINTSIZE_DIFFERS;
}
} else {
if (sizeof(void *) != 8) {
fd->flags |= FD_FLAGS_POINTSIZE_DIFFERS;
}
}
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// is the file saved in a different endian
// than we need ?
if (((((char*)&remove_this_endian_test)[0]==1)?L_ENDIAN:B_ENDIAN) != ((header[8]=='v')?L_ENDIAN:B_ENDIAN)) {
fd->flags |= FD_FLAGS_SWITCH_ENDIAN;
}
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// get the version number
memcpy(num, header+9, 3);
num[3] = 0;
fd->fileversion = atoi(num);
}
}
}
static int read_file_dna(FileData *fd)
{
BHead *bhead;
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for (bhead= blo_firstbhead(fd); bhead; bhead= blo_nextbhead(fd, bhead)) {
if (bhead->code==DNA1) {
int do_endian_swap= (fd->flags&FD_FLAGS_SWITCH_ENDIAN)?1:0;
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fd->filesdna= dna_sdna_from_data(&bhead[1], bhead->len, do_endian_swap);
if (fd->filesdna)
fd->compflags= dna_get_structDNA_compareflags(fd->filesdna, fd->memsdna);
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return 1;
} else if (bhead->code==ENDB)
break;
}
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return 0;
}
static int fd_read_from_file(FileData *filedata, void *buffer, int size)
{
int readsize = read(filedata->filedes, buffer, size);
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if (readsize < 0) {
readsize = EOF;
} else {
filedata->seek += readsize;
}
return (readsize);
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}
static int fd_read_from_memory(FileData *filedata, void *buffer, int size)
{
// don't read more bytes then there are available in the buffer
int readsize = MIN2(size, filedata->buffersize - filedata->seek);
memcpy(buffer, filedata->buffer + filedata->seek, readsize);
filedata->seek += readsize;
return (readsize);
}
static int fd_read_from_memfile(FileData *filedata, void *buffer, int size)
{
static unsigned int seek= 1<<30; /* the current position */
static unsigned int offset= 0; /* size of previous chunks */
static MemFileChunk *chunk=NULL;
if(size==0) return 0;
if(seek != filedata->seek) {
chunk= filedata->memfile->chunks.first;
seek= 0;
while(chunk) {
if(seek + chunk->size > filedata->seek) break;
seek+= chunk->size;
chunk= chunk->next;
}
offset= seek;
seek= filedata->seek;
}
if(chunk) {
/* first check if it's on the end if current chunk */
if( seek-offset == chunk->size) {
offset+= chunk->size;
chunk= chunk->next;
}
/* debug, should never happen */
if(chunk==NULL) {
printf("illegal read, chunk zero\n");
return 0;
}
else if( (seek-offset)+size > chunk->size) {
size= chunk->size - (seek-offset);
printf("chunk too large, clipped to %d\n", size);
}
memcpy(buffer, chunk->buf + (seek-offset), size);
filedata->seek += size;
seek+= size;
return (size);
}
return 0;
}
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static FileData *filedata_new(void)
{
extern char DNAstr[]; /* DNA.c */
extern int DNAlen;
FileData *fd = MEM_callocN(sizeof(*fd), "FileData");
fd->filedes = -1;
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/* XXX, this doesn't need to be done all the time,
* but it keeps us reentrant, remove once we have
* a lib that provides a nice lock. - zr
*/
fd->memsdna = dna_sdna_from_data(DNAstr, DNAlen, 0);
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fd->datamap = oldnewmap_new();
fd->globmap = oldnewmap_new();
fd->libmap = oldnewmap_new();
return fd;
}
FileData *blo_openblenderfile(char *name)
{
int file;
char name1[FILE_MAXDIR+FILE_MAXFILE];
/* library files can have stringcodes */
strcpy(name1, name);
BLI_convertstringcode(name1, G.sce, 0);
file= open(name1, O_BINARY|O_RDONLY);
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if (file == -1) {
return NULL;
} else {
FileData *fd = filedata_new();
fd->filedes = file;
fd->buffersize = BLI_filesize(file);
fd->read = fd_read_from_file;
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decode_blender_header(fd);
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if (fd->flags & FD_FLAGS_FILE_OK) {
if (!read_file_dna(fd)) {
blo_freefiledata(fd);
fd= NULL;
}
} else {
blo_freefiledata(fd);
fd= NULL;
}
return fd;
}
}
FileData *blo_openblendermemory(void *mem, int memsize)
{
if (!mem || memsize<SIZEOFBLENDERHEADER) {
return NULL;
} else {
FileData *fd= filedata_new();
fd->buffer= mem;
fd->buffersize= memsize;
fd->read= fd_read_from_memory;
fd->flags|= FD_FLAGS_NOT_MY_BUFFER;
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decode_blender_header(fd);
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if (fd->flags & FD_FLAGS_FILE_OK) {
if (!read_file_dna(fd)) {
blo_freefiledata(fd);
fd= NULL;
}
} else {
blo_freefiledata(fd);
fd= NULL;
}
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return fd;
}
}
FileData *blo_openblendermemfile(MemFile *memfile)
{
if (!memfile) {
return NULL;
} else {
FileData *fd= filedata_new();
fd->memfile= memfile;
fd->read= fd_read_from_memfile;
fd->flags|= FD_FLAGS_NOT_MY_BUFFER;
decode_blender_header(fd);
if (fd->flags & FD_FLAGS_FILE_OK) {
if (!read_file_dna(fd)) {
blo_freefiledata(fd);
fd= NULL;
}
} else {
blo_freefiledata(fd);
fd= NULL;
}
return fd;
}
}
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void blo_freefiledata(FileData *fd)
{
if (fd) {
if (fd->filedes != -1) {
close(fd->filedes);
}
if (fd->buffer && !(fd->flags & FD_FLAGS_NOT_MY_BUFFER)) {
MEM_freeN(fd->buffer);
fd->buffer = 0;
}
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// Free all BHeadN data blocks
BLI_freelistN(&fd->listbase);
if (fd->memsdna)
dna_freestructDNA(fd->memsdna);
if (fd->filesdna)
dna_freestructDNA(fd->filesdna);
if (fd->compflags)
MEM_freeN(fd->compflags);
if (fd->datamap)
oldnewmap_free(fd->datamap);
if (fd->globmap)
oldnewmap_free(fd->globmap);
if (fd->libmap && !(fd->flags & FD_FLAGS_NOT_MY_LIBMAP))
oldnewmap_free(fd->libmap);
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MEM_freeN(fd);
}
}
/* ************ DIV ****************** */
int BLO_has_bfile_extension(char *str)
{
return (BLI_testextensie(str, ".ble") || BLI_testextensie(str, ".blend"));
}
/* ************** OLD POINTERS ******************* */
static void *newdataadr(FileData *fd, void *adr) /* only direct databocks */
{
return oldnewmap_lookup_and_inc(fd->datamap, adr);
}
static void *newglobadr(FileData *fd, void *adr) /* direct datablocks with global linking */
{
return oldnewmap_lookup_and_inc(fd->globmap, adr);
}
static void *newlibadr(FileData *fd, void *lib, void *adr) /* only lib data */
{
return oldnewmap_liblookup_and_inc(fd->libmap, adr, lib);
}
static void *newlibadr_us_type(FileData *fd, short type, void *adr) /* only Lib data */
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{
ID *id= oldnewmap_typelookup_and_inc(fd->libmap, adr, type);
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if (id) {
id->us++;
}
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return id;
}
static void *newlibadr_us(FileData *fd, void *lib, void *adr) /* increases user number */
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{
ID *id= newlibadr(fd, lib, adr);
if(id) {
id->us++;
}
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return id;
}
static void change_libadr(FileData *fd, void *old, void *new)
{
int i;
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/* changed one thing here, the old change_libadr
* only remapped addresses that had an id->lib,
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* but that doesn't make sense to me... its an
* old pointer, period, it needs to be remapped. - zr
*/
/*
* Ton seemed to think it was necessary to look
* through all entries, and not return after finding
* a match, leaving this cryptic comment,
* // no return, maybe there can be more?
*
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* That doesn't make sense to me either but I am
* too scared to remove it... it only would make
* sense if two distinct old address map to the
* same new address - obviously that shouldn't happen
* because memory addresses are unique.
*
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* The only case it might happen is when two distinct
* libraries are mapped using the same table... this
* won't work to start with... At some point this
* all needs to be made sense of and made understandable,
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* but I'm afraid I don't have time now. -zr
*
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*/
/* the code is nasty, and needs a lot of energy to get into full understanding
again... i now translate dutch comments, maybe that gives me more insight!
But i guess it has to do with the assumption that 2 addresses can be allocated
in different sessions, and therefore be the same... like the remark in the top
of this c file (ton) */
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for (i=0; i<fd->libmap->nentries; i++) {
OldNew *entry= &fd->libmap->entries[i];
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if (old==entry->newp) {
entry->newp= new;
break;
}
}
}
/* ********** END OLD POINTERS ****************** */
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/* ********** READ FILE ****************** */
static void switch_endian_structs(struct SDNA *filesdna, BHead *bhead)
{
int blocksize, nblocks;
char *data;
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data= (char *)(bhead+1); /* BHEAD+DATA dependancy */
blocksize= filesdna->typelens[ filesdna->structs[bhead->SDNAnr][0] ];
nblocks= bhead->nr;
while(nblocks--) {
dna_switch_endian_struct(filesdna, bhead->SDNAnr, data);
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data+= blocksize;
}
}
static void *read_struct(FileData *fd, BHead *bh, char *blockname)
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{
void *temp= NULL;
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if (bh->len) {
if (bh->SDNAnr && (fd->flags & FD_FLAGS_SWITCH_ENDIAN))
switch_endian_structs(fd->filesdna, bh);
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if (fd->compflags[bh->SDNAnr]) { /* flag==0: doesn't exist anymore */
if(fd->compflags[bh->SDNAnr]==2) {
temp= dna_reconstruct(fd->memsdna, fd->filesdna, fd->compflags, bh->SDNAnr, bh->nr, (bh+1));
} else {
temp= MEM_mallocN(bh->len, blockname);
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memcpy(temp, (bh+1), bh->len); /* BHEAD+DATA dependancy */
}
}
}
return temp;
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}
static void link_list(FileData *fd, ListBase *lb) /* only direct data */
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{
Link *ln, *prev;
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if(lb->first==0) return;
lb->first= newdataadr(fd, lb->first);
ln= lb->first;
prev= 0;
while(ln) {
ln->next= newdataadr(fd, ln->next);
ln->prev= prev;
prev= ln;
ln= ln->next;
}
lb->last= prev;
}
static void link_glob_list(FileData *fd, ListBase *lb) /* for glob data */
{
Link *ln, *prev;
void *poin;
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if(lb->first==0) return;
poin= newdataadr(fd, lb->first);
if(lb->first) {
oldnewmap_insert(fd->globmap, lb->first, poin, 0);
}
lb->first= poin;
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ln= lb->first;
prev= 0;
while(ln) {
poin= newdataadr(fd, ln->next);
if(ln->next) {
oldnewmap_insert(fd->globmap, ln->next, poin, 0);
}
ln->next= poin;
ln->prev= prev;
prev= ln;
ln= ln->next;
}
lb->last= prev;
}
static void test_pointer_array(FileData *fd, void **mat)
{
#if defined(WIN32) && !defined(FREE_WINDOWS)
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__int64 *lpoin, *lmat;
#else
long long *lpoin, *lmat;
#endif
int len, *ipoin, *imat;
/* manually convert the pointer array in
* the old dna format to a pointer array in
* the new dna format.
*/
if(*mat) {
len= MEM_allocN_len(*mat)/fd->filesdna->pointerlen;
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if(fd->filesdna->pointerlen==8 && fd->memsdna->pointerlen==4) {
ipoin=imat= MEM_mallocN( len*4, "newmatar");
lpoin= *mat;
while(len-- > 0) {
if((fd->flags & FD_FLAGS_SWITCH_ENDIAN))
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SWITCH_LONGINT(*lpoin);
*ipoin= (int) ((*lpoin) >> 3);
ipoin++;
lpoin++;
}
MEM_freeN(*mat);
*mat= imat;
}
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if(fd->filesdna->pointerlen==4 && fd->memsdna->pointerlen==8) {
lpoin=lmat= MEM_mallocN( len*8, "newmatar");
ipoin= *mat;
while(len-- > 0) {
*lpoin= *ipoin;
ipoin++;
lpoin++;
}
MEM_freeN(*mat);
*mat= lmat;
}
}
}
/* ************ READ PACKEDFILE *************** */
static PackedFile *direct_link_packedfile(FileData *fd, PackedFile *oldpf)
{
PackedFile *pf= newdataadr(fd, oldpf);
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if (pf) {
pf->data= newdataadr(fd, pf->data);
}
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return pf;
}
/* ************ READ SCRIPTLINK *************** */
static void lib_link_scriptlink(FileData *fd, ID *id, ScriptLink *slink)
{
int i;
for(i=0; i<slink->totscript; i++) {
slink->scripts[i]= newlibadr(fd, id->lib, slink->scripts[i]);
}
}
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static void direct_link_scriptlink(FileData *fd, ScriptLink *slink)
{
slink->scripts= newdataadr(fd, slink->scripts);
slink->flag= newdataadr(fd, slink->flag);
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if(fd->flags & FD_FLAGS_SWITCH_ENDIAN) {
int a;
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for(a=0; a<slink->totscript; a++) {
SWITCH_SHORT(slink->flag[a]);
}
}
}
/* ************ READ IKA ***************** */
static void lib_link_ika(FileData *fd, Main *main)
{
Ika *ika;
int a;
Deform *def;
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ika= main->ika.first;
while(ika) {
if(ika->id.flag & LIB_NEEDLINK) {
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ika->parent= newlibadr(fd, ika->id.lib, ika->parent);
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a= ika->totdef;
def= ika->def;
while(a--) {
def->ob= newlibadr(fd, ika->id.lib, def->ob);
def++;
}
ika->id.flag -= LIB_NEEDLINK;
}
ika= ika->id.next;
}
}
static void direct_link_ika(FileData *fd, Ika *ika)
{
link_list(fd, &ika->limbbase);
ika->def= newdataadr(fd, ika->def);
/* error from V.138 and older */
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if(ika->def==0) ika->totdef= 0;
}
/* ************ READ ARMATURE ***************** */
static void lib_link_nlastrips(FileData *fd, ID *id, ListBase *striplist)
{
bActionStrip *strip;
for (strip=striplist->first; strip; strip=strip->next){
strip->act = newlibadr_us(fd, id->lib, strip->act);
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strip->ipo = newlibadr(fd, id->lib, strip->ipo);
};
}
static void lib_link_constraint_channels(FileData *fd, ID *id, ListBase *chanbase)
{
bConstraintChannel *chan;
for (chan=chanbase->first; chan; chan=chan->next){
chan->ipo = newlibadr_us(fd, id->lib, chan->ipo);
}
}
static void lib_link_constraints(FileData *fd, ID *id, ListBase *conlist)
{
bConstraint *con;
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for (con = conlist->first; con; con=con->next) {
/* patch for error introduced by changing constraints (dunno how) */
if(con->data==NULL) {
con->type= CONSTRAINT_TYPE_NULL;
}
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switch (con->type) {
case CONSTRAINT_TYPE_ACTION:
{
bActionConstraint *data;
data= ((bActionConstraint*)con->data);
data->tar = newlibadr(fd, id->lib, data->tar);
data->act = newlibadr(fd, id->lib, data->act);
}
break;
case CONSTRAINT_TYPE_LOCLIKE:
{
bLocateLikeConstraint *data;
data= ((bLocateLikeConstraint*)con->data);
data->tar = newlibadr(fd, id->lib, data->tar);
};
break;
case CONSTRAINT_TYPE_ROTLIKE:
{
bRotateLikeConstraint *data;
data= ((bRotateLikeConstraint*)con->data);
data->tar = newlibadr(fd, id->lib, data->tar);
};
break;
case CONSTRAINT_TYPE_KINEMATIC:
{
bKinematicConstraint *data;
data = ((bKinematicConstraint*)con->data);
data->tar = newlibadr(fd, id->lib, data->tar);
}
break;
case CONSTRAINT_TYPE_TRACKTO:
{
bTrackToConstraint *data;
data = ((bTrackToConstraint*)con->data);
data->tar = newlibadr(fd, id->lib, data->tar);
}
break;
case CONSTRAINT_TYPE_LOCKTRACK:
{
bLockTrackConstraint *data;
data= ((bLockTrackConstraint*)con->data);
data->tar = newlibadr(fd, id->lib, data->tar);
};
break;
case CONSTRAINT_TYPE_FOLLOWPATH:
{
bFollowPathConstraint *data;
data= ((bFollowPathConstraint*)con->data);
data->tar = newlibadr(fd, id->lib, data->tar);
};
break;
case CONSTRAINT_TYPE_DISTANCELIMIT:
{
bDistanceLimitConstraint *data;
data= ((bDistanceLimitConstraint*)con->data);
data->tar = newlibadr(fd, id->lib, data->tar);
};
break;
case CONSTRAINT_TYPE_STRETCHTO:
{
bStretchToConstraint *data;
data= ((bStretchToConstraint*)con->data);
data->tar = newlibadr(fd, id->lib, data->tar);
};
break;
case CONSTRAINT_TYPE_NULL:
break;
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}
}
}
static void direct_link_constraints(FileData *fd, ListBase *lb)
{
bConstraint *cons;
link_list(fd, lb);
for (cons=lb->first; cons; cons=cons->next) {
cons->data = newdataadr(fd, cons->data);
switch (cons->type) {
default:
break;
}
// Link data
}
}
static void lib_link_bone(FileData *fd, ID *id, Bone *bone)
{
Bone *curBone;
// lib_link_constraints(fd, id, &bone->constraints);
for (curBone=bone->childbase.first; curBone; curBone=curBone->next) {
lib_link_bone(fd, id, curBone);
}
}
static void lib_link_pose(FileData *fd, ID *id, bPose *pose)
{
bPoseChannel *chan;
if (!pose)
return;
for (chan = pose->chanbase.first; chan; chan=chan->next) {
lib_link_constraints(fd, id, &chan->constraints);
}
}
static void lib_link_armature(FileData *fd, Main *main)
{
bArmature *arm;
Bone *bone;
arm= main->armature.first;
while(arm) {
if(arm->id.flag & LIB_NEEDLINK) {
arm->id.flag -= LIB_NEEDLINK;
}
for (bone=arm->bonebase.first; bone; bone=bone->next) {
lib_link_bone(fd, &arm->id, bone);
}
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arm= arm->id.next;
}
}
static void lib_link_action(FileData *fd, Main *main)
{
bAction *act;
bActionChannel *chan;
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act= main->action.first;
while(act) {
if(act->id.flag & LIB_NEEDLINK) {
act->id.flag -= LIB_NEEDLINK;
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for (chan=act->chanbase.first; chan; chan=chan->next) {
chan->ipo= newlibadr_us(fd, act->id.lib, chan->ipo);
lib_link_constraint_channels(fd, &act->id, &chan->constraintChannels);
}
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}
act= act->id.next;
}
}
static void direct_link_bones(FileData *fd, Bone* bone)
{
Bone *child;
bone->parent= newdataadr(fd, bone->parent);
link_list(fd, &bone->childbase);
for (child=bone->childbase.first; child; child=child->next) {
direct_link_bones(fd, child);
}
}
static void direct_link_action(FileData *fd, bAction *act)
{
bActionChannel *achan;
link_list(fd, &act->chanbase);
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for (achan = act->chanbase.first; achan; achan=achan->next)
link_list(fd, &achan->constraintChannels);
}
static void direct_link_armature(FileData *fd, bArmature *arm)
{
Bone *bone;
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link_list(fd, &arm->bonebase);
bone=arm->bonebase.first;
while (bone) {
direct_link_bones(fd, bone);
bone=bone->next;
}
}
/* ************ READ CAMERA ***************** */
static void lib_link_camera(FileData *fd, Main *main)
{
Camera *ca;
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ca= main->camera.first;
while(ca) {
if(ca->id.flag & LIB_NEEDLINK) {
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ca->ipo= newlibadr_us(fd, ca->id.lib, ca->ipo);
lib_link_scriptlink(fd, &ca->id, &ca->scriptlink);
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ca->id.flag -= LIB_NEEDLINK;
}
ca= ca->id.next;
}
}
static void direct_link_camera(FileData *fd, Camera *ca)
{
direct_link_scriptlink(fd, &ca->scriptlink);
}
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/* ************ READ LATTICE ***************** */
static void lib_link_latt(FileData *fd, Main *main)
{
Lattice *lt;
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lt= main->latt.first;
while(lt) {
if(lt->id.flag & LIB_NEEDLINK) {
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lt->ipo= newlibadr_us(fd, lt->id.lib, lt->ipo);
lt->key= newlibadr_us(fd, lt->id.lib, lt->key);
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lt->id.flag -= LIB_NEEDLINK;
}
lt= lt->id.next;
}
}
static void direct_link_latt(FileData *fd, Lattice *lt)
{
lt->def= newdataadr(fd, lt->def);
}
/* ************ READ LAMP ***************** */
static void lib_link_lamp(FileData *fd, Main *main)
{
Lamp *la;
MTex *mtex;
int a;
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la= main->lamp.first;
while(la) {
if(la->id.flag & LIB_NEEDLINK) {
for(a=0; a<MAX_MTEX; a++) {
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mtex= la->mtex[a];
if(mtex) {
mtex->tex= newlibadr_us(fd, la->id.lib, mtex->tex);
mtex->object= newlibadr(fd, la->id.lib, mtex->object);
}
}
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la->ipo= newlibadr_us(fd, la->id.lib, la->ipo);
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lib_link_scriptlink(fd, &la->id, &la->scriptlink);
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la->id.flag -= LIB_NEEDLINK;
}
la= la->id.next;
}
}
static void direct_link_lamp(FileData *fd, Lamp *la)
{
int a;
direct_link_scriptlink(fd, &la->scriptlink);
for(a=0; a<MAX_MTEX; a++) {
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la->mtex[a]= newdataadr(fd, la->mtex[a]);
}
}
/* ************ READ keys ***************** */
static void lib_link_key(FileData *fd, Main *main)
{
Key *key;
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key= main->key.first;
while(key) {
if(key->id.flag & LIB_NEEDLINK) {
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key->ipo= newlibadr_us(fd, key->id.lib, key->ipo);
key->from= newlibadr(fd, key->id.lib, key->from);
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key->id.flag -= LIB_NEEDLINK;
}
key= key->id.next;
}
}
static void switch_endian_keyblock(Key *key, KeyBlock *kb)
{
int elemsize, a, b;
char *data, *poin, *cp;
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elemsize= key->elemsize;
data= kb->data;
for(a=0; a<kb->totelem; a++) {
cp= key->elemstr;
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poin= data;
while( cp[0] ) { /* cp[0]==amount */
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switch(cp[1]) { /* cp[1]= type */
case IPO_FLOAT:
case IPO_BPOINT:
case IPO_BEZTRIPLE:
b= cp[0];
while(b--) {
SWITCH_INT((*poin));
poin+= 4;
}
break;
}
cp+= 2;
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}
data+= elemsize;
}
}
static void direct_link_key(FileData *fd, Key *key)
{
KeyBlock *kb;
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link_list(fd, &(key->block));
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key->refkey= newdataadr(fd, key->refkey);
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kb= key->block.first;
while(kb) {
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kb->data= newdataadr(fd, kb->data);
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if(fd->flags & FD_FLAGS_SWITCH_ENDIAN)
switch_endian_keyblock(key, kb);
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kb= kb->next;
}
}
/* ************ READ mball ***************** */
static void lib_link_mball(FileData *fd, Main *main)
{
MetaBall *mb;
int a;
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mb= main->mball.first;
while(mb) {
if(mb->id.flag & LIB_NEEDLINK) {
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for(a=0; a<mb->totcol; a++) mb->mat[a]= newlibadr_us(fd, mb->id.lib, mb->mat[a]);
mb->ipo= newlibadr_us(fd, mb->id.lib, mb->ipo);
mb->id.flag -= LIB_NEEDLINK;
}
mb= mb->id.next;
}
}
static void direct_link_mball(FileData *fd, MetaBall *mb)
{
mb->mat= newdataadr(fd, mb->mat);
test_pointer_array(fd, (void **)&mb->mat);
link_list(fd, &(mb->elems));
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mb->disp.first= mb->disp.last= 0;
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mb->bb= 0;
}
/* ************ READ WORLD ***************** */
static void lib_link_world(FileData *fd, Main *main)
{
World *wrld;
MTex *mtex;
int a;
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wrld= main->world.first;
while(wrld) {
if(wrld->id.flag & LIB_NEEDLINK) {
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wrld->ipo= newlibadr_us(fd, wrld->id.lib, wrld->ipo);
for(a=0; a<MAX_MTEX; a++) {
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mtex= wrld->mtex[a];
if(mtex) {
mtex->tex= newlibadr_us(fd, wrld->id.lib, mtex->tex);
mtex->object= newlibadr(fd, wrld->id.lib, mtex->object);
}
}
lib_link_scriptlink(fd, &wrld->id, &wrld->scriptlink);
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wrld->id.flag -= LIB_NEEDLINK;
}
wrld= wrld->id.next;
}
}
static void direct_link_world(FileData *fd, World *wrld)
{
int a;
direct_link_scriptlink(fd, &wrld->scriptlink);
for(a=0; a<MAX_MTEX; a++) {
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wrld->mtex[a]= newdataadr(fd, wrld->mtex[a]);
}
}
/* ************ READ IPO ***************** */
static void lib_link_ipo(FileData *fd, Main *main)
{
Ipo *ipo;
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ipo= main->ipo.first;
while(ipo) {
if(ipo->id.flag & LIB_NEEDLINK) {
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ipo->id.flag -= LIB_NEEDLINK;
}
ipo= ipo->id.next;
}
}
static void direct_link_ipo(FileData *fd, Ipo *ipo)
{
IpoCurve *icu;
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link_list(fd, &(ipo->curve));
icu= ipo->curve.first;
while(icu) {
icu->bezt= newdataadr(fd, icu->bezt);
icu->bp= newdataadr(fd, icu->bp);
icu= icu->next;
}
}
/* ************ READ VFONT ***************** */
static void lib_link_vfont(FileData *fd, Main *main)
{
VFont *vf;
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vf= main->vfont.first;
while(vf) {
if(vf->id.flag & LIB_NEEDLINK) {
vf->id.flag -= LIB_NEEDLINK;
}
vf= vf->id.next;
}
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}
static void direct_link_vfont(FileData *fd, VFont *vf)
{
vf->data= NULL;
vf->packedfile= direct_link_packedfile(fd, vf->packedfile);
}
/* ************ READ TEXT ****************** */
static void lib_link_text(FileData *fd, Main *main)
{
Text *text;
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text= main->text.first;
while(text) {
if(text->id.flag & LIB_NEEDLINK) {
text->id.flag -= LIB_NEEDLINK;
}
text= text->id.next;
}
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}
static void direct_link_text(FileData *fd, Text *text)
{
TextLine *ln;
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text->name= newdataadr(fd, text->name);
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text->undo_pos= -1;
text->undo_len= TXT_INIT_UNDO;
text->undo_buf= MEM_mallocN(text->undo_len, "undo buf");
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text->compiled= NULL;
/*
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if(text->flags & TXT_ISEXT) {
reopen_text(text);
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} else {
*/
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link_list(fd, &text->lines);
text->curl= newdataadr(fd, text->curl);
text->sell= newdataadr(fd, text->sell);
ln= text->lines.first;
while(ln) {
ln->line= newdataadr(fd, ln->line);
if (ln->len != (int) strlen(ln->line)) {
printf("Error loading text, line lengths differ\n");
ln->len = strlen(ln->line);
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}
ln= ln->next;
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}
text->flags = (text->flags|TXT_ISTMP) & ~TXT_ISEXT;
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text->id.us= 1;
}
/* ************ READ IMAGE ***************** */
static void lib_link_image(FileData *fd, Main *main)
{
Image *ima;
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ima= main->image.first;
while (ima) {
if(ima->id.flag & LIB_NEEDLINK) {
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ima->id.flag -= LIB_NEEDLINK;
}
ima= ima->id.next;
}
}
static void direct_link_image(FileData *fd, Image *ima)
{
ima->ibuf= 0;
ima->anim= 0;
memset(ima->mipmap, 0, sizeof(ima->mipmap));
ima->repbind= 0;
ima->bindcode= 0;
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ima->packedfile = direct_link_packedfile(fd, ima->packedfile);
ima->ok= 1;
}
/* ************ READ CURVE ***************** */
static void lib_link_curve(FileData *fd, Main *main)
{
Curve *cu;
int a;
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cu= main->curve.first;
while(cu) {
if(cu->id.flag & LIB_NEEDLINK) {
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for(a=0; a<cu->totcol; a++) cu->mat[a]= newlibadr_us(fd, cu->id.lib, cu->mat[a]);
cu->bevobj= newlibadr(fd, cu->id.lib, cu->bevobj);
cu->taperobj= newlibadr(fd, cu->id.lib, cu->taperobj);
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cu->textoncurve= newlibadr(fd, cu->id.lib, cu->textoncurve);
cu->vfont= newlibadr_us(fd, cu->id.lib, cu->vfont);
cu->ipo= newlibadr_us(fd, cu->id.lib, cu->ipo);
cu->key= newlibadr_us(fd, cu->id.lib, cu->key);
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cu->id.flag -= LIB_NEEDLINK;
}
cu= cu->id.next;
}
}
static void switch_endian_knots(Nurb *nu)
{
int len;
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if(nu->knotsu) {
len= KNOTSU(nu);
while(len--) {
SWITCH_INT(nu->knotsu[len]);
}
}
if(nu->knotsv) {
len= KNOTSV(nu);
while(len--) {
SWITCH_INT(nu->knotsv[len]);
}
}
}
static void direct_link_curve(FileData *fd, Curve *cu)
{
Nurb *nu;
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cu->mat= newdataadr(fd, cu->mat);
test_pointer_array(fd, (void **)&cu->mat);
cu->str= newdataadr(fd, cu->str);
if(cu->vfont==0) link_list(fd, &(cu->nurb));
else {
cu->nurb.first=cu->nurb.last= 0;
}
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cu->bev.first=cu->bev.last= 0;
cu->disp.first=cu->disp.last= 0;
cu->path= 0;
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nu= cu->nurb.first;
while(nu) {
nu->bezt= newdataadr(fd, nu->bezt);
nu->bp= newdataadr(fd, nu->bp);
nu->knotsu= newdataadr(fd, nu->knotsu);
nu->knotsv= newdataadr(fd, nu->knotsv);
if(fd->flags & FD_FLAGS_SWITCH_ENDIAN) {
switch_endian_knots(nu);
}
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nu= nu->next;
}
cu->bb= 0;
}
/* ************ READ TEX ***************** */
static void lib_link_texture(FileData *fd, Main *main)
{
Tex *tex;
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tex= main->tex.first;
while(tex) {
if(tex->id.flag & LIB_NEEDLINK) {
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tex->ima= newlibadr_us(fd, tex->id.lib, tex->ima);
tex->ipo= newlibadr_us(fd, tex->id.lib, tex->ipo);
if(tex->env) tex->env->object= newlibadr(fd, tex->id.lib, tex->env->object);
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tex->id.flag -= LIB_NEEDLINK;
}
tex= tex->id.next;
}
}
static void direct_link_texture(FileData *fd, Tex *tex)
{
tex->plugin= newdataadr(fd, tex->plugin);
if(tex->plugin) {
tex->plugin->handle= 0;
open_plugin_tex(tex->plugin);
}
tex->coba= newdataadr(fd, tex->coba);
tex->env= newdataadr(fd, tex->env);
if(tex->env) {
tex->env->ima= 0;
memset(tex->env->cube, 0, 6*sizeof(void *));
tex->env->ok= 0;
}
}
/* ************ READ MATERIAL ***************** */
static void lib_link_material(FileData *fd, Main *main)
{
Material *ma;
MTex *mtex;
int a;
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ma= main->mat.first;
while(ma) {
if(ma->id.flag & LIB_NEEDLINK) {
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ma->ipo= newlibadr_us(fd, ma->id.lib, ma->ipo);
for(a=0; a<MAX_MTEX; a++) {
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mtex= ma->mtex[a];
if(mtex) {
mtex->tex= newlibadr_us(fd, ma->id.lib, mtex->tex);
mtex->object= newlibadr(fd, ma->id.lib, mtex->object);
}
}
lib_link_scriptlink(fd, &ma->id, &ma->scriptlink);
ma->id.flag -= LIB_NEEDLINK;
}
ma= ma->id.next;
}
}
static void direct_link_material(FileData *fd, Material *ma)
{
int a;
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direct_link_scriptlink(fd, &ma->scriptlink);
for(a=0; a<MAX_MTEX; a++) {
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ma->mtex[a]= newdataadr(fd, ma->mtex[a]);
}
ma->ramp_col= newdataadr(fd, ma->ramp_col);
ma->ramp_spec= newdataadr(fd, ma->ramp_spec);
ma->ren= NULL; /* should not be needed, nevertheless... */
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}
/* ************ READ MESH ***************** */
static void lib_link_mesh(FileData *fd, Main *main)
{
Mesh *me;
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me= main->mesh.first;
while(me) {
if(me->id.flag & LIB_NEEDLINK) {
int i;
/* this check added for python created meshes */
if(me->mat) {
for(i=0; i<me->totcol; i++)
me->mat[i]= newlibadr_us(fd, me->id.lib, me->mat[i]);
}
else me->totcol= 0;
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me->ipo= newlibadr_us(fd, me->id.lib, me->ipo);
me->key= newlibadr_us(fd, me->id.lib, me->key);
me->texcomesh= newlibadr_us(fd, me->id.lib, me->texcomesh);
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if(me->tface) {
TFace *tfaces= me->tface;
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for (i=0; i<me->totface; i++) {
TFace *tf= &tfaces[i];
tf->tpage= newlibadr(fd, me->id.lib, tf->tpage);
if(tf->tpage) {
Image *ima= tf->tpage;
if(ima->id.us==0)
ima->id.us= 1;
}
}
}
me->id.flag -= LIB_NEEDLINK;
}
me= me->id.next;
}
}
static void direct_link_dverts(FileData *fd, int count, MDeformVert *mdverts)
{
int i, j;
if (!mdverts)
return;
for (i=0; i<count; i++) {
mdverts[i].dw=newdataadr(fd, mdverts[i].dw);
if (!mdverts[i].dw)
mdverts[i].totweight=0;
for (j=0; j< mdverts[i].totweight; j++) {
mdverts[i].dw[j].data = NULL; // not saved in file, clear pointer
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}
}
}
static void direct_link_mesh(FileData *fd, Mesh *mesh)
{
mesh->mat= newdataadr(fd, mesh->mat);
test_pointer_array(fd, (void **)&mesh->mat);
mesh->mvert= newdataadr(fd, mesh->mvert);
mesh->medge= newdataadr(fd, mesh->medge);
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mesh->mface= newdataadr(fd, mesh->mface);
mesh->tface= newdataadr(fd, mesh->tface);
mesh->mcol= newdataadr(fd, mesh->mcol);
mesh->msticky= newdataadr(fd, mesh->msticky);
mesh->dvert= newdataadr(fd, mesh->dvert);
direct_link_dverts(fd, mesh->totvert, mesh->dvert);
mesh->disp.first= mesh->disp.last= NULL;
mesh->bb= NULL;
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mesh->oc= 0;
mesh->dface= NULL;
mesh->orco= NULL;
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if (mesh->tface) {
TFace *tfaces= mesh->tface;
int i;
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for (i=0; i<mesh->totface; i++) {
TFace *tf= &tfaces[i];
if(fd->flags & FD_FLAGS_SWITCH_ENDIAN) {
SWITCH_INT(tf->col[0]);
SWITCH_INT(tf->col[1]);
SWITCH_INT(tf->col[2]);
SWITCH_INT(tf->col[3]);
}
}
}
}
/* ************ READ OBJECT ***************** */
static void lib_link_object(FileData *fd, Main *main)
{
Object *ob;
bSensor *sens;
bController *cont;
bActuator *act;
ObHook *hook;
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void *poin;
int warn=0, a;
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ob= main->object.first;
while(ob) {
if(ob->id.flag & LIB_NEEDLINK) {
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ob->parent= newlibadr(fd, ob->id.lib, ob->parent);
ob->track= newlibadr(fd, ob->id.lib, ob->track);
ob->ipo= newlibadr_us(fd, ob->id.lib, ob->ipo);
ob->action = newlibadr_us(fd, ob->id.lib, ob->action);
// ob->activecon = newglobadr(fd, ob->activecon);
poin= ob->data;
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ob->data= newlibadr_us(fd, ob->id.lib, ob->data);
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if(ob->data==NULL && poin!=NULL) {
ob->type= OB_EMPTY;
warn= 1;
if(ob->id.lib) printf("Can't find obdata of %s lib %s\n", ob->id.name+2, ob->id.lib->name);
else printf("Object %s lost data. Lib:%x\n", ob->id.name+2, (unsigned int) ob->id.lib);
}
for(a=0; a<ob->totcol; a++) ob->mat[a]= newlibadr_us(fd, ob->id.lib, ob->mat[a]);
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ob->id.flag -= LIB_NEEDLINK;
/* if id.us==0 a new base will be created later on */
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/* WARNING! Also check expand_object(), should reflect the stuff below. */
lib_link_pose(fd, &ob->id, ob->pose);
lib_link_constraints(fd, &ob->id, &ob->constraints);
lib_link_nlastrips(fd, &ob->id, &ob->nlastrips);
lib_link_constraint_channels(fd, &ob->id, &ob->constraintChannels);
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sens= ob->sensors.first;
while(sens) {
if(ob->id.lib==NULL) { // done in expand_main
for(a=0; a<sens->totlinks; a++) {
sens->links[a]= newglobadr(fd, sens->links[a]);
}
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}
if(sens->type==SENS_TOUCH) {
bTouchSensor *ts= sens->data;
ts->ma= newlibadr(fd, ob->id.lib, ts->ma);
}
else if(sens->type==SENS_MESSAGE) {
bMessageSensor *ms= sens->data;
ms->fromObject=
newlibadr(fd, ob->id.lib, ms->fromObject);
}
sens= sens->next;
}
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cont= ob->controllers.first;
while(cont) {
if(ob->id.lib==NULL) { // done in expand_main
for(a=0; a<cont->totlinks; a++) {
cont->links[a]= newglobadr(fd, cont->links[a]);
}
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}
if(cont->type==CONT_PYTHON) {
bPythonCont *pc= cont->data;
pc->text= newlibadr(fd, ob->id.lib, pc->text);
}
cont->slinks= NULL;
cont->totslinks= 0;
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cont= cont->next;
}
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act= ob->actuators.first;
while(act) {
if(act->type==ACT_SOUND) {
bSoundActuator *sa= act->data;
sa->sound= newlibadr_us(fd, ob->id.lib, sa->sound);
}
else if(act->type==ACT_CD) {
/* bCDActuator *cda= act->data; */
}
else if(act->type==ACT_GAME) {
/* bGameActuator *ga= act->data; */
}
else if(act->type==ACT_CAMERA) {
bCameraActuator *ca= act->data;
ca->ob= newlibadr(fd, ob->id.lib, ca->ob);
}
/* leave this one, it's obsolete but necessary to read for conversion */
else if(act->type==ACT_ADD_OBJECT) {
bAddObjectActuator *eoa= act->data;
if(eoa) eoa->ob= newlibadr(fd, ob->id.lib, eoa->ob);
}
else if(act->type==ACT_EDIT_OBJECT) {
bEditObjectActuator *eoa= act->data;
if(eoa==NULL) {
init_actuator(act);
}
eoa->ob= newlibadr(fd, ob->id.lib, eoa->ob);
eoa->me= newlibadr(fd, ob->id.lib, eoa->me);
}
else if(act->type==ACT_SCENE) {
bSceneActuator *sa= act->data;
sa->camera= newlibadr(fd, ob->id.lib, sa->camera);
sa->scene= newlibadr(fd, ob->id.lib, sa->scene);
}
else if(act->type==ACT_ACTION) {
bActionActuator *aa= act->data;
aa->act= newlibadr(fd, ob->id.lib, aa->act);
}
else if(act->type==ACT_PROPERTY) {
bPropertyActuator *pa= act->data;
pa->ob= newlibadr(fd, ob->id.lib, pa->ob);
}
else if(act->type==ACT_MESSAGE) {
bMessageActuator *ma= act->data;
ma->toObject= newlibadr(fd, ob->id.lib, ma->toObject);
}
act= act->next;
}
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lib_link_scriptlink(fd, &ob->id, &ob->scriptlink);
for(hook= ob->hooks.first; hook; hook= hook->next) {
hook->parent= newlibadr(fd, ob->id.lib, hook->parent);
}
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}
ob= ob->id.next;
}
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if(warn) error("WARNING IN CONSOLE");
}
static void direct_link_pose(FileData *fd, bPose *pose) {
bPoseChannel *chan;
if (!pose)
return;
link_list(fd, &pose->chanbase);
for (chan = pose->chanbase.first; chan; chan=chan->next) {
direct_link_constraints(fd, &chan->constraints);
}
}
static void direct_link_object(FileData *fd, Object *ob)
{
PartEff *paf;
bProperty *prop;
bSensor *sens;
bController *cont;
bActuator *act;
ObHook *hook;
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ob->disp.first=ob->disp.last= 0;
ob->pose= newdataadr(fd, ob->pose);
direct_link_pose(fd, ob->pose);
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link_list(fd, &ob->defbase);
link_list(fd, &ob->nlastrips);
link_list(fd, &ob->constraintChannels);
ob->activecon = newdataadr(fd, ob->activecon);
direct_link_scriptlink(fd, &ob->scriptlink);
ob->mat= newdataadr(fd, ob->mat);
test_pointer_array(fd, (void **)&ob->mat);
link_list(fd, &ob->effect);
paf= ob->effect.first;
while(paf) {
if(paf->type==EFF_PARTICLE) {
paf->keys= 0;
}
if(paf->type==EFF_WAVE) {
2002-10-12 11:37:38 +00:00
}
paf= paf->next;
}
ob->pd= newdataadr(fd, ob->pd);
OK. Here's the long awaited first step (V0.01!) of SoftBody. It is called from within mesh_modifiers (kernel deform.c). It copies vertices to a temporal particle system (struct SoftBody with BodyPoint structs) to do physics tricks with it. For each frame change the delta movements (based on standard ipo anim or even other deforms (later) are applied to the physics system. How to apply and calculate satisfying results is not my thing... so here I'll commu- nicate with others for. Since it's in the modifier stack, the SoftBody code can run entirely on original data (no displists!). Right now I've implemented 2 things; - "Goal" which is a per vertex value for how much the current position should take into account (goal=1 is without physics). This is a powerful method for artists to get control over what moves and not. Right now i read the vertex color for it. - And some spring stuff, which now only works based on force moving it to the originial location. This doesnt work with 'goal'... erhm. - You can re-use physics vars from engine, used right now is (in Object) - damping - springf (spring factor) - softflag (to set types, or activate softbody for it - The SoftBody pointer in struct Object is only runtime, nothing saved in file To prevent all users going to complain it doesn't work, I've hidden the functionality. :) The buttons to set softbody 'on' only show now (psst psst) when the object has name "soft" as first 4 characters. You can find the buttons in the F7 Particle Interaction Panel (which should be renamed 'physics properties' later or so. Demo file: http://www.blender.org/bf/softbody.blend
2004-10-01 14:04:17 +00:00
ob->soft= NULL;
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link_list(fd, &ob->prop);
prop= ob->prop.first;
while(prop) {
prop->poin= newdataadr(fd, prop->poin);
if(prop->poin==0) prop->poin= &prop->data;
prop= prop->next;
}
link_list(fd, &ob->sensors);
sens= ob->sensors.first;
while(sens) {
sens->data= newdataadr(fd, sens->data);
2002-10-12 11:37:38 +00:00
sens->links= newdataadr(fd, sens->links);
test_pointer_array(fd, (void **)&sens->links);
sens= sens->next;
}
direct_link_constraints(fd, &ob->constraints);
link_glob_list(fd, &ob->controllers);
cont= ob->controllers.first;
while(cont) {
cont->data= newdataadr(fd, cont->data);
cont->links= newdataadr(fd, cont->links);
test_pointer_array(fd, (void **)&cont->links);
cont= cont->next;
}
link_glob_list(fd, &ob->actuators);
act= ob->actuators.first;
while(act) {
act->data= newdataadr(fd, act->data);
act= act->next;
}
link_list(fd, &ob->hooks);
for(hook= ob->hooks.first; hook; hook= hook->next) {
hook->indexar= newdataadr(fd, hook->indexar);
if(fd->flags & FD_FLAGS_SWITCH_ENDIAN) {
int a;
for(a=0; a<hook->totindex; a++) {
SWITCH_INT(hook->indexar[a]);
}
}
}
ob->bb= NULL;
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}
/* ************ READ SCENE ***************** */
static void lib_link_scene(FileData *fd, Main *main)
{
Scene *sce;
Base *base, *next;
Editing *ed;
Sequence *seq;
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sce= main->scene.first;
while(sce) {
if(sce->id.flag & LIB_NEEDLINK) {
sce->id.us= 1;
sce->camera= newlibadr(fd, sce->id.lib, sce->camera);
sce->world= newlibadr_us(fd, sce->id.lib, sce->world);
sce->set= newlibadr(fd, sce->id.lib, sce->set);
sce->ima= newlibadr_us(fd, sce->id.lib, sce->ima);
sce->group= newlibadr_us(fd, sce->id.lib, sce->group);
base= sce->base.first;
while(base) {
next= base->next;
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/* base->object= newlibadr_us(fd, sce->id.lib, base->object); */
base->object= newlibadr_us_type(fd, ID_OB, base->object);
/* when save during radiotool, needs cleared */
base->flag &= ~OB_RADIO;
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if(base->object==0) {
printf("LIB ERROR: base removed\n");
BLI_remlink(&sce->base, base);
if(base==sce->basact) sce->basact= 0;
MEM_freeN(base);
}
base= next;
}
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ed= sce->ed;
if(ed) {
WHILE_SEQ(ed->seqbasep) {
if(seq->ipo) seq->ipo= newlibadr_us(fd, sce->id.lib, seq->ipo);
if(seq->scene) seq->scene= newlibadr(fd, sce->id.lib, seq->scene);
Commit message and the brunt of the code courtesy of intrr, apologies for the size of this; Finally, the Sequencer audio support and global audio/animation sync stuff! (See http://intrr.org/blender/audiosequencer.html) Stuff that has been done: ./source/blender/blenloader/intern/writefile.c ./source/blender/blenloader/intern/readfile.c Added code to make it handle sounds used by audio strips, and to convert Scene data from older (<2.28) versions to init Scene global audio settings (Scene->audio) to defaults. ./source/blender/include/BSE_seqaudio.h ./source/blender/src/seqaudio.c The main audio routines that start/stop/scrub the audio stream at a certain frame position, provide the frame reference for the current stream position, mix the audio, convert the audio, mixdown the audio into a file. ./source/blender/makesdna/DNA_sound_types.h Introduced new variables in the bSound struct to accomodate the sample data after converted to the scene's global mixing format (stream, streamlen). Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound belongs to a sequence strip. ./source/blender/makesdna/DNA_scene_types.h Added AudioData struct, which holds scene-global audio settings. ./source/blender/makesdna/DNA_sequence_types.h Added support for audio strips. Some variables to hold Panning/Attenuation information, position information, reference to the sample, and some flags. ./source/blender/makesdna/DNA_userdef_types.h ./source/blender/src/usiblender.c Added a "Mixing buffer size" userpref. Made the versions stuff initialize it to a default for versions <2.28. ./source/blender/makesdna/DNA_space_types.h ./source/blender/src/filesel.c Added a Cyan dot to .WAV files. Any other suggestions on a better color? :) ./source/blender/src/editsound.c Changes (fixes) to the WAV file loader, re-enabled some gameengine code that is needed for dealing with bSounds and bSamples. ./source/blender/src/editipo.c ./source/blender/src/drawseq.c ./source/blender/src/editnla.c ./source/blender/src/space.c ./source/blender/src/drawview.c ./source/blender/src/renderwin.c ./source/blender/src/headerbuttons.c - Created two different wrappers for update_for_newframe(), one which scrubs the audio, one which doesn't. - Replaced some of the occurences of update_for_newframe() with update_for_newframe_muted(), which doesn't scrub the audio. - In drawview.c: Changed the synchronization scheme to get the current audio position from the audio engine, and use that as a reference for setting CFRA. Implements a/v sync and framedrop. - In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as volume envelopes. - In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing (update_for_newframe()) for moving the sequence editor framebar. ./source/blender/src/editseq.c Added support for audio strips and a default directory for WAV files which gets saved from the last Shift-A operation. ./source/blender/src/buttons.c Added Scene-global audio sequencer settings in Sound buttons. ./source/blender/src/sequence.c Various stuff that deals with handling audio strips differently than usual strips.
2003-07-13 20:16:56 +00:00
if(seq->sound) {
seq->sound= newlibadr(fd, sce->id.lib, seq->sound);
if (seq->sound) {
seq->sound->id.us++;
seq->sound->flags |= SOUND_FLAGS_SEQUENCE;
}
}
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seq->anim= 0;
}
END_SEQ
}
lib_link_scriptlink(fd, &sce->id, &sce->scriptlink);
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sce->id.flag -= LIB_NEEDLINK;
}
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sce= sce->id.next;
}
}
static void link_recurs_seq(FileData *fd, ListBase *lb)
{
Sequence *seq;
link_list(fd, lb);
seq= lb->first;
while(seq) {
if(seq->seqbase.first) link_recurs_seq(fd, &seq->seqbase);
seq= seq->next;
}
}
static void direct_link_scene(FileData *fd, Scene *sce)
{
Editing *ed;
Sequence *seq;
MetaStack *ms;
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StripElem *se;
int a;
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link_list(fd, &(sce->base));
sce->basact= newdataadr(fd, sce->basact);
sce->radio= newdataadr(fd, sce->radio);
sce->r.avicodecdata = newdataadr(fd, sce->r.avicodecdata);
if (sce->r.avicodecdata) {
sce->r.avicodecdata->lpFormat = newdataadr(fd, sce->r.avicodecdata->lpFormat);
sce->r.avicodecdata->lpParms = newdataadr(fd, sce->r.avicodecdata->lpParms);
}
sce->r.qtcodecdata = newdataadr(fd, sce->r.qtcodecdata);
if (sce->r.qtcodecdata) {
sce->r.qtcodecdata->cdParms = newdataadr(fd, sce->r.qtcodecdata->cdParms);
}
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if(sce->ed) {
ed= sce->ed= newdataadr(fd, sce->ed);
/* recursive link sequences, lb will be correctly initialized */
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link_recurs_seq(fd, &ed->seqbase);
WHILE_SEQ(&ed->seqbase) {
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seq->seq1= newdataadr(fd, seq->seq1);
seq->seq2= newdataadr(fd, seq->seq2);
seq->seq3= newdataadr(fd, seq->seq3);
/* a patch: after introduction of effects with 3 input strips */
2002-10-12 11:37:38 +00:00
if(seq->seq3==0) seq->seq3= seq->seq2;
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seq->curelem= 0;
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seq->plugin= newdataadr(fd, seq->plugin);
if(seq->plugin) open_plugin_seq(seq->plugin, seq->name+2);
seq->effectdata= newdataadr(fd, seq->effectdata);
2002-10-12 11:37:38 +00:00
seq->strip= newdataadr(fd, seq->strip);
if(seq->strip && seq->strip->done==0) {
seq->strip->done= 1;
/* standard: strips from effects/metas are not written, but are mallocced */
2002-10-12 11:37:38 +00:00
if(seq->type==SEQ_IMAGE) {
seq->strip->stripdata= newdataadr(fd, seq->strip->stripdata);
se= seq->strip->stripdata;
if(se) {
for(a=0; a<seq->strip->len; a++, se++) {
se->ok= 1;
se->ibuf= 0;
}
}
}
else if(seq->type==SEQ_MOVIE) {
/* only first stripelem is in file */
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se= newdataadr(fd, seq->strip->stripdata);
2002-10-12 11:37:38 +00:00
if(se) {
seq->strip->stripdata= MEM_callocN(seq->len*sizeof(StripElem), "stripelem");
*seq->strip->stripdata= *se;
MEM_freeN(se);
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se= seq->strip->stripdata;
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for(a=0; a<seq->strip->len; a++, se++) {
se->ok= 1;
se->ibuf= 0;
se->nr= a + 1;
}
}
}
Commit message and the brunt of the code courtesy of intrr, apologies for the size of this; Finally, the Sequencer audio support and global audio/animation sync stuff! (See http://intrr.org/blender/audiosequencer.html) Stuff that has been done: ./source/blender/blenloader/intern/writefile.c ./source/blender/blenloader/intern/readfile.c Added code to make it handle sounds used by audio strips, and to convert Scene data from older (<2.28) versions to init Scene global audio settings (Scene->audio) to defaults. ./source/blender/include/BSE_seqaudio.h ./source/blender/src/seqaudio.c The main audio routines that start/stop/scrub the audio stream at a certain frame position, provide the frame reference for the current stream position, mix the audio, convert the audio, mixdown the audio into a file. ./source/blender/makesdna/DNA_sound_types.h Introduced new variables in the bSound struct to accomodate the sample data after converted to the scene's global mixing format (stream, streamlen). Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound belongs to a sequence strip. ./source/blender/makesdna/DNA_scene_types.h Added AudioData struct, which holds scene-global audio settings. ./source/blender/makesdna/DNA_sequence_types.h Added support for audio strips. Some variables to hold Panning/Attenuation information, position information, reference to the sample, and some flags. ./source/blender/makesdna/DNA_userdef_types.h ./source/blender/src/usiblender.c Added a "Mixing buffer size" userpref. Made the versions stuff initialize it to a default for versions <2.28. ./source/blender/makesdna/DNA_space_types.h ./source/blender/src/filesel.c Added a Cyan dot to .WAV files. Any other suggestions on a better color? :) ./source/blender/src/editsound.c Changes (fixes) to the WAV file loader, re-enabled some gameengine code that is needed for dealing with bSounds and bSamples. ./source/blender/src/editipo.c ./source/blender/src/drawseq.c ./source/blender/src/editnla.c ./source/blender/src/space.c ./source/blender/src/drawview.c ./source/blender/src/renderwin.c ./source/blender/src/headerbuttons.c - Created two different wrappers for update_for_newframe(), one which scrubs the audio, one which doesn't. - Replaced some of the occurences of update_for_newframe() with update_for_newframe_muted(), which doesn't scrub the audio. - In drawview.c: Changed the synchronization scheme to get the current audio position from the audio engine, and use that as a reference for setting CFRA. Implements a/v sync and framedrop. - In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as volume envelopes. - In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing (update_for_newframe()) for moving the sequence editor framebar. ./source/blender/src/editseq.c Added support for audio strips and a default directory for WAV files which gets saved from the last Shift-A operation. ./source/blender/src/buttons.c Added Scene-global audio sequencer settings in Sound buttons. ./source/blender/src/sequence.c Various stuff that deals with handling audio strips differently than usual strips.
2003-07-13 20:16:56 +00:00
else if(seq->type==SEQ_SOUND) {
/* only first stripelem is in file */
se= newdataadr(fd, seq->strip->stripdata);
Commit message and the brunt of the code courtesy of intrr, apologies for the size of this; Finally, the Sequencer audio support and global audio/animation sync stuff! (See http://intrr.org/blender/audiosequencer.html) Stuff that has been done: ./source/blender/blenloader/intern/writefile.c ./source/blender/blenloader/intern/readfile.c Added code to make it handle sounds used by audio strips, and to convert Scene data from older (<2.28) versions to init Scene global audio settings (Scene->audio) to defaults. ./source/blender/include/BSE_seqaudio.h ./source/blender/src/seqaudio.c The main audio routines that start/stop/scrub the audio stream at a certain frame position, provide the frame reference for the current stream position, mix the audio, convert the audio, mixdown the audio into a file. ./source/blender/makesdna/DNA_sound_types.h Introduced new variables in the bSound struct to accomodate the sample data after converted to the scene's global mixing format (stream, streamlen). Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound belongs to a sequence strip. ./source/blender/makesdna/DNA_scene_types.h Added AudioData struct, which holds scene-global audio settings. ./source/blender/makesdna/DNA_sequence_types.h Added support for audio strips. Some variables to hold Panning/Attenuation information, position information, reference to the sample, and some flags. ./source/blender/makesdna/DNA_userdef_types.h ./source/blender/src/usiblender.c Added a "Mixing buffer size" userpref. Made the versions stuff initialize it to a default for versions <2.28. ./source/blender/makesdna/DNA_space_types.h ./source/blender/src/filesel.c Added a Cyan dot to .WAV files. Any other suggestions on a better color? :) ./source/blender/src/editsound.c Changes (fixes) to the WAV file loader, re-enabled some gameengine code that is needed for dealing with bSounds and bSamples. ./source/blender/src/editipo.c ./source/blender/src/drawseq.c ./source/blender/src/editnla.c ./source/blender/src/space.c ./source/blender/src/drawview.c ./source/blender/src/renderwin.c ./source/blender/src/headerbuttons.c - Created two different wrappers for update_for_newframe(), one which scrubs the audio, one which doesn't. - Replaced some of the occurences of update_for_newframe() with update_for_newframe_muted(), which doesn't scrub the audio. - In drawview.c: Changed the synchronization scheme to get the current audio position from the audio engine, and use that as a reference for setting CFRA. Implements a/v sync and framedrop. - In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as volume envelopes. - In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing (update_for_newframe()) for moving the sequence editor framebar. ./source/blender/src/editseq.c Added support for audio strips and a default directory for WAV files which gets saved from the last Shift-A operation. ./source/blender/src/buttons.c Added Scene-global audio sequencer settings in Sound buttons. ./source/blender/src/sequence.c Various stuff that deals with handling audio strips differently than usual strips.
2003-07-13 20:16:56 +00:00
if(se) {
seq->strip->stripdata= MEM_callocN(seq->len*sizeof(StripElem), "stripelem");
*seq->strip->stripdata= *se;
MEM_freeN(se);
Commit message and the brunt of the code courtesy of intrr, apologies for the size of this; Finally, the Sequencer audio support and global audio/animation sync stuff! (See http://intrr.org/blender/audiosequencer.html) Stuff that has been done: ./source/blender/blenloader/intern/writefile.c ./source/blender/blenloader/intern/readfile.c Added code to make it handle sounds used by audio strips, and to convert Scene data from older (<2.28) versions to init Scene global audio settings (Scene->audio) to defaults. ./source/blender/include/BSE_seqaudio.h ./source/blender/src/seqaudio.c The main audio routines that start/stop/scrub the audio stream at a certain frame position, provide the frame reference for the current stream position, mix the audio, convert the audio, mixdown the audio into a file. ./source/blender/makesdna/DNA_sound_types.h Introduced new variables in the bSound struct to accomodate the sample data after converted to the scene's global mixing format (stream, streamlen). Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound belongs to a sequence strip. ./source/blender/makesdna/DNA_scene_types.h Added AudioData struct, which holds scene-global audio settings. ./source/blender/makesdna/DNA_sequence_types.h Added support for audio strips. Some variables to hold Panning/Attenuation information, position information, reference to the sample, and some flags. ./source/blender/makesdna/DNA_userdef_types.h ./source/blender/src/usiblender.c Added a "Mixing buffer size" userpref. Made the versions stuff initialize it to a default for versions <2.28. ./source/blender/makesdna/DNA_space_types.h ./source/blender/src/filesel.c Added a Cyan dot to .WAV files. Any other suggestions on a better color? :) ./source/blender/src/editsound.c Changes (fixes) to the WAV file loader, re-enabled some gameengine code that is needed for dealing with bSounds and bSamples. ./source/blender/src/editipo.c ./source/blender/src/drawseq.c ./source/blender/src/editnla.c ./source/blender/src/space.c ./source/blender/src/drawview.c ./source/blender/src/renderwin.c ./source/blender/src/headerbuttons.c - Created two different wrappers for update_for_newframe(), one which scrubs the audio, one which doesn't. - Replaced some of the occurences of update_for_newframe() with update_for_newframe_muted(), which doesn't scrub the audio. - In drawview.c: Changed the synchronization scheme to get the current audio position from the audio engine, and use that as a reference for setting CFRA. Implements a/v sync and framedrop. - In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as volume envelopes. - In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing (update_for_newframe()) for moving the sequence editor framebar. ./source/blender/src/editseq.c Added support for audio strips and a default directory for WAV files which gets saved from the last Shift-A operation. ./source/blender/src/buttons.c Added Scene-global audio sequencer settings in Sound buttons. ./source/blender/src/sequence.c Various stuff that deals with handling audio strips differently than usual strips.
2003-07-13 20:16:56 +00:00
se= seq->strip->stripdata;
Commit message and the brunt of the code courtesy of intrr, apologies for the size of this; Finally, the Sequencer audio support and global audio/animation sync stuff! (See http://intrr.org/blender/audiosequencer.html) Stuff that has been done: ./source/blender/blenloader/intern/writefile.c ./source/blender/blenloader/intern/readfile.c Added code to make it handle sounds used by audio strips, and to convert Scene data from older (<2.28) versions to init Scene global audio settings (Scene->audio) to defaults. ./source/blender/include/BSE_seqaudio.h ./source/blender/src/seqaudio.c The main audio routines that start/stop/scrub the audio stream at a certain frame position, provide the frame reference for the current stream position, mix the audio, convert the audio, mixdown the audio into a file. ./source/blender/makesdna/DNA_sound_types.h Introduced new variables in the bSound struct to accomodate the sample data after converted to the scene's global mixing format (stream, streamlen). Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound belongs to a sequence strip. ./source/blender/makesdna/DNA_scene_types.h Added AudioData struct, which holds scene-global audio settings. ./source/blender/makesdna/DNA_sequence_types.h Added support for audio strips. Some variables to hold Panning/Attenuation information, position information, reference to the sample, and some flags. ./source/blender/makesdna/DNA_userdef_types.h ./source/blender/src/usiblender.c Added a "Mixing buffer size" userpref. Made the versions stuff initialize it to a default for versions <2.28. ./source/blender/makesdna/DNA_space_types.h ./source/blender/src/filesel.c Added a Cyan dot to .WAV files. Any other suggestions on a better color? :) ./source/blender/src/editsound.c Changes (fixes) to the WAV file loader, re-enabled some gameengine code that is needed for dealing with bSounds and bSamples. ./source/blender/src/editipo.c ./source/blender/src/drawseq.c ./source/blender/src/editnla.c ./source/blender/src/space.c ./source/blender/src/drawview.c ./source/blender/src/renderwin.c ./source/blender/src/headerbuttons.c - Created two different wrappers for update_for_newframe(), one which scrubs the audio, one which doesn't. - Replaced some of the occurences of update_for_newframe() with update_for_newframe_muted(), which doesn't scrub the audio. - In drawview.c: Changed the synchronization scheme to get the current audio position from the audio engine, and use that as a reference for setting CFRA. Implements a/v sync and framedrop. - In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as volume envelopes. - In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing (update_for_newframe()) for moving the sequence editor framebar. ./source/blender/src/editseq.c Added support for audio strips and a default directory for WAV files which gets saved from the last Shift-A operation. ./source/blender/src/buttons.c Added Scene-global audio sequencer settings in Sound buttons. ./source/blender/src/sequence.c Various stuff that deals with handling audio strips differently than usual strips.
2003-07-13 20:16:56 +00:00
for(a=0; a<seq->strip->len; a++, se++) {
se->ok= 2; /* why? */
se->ibuf= 0;
se->nr= a + 1;
}
}
}
else if(seq->len>0)
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seq->strip->stripdata= MEM_callocN(seq->len*sizeof(StripElem), "stripelem");
}
}
END_SEQ
/* link metastack, slight abuse of structs here, have to restore pointer to internal part in struct */
{
Sequence temp;
char *poin;
long offset;
int seted=0;
offset= ((long)&(temp.seqbase)) - ((long)&temp);
/* root pointer */
poin= (char *)ed->seqbasep;
poin -= offset;
poin= newdataadr(fd, poin);
if(poin) ed->seqbasep= (ListBase *)(poin+offset);
else ed->seqbasep= &ed->seqbase;
/* stack */
link_list(fd, &(ed->metastack));
for(ms= ed->metastack.first; ms; ms= ms->next) {
ms->parseq= newdataadr(fd, ms->parseq);
poin= (char *)ms->oldbasep;
poin -= offset;
poin= newdataadr(fd, poin);
if(poin) ms->oldbasep= (ListBase *)(poin+offset);
else ms->oldbasep= &ed->seqbase;
}
}
2002-10-12 11:37:38 +00:00
}
direct_link_scriptlink(fd, &sce->scriptlink);
}
/* ************ READ SCREEN ***************** */
/* note: file read without screens option G_FILE_NO_UI;
check lib pointers in call below */
2002-10-12 11:37:38 +00:00
static void lib_link_screen(FileData *fd, Main *main)
{
bScreen *sc;
ScrArea *sa;
2002-10-12 11:37:38 +00:00
sc= main->screen.first;
while(sc) {
if(sc->id.flag & LIB_NEEDLINK) {
sc->id.us= 1;
sc->scene= newlibadr(fd, sc->id.lib, sc->scene);
2002-10-12 11:37:38 +00:00
sa= sc->areabase.first;
while(sa) {
SpaceLink *sl;
2002-10-12 11:37:38 +00:00
sa->full= newlibadr(fd, sc->id.lib, sa->full);
2002-10-12 11:37:38 +00:00
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D*) sl;
2002-10-12 11:37:38 +00:00
v3d->camera= newlibadr(fd, sc->id.lib, v3d->camera);
2002-10-12 11:37:38 +00:00
if(v3d->bgpic) {
v3d->bgpic->ima= newlibadr_us(fd, sc->id.lib, v3d->bgpic->ima);
v3d->bgpic->tex= newlibadr_us(fd, sc->id.lib, v3d->bgpic->tex);
v3d->bgpic->rect= NULL;
2002-10-12 11:37:38 +00:00
}
if(v3d->localvd) {
v3d->localvd->camera= newlibadr(fd, sc->id.lib, v3d->localvd->camera);
}
}
else if(sl->spacetype==SPACE_IPO) {
SpaceIpo *sipo= (SpaceIpo *)sl;
sipo->editipo= 0;
if(sipo->blocktype==ID_SEQ) sipo->from= NULL; // no libdata
else sipo->from= newlibadr(fd, sc->id.lib, sipo->from);
2002-10-12 11:37:38 +00:00
sipo->ipokey.first= sipo->ipokey.last= 0;
sipo->ipo= newlibadr(fd, sc->id.lib, sipo->ipo);
}
else if(sl->spacetype==SPACE_BUTS) {
SpaceButs *sbuts= (SpaceButs *)sl;
sbuts->rect= NULL;
sbuts->lockpoin= NULL;
2002-10-12 11:37:38 +00:00
if(main->versionfile<132) set_rects_butspace(sbuts);
}
else if(sl->spacetype==SPACE_FILE) {
SpaceFile *sfile= (SpaceFile *)sl;
2002-10-12 11:37:38 +00:00
sfile->filelist= 0;
sfile->libfiledata= 0;
sfile->returnfunc= 0;
}
else if(sl->spacetype==SPACE_IMASEL) {
check_imasel_copy((SpaceImaSel *)sl);
}
else if(sl->spacetype==SPACE_ACTION) {
SpaceAction *saction= (SpaceAction *)sl;
saction->action = newlibadr(fd, sc->id.lib, saction->action);
}
else if(sl->spacetype==SPACE_IMAGE) {
SpaceImage *sima= (SpaceImage *)sl;
2002-10-12 11:37:38 +00:00
sima->image= newlibadr_us(fd, sc->id.lib, sima->image);
}
else if(sl->spacetype==SPACE_NLA){
/* SpaceNla *snla= (SpaceNla *)sl; */
2002-10-12 11:37:38 +00:00
}
else if(sl->spacetype==SPACE_TEXT) {
SpaceText *st= (SpaceText *)sl;
2002-10-12 11:37:38 +00:00
st->text= newlibadr(fd, sc->id.lib, st->text);
}
else if(sl->spacetype==SPACE_SCRIPT) {
SpaceScript *sc= (SpaceScript *)sl;
sc->script = NULL;
2002-10-12 11:37:38 +00:00
}
else if(sl->spacetype==SPACE_OOPS) {
SpaceOops *so= (SpaceOops *)sl;
Oops *oops;
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
TreeStoreElem *tselem;
int a;
2002-10-12 11:37:38 +00:00
oops= so->oops.first;
while(oops) {
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
oops->id= newlibadr(fd, NULL, oops->id);
2002-10-12 11:37:38 +00:00
oops= oops->next;
}
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
so->lockpoin= NULL;
so->tree.first= so->tree.last= NULL;
if(so->treestore) {
tselem= so->treestore->data;
for(a=0; a<so->treestore->usedelem; a++, tselem++) {
tselem->id= newlibadr(fd, NULL, tselem->id);
}
}
2002-10-12 11:37:38 +00:00
}
else if(sl->spacetype==SPACE_SOUND) {
SpaceSound *ssound= (SpaceSound *)sl;
2002-10-12 11:37:38 +00:00
ssound->sound= newlibadr_us(fd, sc->id.lib, ssound->sound);
}
}
sa= sa->next;
}
sc->id.flag -= LIB_NEEDLINK;
}
sc= sc->id.next;
}
}
static void *restore_pointer_by_name(Main *mainp, ID *id, int user)
{
ListBase *lb;
ID *idn=NULL;
if(id) {
lb= wich_libbase(mainp, GS(id->name));
if(lb) { // there's still risk of checking corrupt mem (freed Ids in oops)
idn= lb->first;
while(idn) {
if( strcmp(idn->name, id->name)==0) {
if(user && idn->us==0) idn->us++;
break;
}
idn= idn->next;
}
}
}
return idn;
}
/* called from kernel/blender.c */
void lib_link_screen_restore(Main *newmain, char mode, Scene *curscene)
{
bScreen *sc;
ScrArea *sa;
sc= newmain->screen.first;
while(sc) {
if(mode=='u') sc->scene= restore_pointer_by_name(newmain, (ID *)sc->scene, 1);
if(sc->scene==NULL || mode=='n') sc->scene= curscene;
sa= sc->areabase.first;
while(sa) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D*) sl;
if(mode=='u') v3d->camera= restore_pointer_by_name(newmain, (ID *)v3d->camera, 1);
if(v3d->camera==NULL || mode=='n') v3d->camera= sc->scene->camera;
if(v3d->bgpic) {
v3d->bgpic->ima= restore_pointer_by_name(newmain, (ID *)v3d->bgpic->ima, 1);
v3d->bgpic->tex= restore_pointer_by_name(newmain, (ID *)v3d->bgpic->tex, 1);
if(v3d->bgpic->rect) freeN(v3d->bgpic->rect);
v3d->bgpic->rect= NULL;
}
if(v3d->localvd) {
Base *base;
if(mode=='u') v3d->localvd->camera= restore_pointer_by_name(newmain, (ID *)v3d->localvd->camera, 1);
if(v3d->localvd->camera==NULL || mode=='n') v3d->localvd->camera= sc->scene->camera;
/* localview can become invalid during undo/redo steps, so we exit it when no could be found */
for(base= sc->scene->base.first; base; base= base->next) {
if(base->lay & v3d->lay) break;
}
if(base==NULL) {
v3d->lay= v3d->localvd->lay;
v3d->layact= v3d->localvd->layact;
MEM_freeN(v3d->localvd);
v3d->localvd= NULL;
v3d->localview= 0;
}
}
else if(v3d->scenelock) v3d->lay= sc->scene->lay;
}
else if(sl->spacetype==SPACE_IPO) {
SpaceIpo *sipo= (SpaceIpo *)sl;
if(sipo->blocktype==ID_SEQ) sipo->from= NULL; // no libdata
else sipo->from= restore_pointer_by_name(newmain, (ID *)sipo->from, 0);
// not free sipo->ipokey, creates dependency with src/
sipo->ipo= restore_pointer_by_name(newmain, (ID *)sipo->ipo, 0);
if(sipo->editipo) MEM_freeN(sipo->editipo);
sipo->editipo= NULL;
}
else if(sl->spacetype==SPACE_BUTS) {
SpaceButs *sbuts= (SpaceButs *)sl;
sbuts->lockpoin= NULL;
sbuts->cury= 0; // we leave rect, for nicer redraws
}
else if(sl->spacetype==SPACE_FILE) {
SpaceFile *sfile= (SpaceFile *)sl;
if(sfile->libfiledata)
BLO_blendhandle_close(sfile->libfiledata);
sfile->libfiledata= 0;
}
else if(sl->spacetype==SPACE_IMASEL) {
Another step in the undo evolution. - Made unified API for undo calls, to be found in space.c BIF_undo_push(char *str) BIF_undo(void) BIF_redo(void) These calls will do all undo levels, including editmode and vpaint. The transition is work in progress, because mesh undo needs recode. - New global hotkey CTR+Z for undo Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc the lighting in shaded mode, which already became much more interactive, like during/after any transform(). Recalc hotkey now is SHIFT+ALT+Z CTRL+<any modifier>+Z is redo. - For OSX users; the Apple-key ("Command") now maps to CTRL as well. This disables the one-mouse-button hack for rightmouse btw, will be fixed in next commit. At least we can use Apple-Z :) - Old Ukey for undo is still there, as a training period... my preference is to restore Ukey to "reload original data" as in past, and only use new CTRL+Z for undo. - Added undo_push() for all of editobject.c and editview.c. Meaning we can start using/testing global undo in the 3d window. Please dont comment on missing parts for now, first I want someone to volunteer to tackle all of that. - Since the global undo has a full 'file' in memory, it can save extremely fast on exit to <temp dir>/quit.blend. That's default now when global undo is enabled. It prints "Saved session recovery to ..." in console then. - In file menu, a new option is added "Recover Last Session". Note that this reads the undo-save, which is without UI. - With such nice new features we then can also kill the disputed Cancel/Confirm menu on Q-KEY. - Added fix which initializes seam/normal theme color on saved themes. They showed black now.... (Note: that's in usiblender.c!)
2004-09-18 12:12:45 +00:00
;
}
else if(sl->spacetype==SPACE_ACTION) {
SpaceAction *saction= (SpaceAction *)sl;
saction->action = restore_pointer_by_name(newmain, (ID *)saction->action, 1);
}
else if(sl->spacetype==SPACE_IMAGE) {
SpaceImage *sima= (SpaceImage *)sl;
sima->image= restore_pointer_by_name(newmain, (ID *)sima->image, 1);
}
else if(sl->spacetype==SPACE_NLA){
/* SpaceNla *snla= (SpaceNla *)sl; */
}
else if(sl->spacetype==SPACE_TEXT) {
SpaceText *st= (SpaceText *)sl;
st->text= restore_pointer_by_name(newmain, (ID *)st->text, 1);
if(st->text==NULL) st->text= newmain->text.first;
}
else if(sl->spacetype==SPACE_SCRIPT) {
SpaceScript *sc= (SpaceScript *)sl;
sc->script = NULL;
}
else if(sl->spacetype==SPACE_OOPS) {
SpaceOops *so= (SpaceOops *)sl;
Oops *oops;
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
int a;
oops= so->oops.first;
while(oops) {
oops->id= restore_pointer_by_name(newmain, (ID *)oops->id, 0);
oops= oops->next;
}
so->lockpoin= NULL;
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
if(so->treestore) {
TreeStore *ts= so->treestore;
TreeStoreElem *tselem=ts->data;
for(a=0; a<ts->usedelem; a++, tselem++) {
tselem->id= restore_pointer_by_name(newmain, tselem->id, 0);
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
}
}
}
else if(sl->spacetype==SPACE_SOUND) {
SpaceSound *ssound= (SpaceSound *)sl;
ssound->sound= restore_pointer_by_name(newmain, (ID *)ssound->sound, 1);
}
}
sa= sa->next;
}
sc= sc->id.next;
}
}
2002-10-12 11:37:38 +00:00
static void direct_link_screen(FileData *fd, bScreen *sc)
{
ScrArea *sa;
ScrVert *sv;
ScrEdge *se;
Oops *oops;
link_list(fd, &(sc->vertbase));
link_list(fd, &(sc->edgebase));
link_list(fd, &(sc->areabase));
sc->winakt= 0;
/* edges */
se= sc->edgebase.first;
while(se) {
se->v1= newdataadr(fd, se->v1);
se->v2= newdataadr(fd, se->v2);
if( (long)se->v1 > (long)se->v2) {
sv= se->v1;
se->v1= se->v2;
se->v2= sv;
}
2002-10-12 11:37:38 +00:00
if(se->v1==NULL) {
printf("error reading screen... file corrupt\n");
se->v1= se->v2;
}
se= se->next;
}
/* areas */
sa= sc->areabase.first;
while(sa) {
Panel *pa;
2002-10-12 11:37:38 +00:00
SpaceLink *sl;
2002-10-12 11:37:38 +00:00
link_list(fd, &(sa->spacedata));
link_list(fd, &(sa->panels));
for(pa= sa->panels.first; pa; pa=pa->next) {
pa->paneltab= newdataadr(fd, pa->paneltab);
pa->active= 0;
pa->sortcounter= 0;
}
2002-10-12 11:37:38 +00:00
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if (sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D*) sl;
v3d->bgpic= newdataadr(fd, v3d->bgpic);
v3d->localvd= newdataadr(fd, v3d->localvd);
}
else if (sl->spacetype==SPACE_OOPS) {
SpaceOops *soops= (SpaceOops*) sl;
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
2002-10-12 11:37:38 +00:00
link_list(fd, &(soops->oops));
oops= soops->oops.first;
while(oops) {
oops->link.first= oops->link.last= 0;
oops= oops->next;
}
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
soops->treestore= newdataadr(fd, soops->treestore);
if(soops->treestore) {
soops->treestore->data= newdataadr(fd, soops->treestore->data);
/* we only saved what was used */
soops->treestore->totelem= soops->treestore->usedelem;
soops->storeflag |= SO_TREESTORE_CLEANUP; // at first draw
}
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}
}
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sa->v1= newdataadr(fd, sa->v1);
sa->v2= newdataadr(fd, sa->v2);
sa->v3= newdataadr(fd, sa->v3);
sa->v4= newdataadr(fd, sa->v4);
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sa->win= sa->headwin= 0;
sa->uiblocks.first= sa->uiblocks.last= NULL;
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sa= sa->next;
}
}
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/* ********** READ LIBRARY *************** */
static void direct_link_library(FileData *fd, Library *lib)
{
Main *newmain;
/* new main */
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newmain= MEM_callocN(sizeof(Main), "directlink");
BLI_addtail(&fd->mainlist, newmain);
newmain->curlib= lib;
}
static void lib_link_library(FileData *fd, Main *main)
{
Library *lib;
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lib= main->library.first;
while(lib) {
lib->id.us= 1;
lib= lib->id.next;
}
}
/* ************** READ SOUND ******************* */
static void direct_link_sound(FileData *fd, bSound *sound)
{
sound->sample = NULL;
sound->snd_sound = NULL;
sound->packedfile = direct_link_packedfile(fd, sound->packedfile);
sound->newpackedfile = direct_link_packedfile(fd, sound->newpackedfile);
}
static void lib_link_sound(FileData *fd, Main *main)
{
bSound *sound;
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sound= main->sound.first;
while(sound) {
if(sound->id.flag & LIB_NEEDLINK) {
sound->id.flag -= LIB_NEEDLINK;
sound->ipo= newlibadr_us(fd, sound->id.lib, sound->ipo);
Commit message and the brunt of the code courtesy of intrr, apologies for the size of this; Finally, the Sequencer audio support and global audio/animation sync stuff! (See http://intrr.org/blender/audiosequencer.html) Stuff that has been done: ./source/blender/blenloader/intern/writefile.c ./source/blender/blenloader/intern/readfile.c Added code to make it handle sounds used by audio strips, and to convert Scene data from older (<2.28) versions to init Scene global audio settings (Scene->audio) to defaults. ./source/blender/include/BSE_seqaudio.h ./source/blender/src/seqaudio.c The main audio routines that start/stop/scrub the audio stream at a certain frame position, provide the frame reference for the current stream position, mix the audio, convert the audio, mixdown the audio into a file. ./source/blender/makesdna/DNA_sound_types.h Introduced new variables in the bSound struct to accomodate the sample data after converted to the scene's global mixing format (stream, streamlen). Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound belongs to a sequence strip. ./source/blender/makesdna/DNA_scene_types.h Added AudioData struct, which holds scene-global audio settings. ./source/blender/makesdna/DNA_sequence_types.h Added support for audio strips. Some variables to hold Panning/Attenuation information, position information, reference to the sample, and some flags. ./source/blender/makesdna/DNA_userdef_types.h ./source/blender/src/usiblender.c Added a "Mixing buffer size" userpref. Made the versions stuff initialize it to a default for versions <2.28. ./source/blender/makesdna/DNA_space_types.h ./source/blender/src/filesel.c Added a Cyan dot to .WAV files. Any other suggestions on a better color? :) ./source/blender/src/editsound.c Changes (fixes) to the WAV file loader, re-enabled some gameengine code that is needed for dealing with bSounds and bSamples. ./source/blender/src/editipo.c ./source/blender/src/drawseq.c ./source/blender/src/editnla.c ./source/blender/src/space.c ./source/blender/src/drawview.c ./source/blender/src/renderwin.c ./source/blender/src/headerbuttons.c - Created two different wrappers for update_for_newframe(), one which scrubs the audio, one which doesn't. - Replaced some of the occurences of update_for_newframe() with update_for_newframe_muted(), which doesn't scrub the audio. - In drawview.c: Changed the synchronization scheme to get the current audio position from the audio engine, and use that as a reference for setting CFRA. Implements a/v sync and framedrop. - In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as volume envelopes. - In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing (update_for_newframe()) for moving the sequence editor framebar. ./source/blender/src/editseq.c Added support for audio strips and a default directory for WAV files which gets saved from the last Shift-A operation. ./source/blender/src/buttons.c Added Scene-global audio sequencer settings in Sound buttons. ./source/blender/src/sequence.c Various stuff that deals with handling audio strips differently than usual strips.
2003-07-13 20:16:56 +00:00
sound->stream = 0;
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}
sound= sound->id.next;
}
}
/* ***************** READ GROUP *************** */
static void direct_link_group(FileData *fd, Group *group)
{
GroupObject *go;
ObjectKey *ok;
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link_list(fd, &group->gobject);
link_list(fd, &group->gkey);
group->active= newdataadr(fd, group->active);
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go= group->gobject.first;
while(go) {
link_list(fd, &go->okey);
ok= go->okey.first;
while(ok) {
ok->gkey= newdataadr(fd, ok->gkey);
ok= ok->next;
}
go= go->next;
}
}
static void lib_link_group(FileData *fd, Main *main)
{
Group *group= main->group.first;
GroupObject *go;
ObjectKey *ok;
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while(group) {
if(group->id.flag & LIB_NEEDLINK) {
group->id.flag -= LIB_NEEDLINK;
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go= group->gobject.first;
while(go) {
go->ob= newlibadr(fd, group->id.lib, go->ob);
ok= go->okey.first;
while(ok) {
ok->parent= newlibadr(fd, group->id.lib, ok->parent);
ok->track= newlibadr(fd, group->id.lib, ok->track);
ok->ipo= newlibadr_us(fd, group->id.lib, ok->ipo);
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ok= ok->next;
}
go= go->next;
}
}
group= group->id.next;
}
}
/* ************** GENERAL & MAIN ******************** */
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static BHead *read_libblock(FileData *fd, Main *main, BHead *bhead, int flag, ID **id_r)
{
/* this routine reads a libblock and its direct data. Use link functions
* to connect it all
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*/
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ID *id;
ListBase *lb;
char *str = NULL;
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if(bhead->code==ID_ID) {
ID *linkedid= (ID *)(bhead + 1); /* BHEAD+DATA dependancy */
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lb= wich_libbase(main, GS(linkedid->name));
}
else {
lb= wich_libbase(main, bhead->code);
}
/* read libblock */
id = read_struct(fd, bhead, "lib block");
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if (id_r)
*id_r= id;
if (!id)
return blo_nextbhead(fd, bhead);
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oldnewmap_insert(fd->libmap, bhead->old, id, 1);
BLI_addtail(lb, id);
/* clear first 8 bits */
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id->flag= (id->flag & 0xFF00) | flag | LIB_NEEDLINK;
id->lib= main->curlib;
if(id->flag & LIB_FAKEUSER) id->us= 1;
else id->us= 0;
/* this case cannot be direct_linked: it's just the ID part */
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if(bhead->code==ID_ID) {
return blo_nextbhead(fd, bhead);
}
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bhead = blo_nextbhead(fd, bhead);
switch( GS(id->name) ) {
case ID_OB: str= "ID_OB"; break;
case ID_SCE: str= "ID_SCE"; break;
case ID_LI: str= "ID_LI"; break;
case ID_ME: str= "ID_ME"; break;
case ID_CU: str= "ID_CU"; break;
case ID_MB: str= "ID_MB"; break;
case ID_MA: str= "ID_MA"; break;
case ID_TE: str= "ID_TE"; break;
case ID_IM: str= "ID_IM"; break;
case ID_IK: str= "ID_IK"; break;
case ID_WV: str= "ID_WV"; break;
case ID_LT: str= "ID_LT"; break;
case ID_SE: str= "ID_SE"; break;
case ID_LF: str= "ID_LF"; break;
case ID_LA: str= "ID_LA"; break;
case ID_CA: str= "ID_CA"; break;
case ID_IP: str= "ID_IP"; break;
case ID_KE: str= "ID_KE"; break;
case ID_WO: str= "ID_WO"; break;
case ID_SCR: str= "ID_SCR"; break;
case ID_VF: str= "ID_VF"; break;
case ID_TXT : str= "ID_TXT"; break;
case ID_SO: str= "ID_SO"; break;
case ID_SAMPLE: str= "ID_SAMPLE"; break;
case ID_GR: str= "ID_GR"; break;
case ID_ID: str= "ID_ID"; break;
case ID_SEQ: str= "ID_SEQ"; break;
case ID_AR: str= "ID_AR"; break;
case ID_AC: str= "ID_AC"; break;
case ID_SCRIPT: str= "ID_SCRIPT"; break;
}
/* read all data */
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while(bhead && bhead->code==DATA) {
void *data= read_struct(fd, bhead, str);
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if (data) {
oldnewmap_insert(fd->datamap, bhead->old, data, 0);
}
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bhead = blo_nextbhead(fd, bhead);
}
/* init pointers direct data */
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switch( GS(id->name) ) {
case ID_SCR:
direct_link_screen(fd, (bScreen *)id);
break;
case ID_SCE:
direct_link_scene(fd, (Scene *)id);
break;
case ID_OB:
direct_link_object(fd, (Object *)id);
break;
case ID_ME:
direct_link_mesh(fd, (Mesh *)id);
break;
case ID_CU:
direct_link_curve(fd, (Curve *)id);
break;
case ID_MB:
direct_link_mball(fd, (MetaBall *)id);
break;
case ID_MA:
direct_link_material(fd, (Material *)id);
break;
case ID_TE:
direct_link_texture(fd, (Tex *)id);
break;
case ID_IM:
direct_link_image(fd, (Image *)id);
break;
case ID_LA:
direct_link_lamp(fd, (Lamp *)id);
break;
case ID_VF:
direct_link_vfont(fd, (VFont *)id);
break;
case ID_TXT:
direct_link_text(fd, (Text *)id);
break;
case ID_IP:
direct_link_ipo(fd, (Ipo *)id);
break;
case ID_KE:
direct_link_key(fd, (Key *)id);
break;
case ID_LT:
direct_link_latt(fd, (Lattice *)id);
break;
case ID_IK:
direct_link_ika(fd, (Ika *)id);
break;
case ID_WO:
direct_link_world(fd, (World *)id);
break;
case ID_LI:
direct_link_library(fd, (Library *)id);
break;
case ID_CA:
direct_link_camera(fd, (Camera *)id);
break;
case ID_SO:
direct_link_sound(fd, (bSound *)id);
break;
case ID_GR:
direct_link_group(fd, (Group *)id);
break;
case ID_AR:
direct_link_armature(fd, (bArmature*)id);
break;
case ID_AC:
direct_link_action(fd, (bAction*)id);
break;
}
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oldnewmap_free_unused(fd->datamap);
oldnewmap_clear(fd->datamap);
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return (bhead);
}
static void link_global(FileData *fd, BlendFileData *bfd, FileGlobal *fg)
{
// this is nonsense... make it struct once (ton)
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bfd->winpos= fg->winpos;
bfd->fileflags= fg->fileflags;
bfd->displaymode= fg->displaymode;
bfd->globalf= fg->globalf;
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bfd->curscreen= newlibadr(fd, 0, fg->curscreen);
bfd->curscene= newlibadr(fd, 0, fg->curscene);
// this happens in files older than 2.35
if(bfd->curscene==NULL) {
if(bfd->curscreen) bfd->curscene= bfd->curscreen->scene;
}
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}
static void vcol_to_fcol(Mesh *me)
{
MFace *mface;
unsigned int *mcol, *mcoln, *mcolmain;
int a;
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if(me->totface==0 || me->mcol==0) return;
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mcoln= mcolmain= MEM_mallocN(4*sizeof(int)*me->totface, "mcoln");
mcol = (unsigned int *)me->mcol;
mface= me->mface;
for(a=me->totface; a>0; a--, mface++) {
mcoln[0]= mcol[mface->v1];
mcoln[1]= mcol[mface->v2];
mcoln[2]= mcol[mface->v3];
mcoln[3]= mcol[mface->v4];
mcoln+= 4;
}
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MEM_freeN(me->mcol);
me->mcol= (MCol *)mcolmain;
}
static int map_223_keybd_code_to_224_keybd_code(int code)
{
switch (code) {
case 312: return F12KEY;
case 159: return PADSLASHKEY;
case 161: return PAD0;
case 154: return PAD1;
case 150: return PAD2;
case 155: return PAD3;
case 151: return PAD4;
case 156: return PAD5;
case 152: return PAD6;
case 157: return PAD7;
case 153: return PAD8;
case 158: return PAD9;
default: return code;
}
}
static void do_versions(Main *main)
{
/* watch it: pointers from libdata have not been converted */
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if(main->versionfile == 100) {
/* tex->extend and tex->imageflag have changed: */
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Tex *tex = main->tex.first;
while(tex) {
if(tex->id.flag & LIB_NEEDLINK) {
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if(tex->extend==0) {
if(tex->xrepeat || tex->yrepeat) tex->extend= TEX_REPEAT;
else {
tex->extend= TEX_EXTEND;
tex->xrepeat= tex->yrepeat= 1;
}
}
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if(tex->imaflag & TEX_ANIM5) {
tex->imaflag |= TEX_MORKPATCH;
tex->imaflag |= TEX_ANTIALI;
}
}
tex= tex->id.next;
}
}
if(main->versionfile <= 101) {
/* frame mapping */
Scene *sce = main->scene.first;
while(sce) {
sce->r.framapto= 100;
sce->r.images= 100;
sce->r.framelen= 1.0;
sce= sce->id.next;
}
}
if(main->versionfile <= 102) {
/* init halo's at 1.0 */
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Material *ma = main->mat.first;
while(ma) {
ma->add= 1.0;
ma= ma->id.next;
}
}
if(main->versionfile <= 103) {
/* new variable in object: colbits */
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Object *ob = main->object.first;
int a;
while(ob) {
ob->colbits= 0;
if(ob->totcol) {
for(a=0; a<ob->totcol; a++) {
if(ob->mat[a]) ob->colbits |= (1<<a);
}
}
ob= ob->id.next;
}
}
if(main->versionfile <= 104) {
/* timeoffs moved */
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Object *ob = main->object.first;
while(ob) {
if(ob->transflag & 1) {
ob->transflag -= 1;
ob->ipoflag |= OB_OFFS_OB;
}
ob= ob->id.next;
}
}
if(main->versionfile <= 105) {
Object *ob = main->object.first;
while(ob) {
ob->dupon= 1; ob->dupoff= 0;
ob->dupsta= 1; ob->dupend= 100;
ob= ob->id.next;
}
}
if(main->versionfile <= 106) {
/* mcol changed */
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Mesh *me = main->mesh.first;
while(me) {
if(me->mcol) vcol_to_fcol(me);
me= me->id.next;
}
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}
if(main->versionfile <= 107) {
Object *ob;
Scene *sce = main->scene.first;
while(sce) {
sce->r.mode |= R_GAMMA;
sce= sce->id.next;
}
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ob= main->object.first;
while(ob) {
ob->ipoflag |= OB_OFFS_PARENT;
if(ob->dt==0) ob->dt= 3;
ob= ob->id.next;
}
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}
if(main->versionfile <= 109) {
/* new variable: gridlines */
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bScreen *sc = main->screen.first;
while(sc) {
ScrArea *sa= sc->areabase.first;
while(sa) {
SpaceLink *sl= sa->spacedata.first;
while (sl) {
if (sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D*) sl;
if (v3d->gridlines==0) v3d->gridlines= 20;
}
sl= sl->next;
}
sa= sa->next;
}
sc= sc->id.next;
}
}
if(main->versionfile <= 112) {
Mesh *me = main->mesh.first;
while(me) {
me->cubemapsize= 1.0;
me= me->id.next;
}
}
if(main->versionfile <= 113) {
Material *ma = main->mat.first;
while(ma) {
if(ma->flaresize==0.0) ma->flaresize= 1.0;
ma->subsize= 1.0;
ma->flareboost= 1.0;
ma= ma->id.next;
}
}
if(main->versionfile <= 114) {
Mesh *me= main->mesh.first;
MFace *mface;
int a_int;
/* edge drawflags changed */
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while(me) {
a_int= me->totface;
mface= me->mface;
while(a_int--) {
if(mface->edcode & 16) {
mface->edcode -= 16;
mface->edcode |= ME_V3V1;
}
mface++;
}
me= me->id.next;
}
}
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if(main->versionfile <= 134) {
Tex *tex = main->tex.first;
while (tex) {
if ((tex->rfac == 0.0) &&
(tex->gfac == 0.0) &&
(tex->bfac == 0.0)) {
tex->rfac = 1.0;
tex->gfac = 1.0;
tex->bfac = 1.0;
tex->filtersize = 1.0;
}
tex = tex->id.next;
}
}
if(main->versionfile <= 140) {
/* r-g-b-fac in texure */
Tex *tex = main->tex.first;
while (tex) {
if ((tex->rfac == 0.0) &&
(tex->gfac == 0.0) &&
(tex->bfac == 0.0)) {
tex->rfac = 1.0;
tex->gfac = 1.0;
tex->bfac = 1.0;
tex->filtersize = 1.0;
}
tex = tex->id.next;
}
}
if(main->versionfile <= 153) {
Scene *sce = main->scene.first;
while(sce) {
if(sce->r.blurfac==0.0) sce->r.blurfac= 1.0;
sce= sce->id.next;
}
}
if(main->versionfile <= 163) {
Scene *sce = main->scene.first;
while(sce) {
if(sce->r.frs_sec==0) sce->r.frs_sec= 25;
sce= sce->id.next;
}
}
if(main->versionfile <= 164) {
Mesh *me= main->mesh.first;
while(me) {
me->smoothresh= 30;
me= me->id.next;
}
}
if(main->versionfile <= 165) {
Mesh *me= main->mesh.first;
TFace *tface;
Ika *ika= main->ika.first;
Deform *def;
int nr;
char *cp;
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while(ika) {
ika->xyconstraint= .5;
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def= ika->def;
nr= ika->totdef;
while(nr--) {
if(def->fac==0.0) def->fac= 1.0;
def++;
}
ika= ika->id.next;
}
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while(me) {
if(me->tface) {
nr= me->totface;
tface= me->tface;
while(nr--) {
cp= (char *)&tface->col[0];
if(cp[1]>126) cp[1]= 255; else cp[1]*=2;
if(cp[2]>126) cp[2]= 255; else cp[2]*=2;
if(cp[3]>126) cp[3]= 255; else cp[3]*=2;
cp= (char *)&tface->col[1];
if(cp[1]>126) cp[1]= 255; else cp[1]*=2;
if(cp[2]>126) cp[2]= 255; else cp[2]*=2;
if(cp[3]>126) cp[3]= 255; else cp[3]*=2;
cp= (char *)&tface->col[2];
if(cp[1]>126) cp[1]= 255; else cp[1]*=2;
if(cp[2]>126) cp[2]= 255; else cp[2]*=2;
if(cp[3]>126) cp[3]= 255; else cp[3]*=2;
cp= (char *)&tface->col[3];
if(cp[1]>126) cp[1]= 255; else cp[1]*=2;
if(cp[2]>126) cp[2]= 255; else cp[2]*=2;
if(cp[3]>126) cp[3]= 255; else cp[3]*=2;
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tface++;
}
}
me= me->id.next;
}
}
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if(main->versionfile <= 169) {
Mesh *me= main->mesh.first;
while(me) {
if(me->subdiv==0) me->subdiv= 3;
me= me->id.next;
}
}
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if(main->versionfile <= 169) {
bScreen *sc= main->screen.first;
while(sc) {
ScrArea *sa= sc->areabase.first;
while(sa) {
SpaceLink *sl= sa->spacedata.first;
while(sl) {
if(sl->spacetype==SPACE_IPO) {
SpaceIpo *sipo= (SpaceIpo*) sl;
sipo->v2d.max[0]= 15000.0;
}
sl= sl->next;
}
sa= sa->next;
}
sc= sc->id.next;
}
}
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if(main->versionfile <= 170) {
Object *ob = main->object.first;
PartEff *paf;
while (ob) {
paf = give_parteff(ob);
if (paf) {
if (paf->staticstep == 0) {
paf->staticstep= 5;
}
}
ob = ob->id.next;
}
}
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if(main->versionfile <= 171) {
bScreen *sc= main->screen.first;
while(sc) {
ScrArea *sa= sc->areabase.first;
while(sa) {
SpaceLink *sl= sa->spacedata.first;
while(sl) {
if(sl->spacetype==SPACE_TEXT) {
SpaceText *st= (SpaceText*) sl;
if(st->font_id>1) {
st->font_id= 0;
st->lheight= 13;
}
}
sl= sl->next;
}
sa= sa->next;
}
sc= sc->id.next;
}
}
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if(main->versionfile <= 173) {
int a, b;
Mesh *me= main->mesh.first;
while(me) {
if(me->tface) {
TFace *tface= me->tface;
for(a=0; a<me->totface; a++, tface++) {
for(b=0; b<4; b++) {
tface->uv[b][0]/= 32767.0;
tface->uv[b][1]/= 32767.0;
}
}
}
me= me->id.next;
}
}
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if(main->versionfile <= 191) {
bScreen *sc= main->screen.first;
Object *ob= main->object.first;
Material *ma = main->mat.first;
2002-10-12 11:37:38 +00:00
/* let faces have default add factor of 0.0 */
while(ma) {
if (!(ma->mode & MA_HALO)) ma->add = 0.0;
ma = ma->id.next;
}
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while(ob) {
ob->mass= 1.0f;
ob->damping= 0.1f;
ob->quat[1]= 1.0f;
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ob= ob->id.next;
}
2002-10-12 11:37:38 +00:00
while(sc) {
ScrArea *sa= sc->areabase.first;
while(sa) {
SpaceLink *sl= sa->spacedata.first;
while(sl) {
if(sl->spacetype==SPACE_BUTS) {
SpaceButs *sbuts= (SpaceButs*) sl;
sbuts->scaflag= BUTS_SENS_LINK|BUTS_SENS_ACT|BUTS_CONT_ACT|BUTS_ACT_ACT|BUTS_ACT_LINK;
}
sl= sl->next;
}
sa= sa->next;
}
sc= sc->id.next;
}
}
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if(main->versionfile <= 193) {
Object *ob= main->object.first;
while(ob) {
ob->inertia= 1.0f;
ob->rdamping= 0.1f;
ob= ob->id.next;
}
}
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if(main->versionfile <= 196) {
Mesh *me= main->mesh.first;
int a, b;
while(me) {
if(me->tface) {
TFace *tface= me->tface;
for(a=0; a<me->totface; a++, tface++) {
for(b=0; b<4; b++) {
tface->mode |= TF_DYNAMIC;
tface->mode &= ~TF_INVISIBLE;
}
}
}
me= me->id.next;
}
}
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if(main->versionfile <= 200) {
Object *ob= main->object.first;
while(ob) {
ob->scaflag = ob->gameflag & (64+128+256+512+1024+2048);
/* 64 is do_fh */
ob->gameflag &= ~(128+256+512+1024+2048);
ob = ob->id.next;
}
}
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if(main->versionfile <= 201) {
/* add-object + end-object are joined to edit-object actuator */
Object *ob = main->object.first;
bProperty *prop;
bActuator *act;
bIpoActuator *ia;
bEditObjectActuator *eoa;
bAddObjectActuator *aoa;
while (ob) {
act = ob->actuators.first;
while (act) {
if(act->type==ACT_IPO) {
ia= act->data;
prop= get_property(ob, ia->name);
if(prop) {
ia->type= ACT_IPO_FROM_PROP;
}
}
else if(act->type==ACT_ADD_OBJECT) {
aoa= act->data;
eoa= MEM_callocN(sizeof(bEditObjectActuator), "edit ob act");
eoa->type= ACT_EDOB_ADD_OBJECT;
eoa->ob= aoa->ob;
eoa->time= aoa->time;
MEM_freeN(aoa);
act->data= eoa;
act->type= act->otype= ACT_EDIT_OBJECT;
}
else if(act->type==ACT_END_OBJECT) {
eoa= MEM_callocN(sizeof(bEditObjectActuator), "edit ob act");
eoa->type= ACT_EDOB_END_OBJECT;
act->data= eoa;
act->type= act->otype= ACT_EDIT_OBJECT;
}
act= act->next;
}
ob = ob->id.next;
}
}
2002-10-12 11:37:38 +00:00
if(main->versionfile <= 202) {
/* add-object and end-object are joined to edit-object
* actuator */
Object *ob= main->object.first;
bActuator *act;
bObjectActuator *oa;
while(ob) {
act= ob->actuators.first;
while(act) {
if(act->type==ACT_OBJECT) {
oa= act->data;
oa->flag &= ~(ACT_TORQUE_LOCAL|ACT_DROT_LOCAL); /* this actuator didn't do local/glob rot before */
}
act= act->next;
}
ob= ob->id.next;
}
}
2002-10-12 11:37:38 +00:00
if(main->versionfile <= 204) {
/* patches for new physics */
Object *ob= main->object.first;
bActuator *act;
bObjectActuator *oa;
bSound *sound;
while(ob) {
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/* please check this for demo20 files like
* original Egypt levels etc. converted
* rotation factor of 50 is not workable */
act= ob->actuators.first;
while(act) {
if(act->type==ACT_OBJECT) {
oa= act->data;
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oa->forceloc[0]*= 25.0;
oa->forceloc[1]*= 25.0;
oa->forceloc[2]*= 25.0;
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oa->forcerot[0]*= 10.0;
oa->forcerot[1]*= 10.0;
oa->forcerot[2]*= 10.0;
}
act= act->next;
}
ob= ob->id.next;
}
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sound = main->sound.first;
while (sound) {
if (sound->volume < 0.01) {
sound->volume = 1.0;
}
sound = sound->id.next;
}
}
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if(main->versionfile <= 205) {
/* patches for new physics */
Object *ob= main->object.first;
bActuator *act;
bSensor *sens;
bEditObjectActuator *oa;
bRaySensor *rs;
bCollisionSensor *cs;
while(ob) {
/* Set anisotropic friction off for old objects,
* values to 1.0. */
ob->gameflag &= ~OB_ANISOTROPIC_FRICTION;
ob->anisotropicFriction[0] = 1.0;
ob->anisotropicFriction[1] = 1.0;
ob->anisotropicFriction[2] = 1.0;
2002-10-12 11:37:38 +00:00
act= ob->actuators.first;
while(act) {
if(act->type==ACT_EDIT_OBJECT) {
/* Zero initial velocity for newly
* added objects */
oa= act->data;
oa->linVelocity[0] = 0.0;
oa->linVelocity[1] = 0.0;
oa->linVelocity[2] = 0.0;
oa->localflag = 0;
}
act= act->next;
}
2002-10-12 11:37:38 +00:00
sens= ob->sensors.first;
while (sens) {
/* Extra fields for radar sensors. */
if(sens->type == SENS_RADAR) {
bRadarSensor *s = sens->data;
s->range = 10000.0;
}
2002-10-12 11:37:38 +00:00
/* Pulsing: defaults for new sensors. */
if(sens->type != SENS_ALWAYS) {
sens->pulse = 0;
sens->freq = 0;
} else {
sens->pulse = 1;
}
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/* Invert: off. */
sens->invert = 0;
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/* Collision and ray: default = trigger
* on property. The material field can
* remain empty. */
if(sens->type == SENS_COLLISION) {
cs = (bCollisionSensor*) sens->data;
cs->mode = 0;
}
if(sens->type == SENS_RAY) {
rs = (bRaySensor*) sens->data;
rs->mode = 0;
}
sens = sens->next;
}
ob= ob->id.next;
}
/* have to check the exact multiplier */
}
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if(main->versionfile <= 210) {
Scene *sce= main->scene.first;
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while(sce) {
if(sce->r.postmul== 0.0) sce->r.postmul= 1.0;
if(sce->r.postgamma== 0.0) sce->r.postgamma= 1.0;
sce= sce->id.next;
}
}
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if(main->versionfile <= 211) {
/* Render setting: per scene, the applicable gamma value
* can be set. Default is 1.0, which means no
* correction. */
bActuator *act;
bObjectActuator *oa;
Object *ob;
Scene *sce= main->scene.first;
while(sce) {
sce->r.gamma = 2.0;
sce= sce->id.next;
}
2002-10-12 11:37:38 +00:00
/* added alpha in obcolor */
ob= main->object.first;
while(ob) {
ob->col[3]= 1.0;
ob= ob->id.next;
}
2002-10-12 11:37:38 +00:00
/* added alpha in obcolor */
ob= main->object.first;
while(ob) {
act= ob->actuators.first;
while(act) {
if (act->type==ACT_OBJECT) {
/* multiply velocity with 50 in old files */
oa= act->data;
if (fabs(oa->linearvelocity[0]) >= 0.01f)
oa->linearvelocity[0] *= 50.0;
if (fabs(oa->linearvelocity[1]) >= 0.01f)
oa->linearvelocity[1] *= 50.0;
if (fabs(oa->linearvelocity[2]) >= 0.01f)
oa->linearvelocity[2] *= 50.0;
if (fabs(oa->angularvelocity[0])>=0.01f)
oa->angularvelocity[0] *= 50.0;
if (fabs(oa->angularvelocity[1])>=0.01f)
oa->angularvelocity[1] *= 50.0;
if (fabs(oa->angularvelocity[2])>=0.01f)
oa->angularvelocity[2] *= 50.0;
}
act= act->next;
}
ob= ob->id.next;
}
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}
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if(main->versionfile <= 212) {
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bSound* sound;
bProperty *prop;
Object *ob;
Mesh *me;
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sound = main->sound.first;
while (sound)
{
sound->max_gain = 1.0;
sound->min_gain = 0.0;
sound->distance = 1.0;
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if (sound->attenuation > 0.0)
sound->flags |= SOUND_FLAGS_3D;
else
sound->flags &= ~SOUND_FLAGS_3D;
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sound = sound->id.next;
}
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ob = main->object.first;
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while (ob) {
prop= ob->prop.first;
while(prop) {
if (prop->type == PROP_TIME) {
// convert old PROP_TIME values from int to float
*((float *)&prop->data) = (float) prop->data;
}
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prop= prop->next;
}
ob = ob->id.next;
}
/* me->subdiv changed to reflect the actual reparametization
2002-10-12 11:37:38 +00:00
* better, and smeshes were removed - if it was a smesh make
* it a subsurf, and reset the subdiv level because subsurf
* takes a lot more work to calculate.
*/
for (me= main->mesh.first; me; me= me->id.next) {
if (me->flag&ME_SMESH) {
me->flag&= ~ME_SMESH;
me->flag|= ME_SUBSURF;
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me->subdiv= 1;
} else {
if (me->subdiv<2)
me->subdiv= 1;
else
me->subdiv--;
}
}
}
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if(main->versionfile <= 220) {
Object *ob;
Mesh *me;
bArmature *arm;
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ob = main->object.first;
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/* adapt form factor in order to get the 'old' physics
* behaviour back...*/
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while (ob) {
/* in future, distinguish between different
* object bounding shapes */
ob->formfactor = 0.4f;
/* patch form factor , note that inertia equiv radius
* of a rotation symmetrical obj */
if (ob->inertia != 1.0) {
ob->formfactor /= ob->inertia * ob->inertia;
}
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ob = ob->id.next;
}
2002-10-12 11:37:38 +00:00
/* Precalculate rest position matrices for old armatures. -rvo
*/
for (arm= main->armature.first; arm; arm= arm->id.next) {
precalc_bonelist_irestmats (&arm->bonebase);
}
2002-10-12 11:37:38 +00:00
/* Began using alpha component of vertex colors, but
* old file vertex colors are undefined, reset them
* to be fully opaque. -zr
2002-10-12 11:37:38 +00:00
*/
for (me= main->mesh.first; me; me= me->id.next) {
if (me->mcol) {
int i;
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for (i=0; i<me->totface*4; i++) {
MCol *mcol= &me->mcol[i];
mcol->a= 255;
}
}
if (me->tface) {
int i, j;
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for (i=0; i<me->totface; i++) {
TFace *tf= &((TFace*) me->tface)[i];
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for (j=0; j<4; j++) {
char *col= (char*) &tf->col[j];
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col[0]= 255;
}
}
}
}
}
if(main->versionfile <= 221) {
Scene *sce= main->scene.first;
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// new variables for std-alone player and runtime
while(sce) {
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sce->r.xplay= 640;
sce->r.yplay= 480;
sce->r.freqplay= 60;
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sce= sce->id.next;
}
2002-10-12 11:37:38 +00:00
}
if(main->versionfile <= 222) {
Scene *sce= main->scene.first;
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// new variables for std-alone player and runtime
while(sce) {
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sce->r.depth= 32;
sce= sce->id.next;
}
}
if(main->versionfile <= 223) {
VFont *vf;
Image *ima;
Object *ob;
for (vf= main->vfont.first; vf; vf= vf->id.next) {
if (BLI_streq(vf->name+strlen(vf->name)-6, ".Bfont")) {
strcpy(vf->name, "<builtin>");
}
}
/* Old textures animate at 25 FPS */
for (ima = main->image.first; ima; ima=ima->id.next){
ima->animspeed = 25;
}
/* Zr remapped some keyboard codes to be linear (stupid zr) */
for (ob= main->object.first; ob; ob= ob->id.next) {
bSensor *sens;
for (sens= ob->sensors.first; sens; sens= sens->next) {
if (sens->type==SENS_KEYBOARD) {
bKeyboardSensor *ks= sens->data;
ks->key= map_223_keybd_code_to_224_keybd_code(ks->key);
ks->qual= map_223_keybd_code_to_224_keybd_code(ks->qual);
ks->qual2= map_223_keybd_code_to_224_keybd_code(ks->qual2);
}
}
}
}
if(main->versionfile <= 224) {
bSound* sound;
Scene *sce;
Mesh *me;
bScreen *sc;
Object *ob;
for (sound=main->sound.first; sound; sound=sound->id.next)
{
if (sound->packedfile) {
if (sound->newpackedfile == NULL) {
sound->newpackedfile = sound->packedfile;
}
sound->packedfile = NULL;
}
}
/* Clear some (now) unused pose flags */
for (ob=main->object.first; ob; ob=ob->id.next){
if (ob->pose){
bPoseChannel *pchan;
for (pchan=ob->pose->chanbase.first; pchan; pchan=pchan->next){
pchan->flag &= ~(POSE_UNUSED1|POSE_UNUSED2|POSE_UNUSED3|POSE_UNUSED4|POSE_UNUSED5);
}
}
}
/* Make sure that old subsurf meshes don't have zero subdivision level for rendering */
for (me=main->mesh.first; me; me=me->id.next){
if ((me->flag & ME_SUBSURF) && (me->subdivr==0))
me->subdivr=me->subdiv;
}
for (sce= main->scene.first; sce; sce= sce->id.next) {
sce->r.stereomode = 1; // no stereo
}
/* some oldfile patch, moved from set_func_space */
for (sc= main->screen.first; sc; sc= sc->id.next) {
ScrArea *sa;
for (sa= sc->areabase.first; sa; sa= sa->next) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if (sl->spacetype==SPACE_IPO) {
SpaceSeq *sseq= (SpaceSeq*) sl;
sseq->v2d.keeptot= 0;
}
}
}
}
}
if(main->versionfile <= 225) {
World *wo;
/* Use Sumo for old games */
for (wo = main->world.first; wo; wo= wo->id.next) {
wo->physicsEngine = 2;
}
}
Commit message and the brunt of the code courtesy of intrr, apologies for the size of this; Finally, the Sequencer audio support and global audio/animation sync stuff! (See http://intrr.org/blender/audiosequencer.html) Stuff that has been done: ./source/blender/blenloader/intern/writefile.c ./source/blender/blenloader/intern/readfile.c Added code to make it handle sounds used by audio strips, and to convert Scene data from older (<2.28) versions to init Scene global audio settings (Scene->audio) to defaults. ./source/blender/include/BSE_seqaudio.h ./source/blender/src/seqaudio.c The main audio routines that start/stop/scrub the audio stream at a certain frame position, provide the frame reference for the current stream position, mix the audio, convert the audio, mixdown the audio into a file. ./source/blender/makesdna/DNA_sound_types.h Introduced new variables in the bSound struct to accomodate the sample data after converted to the scene's global mixing format (stream, streamlen). Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound belongs to a sequence strip. ./source/blender/makesdna/DNA_scene_types.h Added AudioData struct, which holds scene-global audio settings. ./source/blender/makesdna/DNA_sequence_types.h Added support for audio strips. Some variables to hold Panning/Attenuation information, position information, reference to the sample, and some flags. ./source/blender/makesdna/DNA_userdef_types.h ./source/blender/src/usiblender.c Added a "Mixing buffer size" userpref. Made the versions stuff initialize it to a default for versions <2.28. ./source/blender/makesdna/DNA_space_types.h ./source/blender/src/filesel.c Added a Cyan dot to .WAV files. Any other suggestions on a better color? :) ./source/blender/src/editsound.c Changes (fixes) to the WAV file loader, re-enabled some gameengine code that is needed for dealing with bSounds and bSamples. ./source/blender/src/editipo.c ./source/blender/src/drawseq.c ./source/blender/src/editnla.c ./source/blender/src/space.c ./source/blender/src/drawview.c ./source/blender/src/renderwin.c ./source/blender/src/headerbuttons.c - Created two different wrappers for update_for_newframe(), one which scrubs the audio, one which doesn't. - Replaced some of the occurences of update_for_newframe() with update_for_newframe_muted(), which doesn't scrub the audio. - In drawview.c: Changed the synchronization scheme to get the current audio position from the audio engine, and use that as a reference for setting CFRA. Implements a/v sync and framedrop. - In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as volume envelopes. - In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing (update_for_newframe()) for moving the sequence editor framebar. ./source/blender/src/editseq.c Added support for audio strips and a default directory for WAV files which gets saved from the last Shift-A operation. ./source/blender/src/buttons.c Added Scene-global audio sequencer settings in Sound buttons. ./source/blender/src/sequence.c Various stuff that deals with handling audio strips differently than usual strips.
2003-07-13 20:16:56 +00:00
if(main->versionfile <= 227) {
Scene *sce;
Material *ma;
bScreen *sc;
Object *ob;
/* As of now, this insures that the transition from the old Track system
to the new full constraint Track is painless for everyone. - theeth
*/
ob = main->object.first;
while (ob) {
ListBase *list;
list = &ob->constraints;
/* check for already existing TrackTo constraint
set their track and up flag correctly */
if (list){
bConstraint *curcon;
for (curcon = list->first; curcon; curcon=curcon->next){
if (curcon->type == CONSTRAINT_TYPE_TRACKTO){
bTrackToConstraint *data = curcon->data;
data->reserved1 = ob->trackflag;
data->reserved2 = ob->upflag;
}
}
}
if (ob->type == OB_ARMATURE) {
if (ob->pose){
bConstraint *curcon;
bPoseChannel *pchan;
for (pchan = ob->pose->chanbase.first;
pchan; pchan=pchan->next){
for (curcon = pchan->constraints.first;
curcon; curcon=curcon->next){
if (curcon->type == CONSTRAINT_TYPE_TRACKTO){
bTrackToConstraint *data = curcon->data;
data->reserved1 = ob->trackflag;
data->reserved2 = ob->upflag;
}
}
}
}
}
/* Change Ob->Track in real TrackTo constraint */
if (ob->track){
bConstraint *con;
bTrackToConstraint *data;
list = &ob->constraints;
if (list)
{
con = MEM_callocN(sizeof(bConstraint), "constraint");
strcpy (con->name, "AutoTrack");
unique_constraint_name(con, list);
con->flag |= CONSTRAINT_EXPAND;
con->enforce=1.0F;
con->type = CONSTRAINT_TYPE_TRACKTO;
data = (bTrackToConstraint *)
new_constraint_data(CONSTRAINT_TYPE_TRACKTO);
data->tar = ob->track;
data->reserved1 = ob->trackflag;
data->reserved2 = ob->upflag;
con->data= (void*) data;
BLI_addtail(list, con);
}
ob->track = 0;
}
ob = ob->id.next;
}
Commit message and the brunt of the code courtesy of intrr, apologies for the size of this; Finally, the Sequencer audio support and global audio/animation sync stuff! (See http://intrr.org/blender/audiosequencer.html) Stuff that has been done: ./source/blender/blenloader/intern/writefile.c ./source/blender/blenloader/intern/readfile.c Added code to make it handle sounds used by audio strips, and to convert Scene data from older (<2.28) versions to init Scene global audio settings (Scene->audio) to defaults. ./source/blender/include/BSE_seqaudio.h ./source/blender/src/seqaudio.c The main audio routines that start/stop/scrub the audio stream at a certain frame position, provide the frame reference for the current stream position, mix the audio, convert the audio, mixdown the audio into a file. ./source/blender/makesdna/DNA_sound_types.h Introduced new variables in the bSound struct to accomodate the sample data after converted to the scene's global mixing format (stream, streamlen). Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound belongs to a sequence strip. ./source/blender/makesdna/DNA_scene_types.h Added AudioData struct, which holds scene-global audio settings. ./source/blender/makesdna/DNA_sequence_types.h Added support for audio strips. Some variables to hold Panning/Attenuation information, position information, reference to the sample, and some flags. ./source/blender/makesdna/DNA_userdef_types.h ./source/blender/src/usiblender.c Added a "Mixing buffer size" userpref. Made the versions stuff initialize it to a default for versions <2.28. ./source/blender/makesdna/DNA_space_types.h ./source/blender/src/filesel.c Added a Cyan dot to .WAV files. Any other suggestions on a better color? :) ./source/blender/src/editsound.c Changes (fixes) to the WAV file loader, re-enabled some gameengine code that is needed for dealing with bSounds and bSamples. ./source/blender/src/editipo.c ./source/blender/src/drawseq.c ./source/blender/src/editnla.c ./source/blender/src/space.c ./source/blender/src/drawview.c ./source/blender/src/renderwin.c ./source/blender/src/headerbuttons.c - Created two different wrappers for update_for_newframe(), one which scrubs the audio, one which doesn't. - Replaced some of the occurences of update_for_newframe() with update_for_newframe_muted(), which doesn't scrub the audio. - In drawview.c: Changed the synchronization scheme to get the current audio position from the audio engine, and use that as a reference for setting CFRA. Implements a/v sync and framedrop. - In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as volume envelopes. - In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing (update_for_newframe()) for moving the sequence editor framebar. ./source/blender/src/editseq.c Added support for audio strips and a default directory for WAV files which gets saved from the last Shift-A operation. ./source/blender/src/buttons.c Added Scene-global audio sequencer settings in Sound buttons. ./source/blender/src/sequence.c Various stuff that deals with handling audio strips differently than usual strips.
2003-07-13 20:16:56 +00:00
for (sce= main->scene.first; sce; sce= sce->id.next) {
sce->audio.mixrate = 44100;
sce->audio.flag |= AUDIO_SCRUB;
sce->r.mode |= R_ENVMAP;
Commit message and the brunt of the code courtesy of intrr, apologies for the size of this; Finally, the Sequencer audio support and global audio/animation sync stuff! (See http://intrr.org/blender/audiosequencer.html) Stuff that has been done: ./source/blender/blenloader/intern/writefile.c ./source/blender/blenloader/intern/readfile.c Added code to make it handle sounds used by audio strips, and to convert Scene data from older (<2.28) versions to init Scene global audio settings (Scene->audio) to defaults. ./source/blender/include/BSE_seqaudio.h ./source/blender/src/seqaudio.c The main audio routines that start/stop/scrub the audio stream at a certain frame position, provide the frame reference for the current stream position, mix the audio, convert the audio, mixdown the audio into a file. ./source/blender/makesdna/DNA_sound_types.h Introduced new variables in the bSound struct to accomodate the sample data after converted to the scene's global mixing format (stream, streamlen). Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound belongs to a sequence strip. ./source/blender/makesdna/DNA_scene_types.h Added AudioData struct, which holds scene-global audio settings. ./source/blender/makesdna/DNA_sequence_types.h Added support for audio strips. Some variables to hold Panning/Attenuation information, position information, reference to the sample, and some flags. ./source/blender/makesdna/DNA_userdef_types.h ./source/blender/src/usiblender.c Added a "Mixing buffer size" userpref. Made the versions stuff initialize it to a default for versions <2.28. ./source/blender/makesdna/DNA_space_types.h ./source/blender/src/filesel.c Added a Cyan dot to .WAV files. Any other suggestions on a better color? :) ./source/blender/src/editsound.c Changes (fixes) to the WAV file loader, re-enabled some gameengine code that is needed for dealing with bSounds and bSamples. ./source/blender/src/editipo.c ./source/blender/src/drawseq.c ./source/blender/src/editnla.c ./source/blender/src/space.c ./source/blender/src/drawview.c ./source/blender/src/renderwin.c ./source/blender/src/headerbuttons.c - Created two different wrappers for update_for_newframe(), one which scrubs the audio, one which doesn't. - Replaced some of the occurences of update_for_newframe() with update_for_newframe_muted(), which doesn't scrub the audio. - In drawview.c: Changed the synchronization scheme to get the current audio position from the audio engine, and use that as a reference for setting CFRA. Implements a/v sync and framedrop. - In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as volume envelopes. - In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing (update_for_newframe()) for moving the sequence editor framebar. ./source/blender/src/editseq.c Added support for audio strips and a default directory for WAV files which gets saved from the last Shift-A operation. ./source/blender/src/buttons.c Added Scene-global audio sequencer settings in Sound buttons. ./source/blender/src/sequence.c Various stuff that deals with handling audio strips differently than usual strips.
2003-07-13 20:16:56 +00:00
}
// init new shader vars
for (ma= main->mat.first; ma; ma= ma->id.next) {
ma->refrac= 4.0;
ma->roughness= 0.5;
ma->param[0]= 0.5;
ma->param[1]= 0.1;
ma->param[2]= 0.1;
ma->param[3]= 0.05;
}
// patch for old wrong max view2d settings, allows zooming out more
for (sc= main->screen.first; sc; sc= sc->id.next) {
ScrArea *sa;
for (sa= sc->areabase.first; sa; sa= sa->next) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if (sl->spacetype==SPACE_ACTION) {
SpaceAction *sac= (SpaceAction *) sl;
sac->v2d.max[0]= 32000;
}
else if (sl->spacetype==SPACE_NLA) {
SpaceNla *sla= (SpaceNla *) sl;
sla->v2d.max[0]= 32000;
}
}
}
}
}
if(main->versionfile <= 228) {
Scene *sce;
bScreen *sc;
Object *ob;
/* As of now, this insures that the transition from the old Track system
to the new full constraint Track is painless for everyone.*/
ob = main->object.first;
while (ob) {
ListBase *list;
list = &ob->constraints;
/* check for already existing TrackTo constraint
set their track and up flag correctly */
if (list){
bConstraint *curcon;
for (curcon = list->first; curcon; curcon=curcon->next){
if (curcon->type == CONSTRAINT_TYPE_TRACKTO){
bTrackToConstraint *data = curcon->data;
data->reserved1 = ob->trackflag;
data->reserved2 = ob->upflag;
}
}
}
if (ob->type == OB_ARMATURE) {
if (ob->pose){
bConstraint *curcon;
bPoseChannel *pchan;
for (pchan = ob->pose->chanbase.first;
pchan; pchan=pchan->next){
for (curcon = pchan->constraints.first;
curcon; curcon=curcon->next){
if (curcon->type == CONSTRAINT_TYPE_TRACKTO){
bTrackToConstraint *data = curcon->data;
data->reserved1 = ob->trackflag;
data->reserved2 = ob->upflag;
}
}
}
}
}
ob = ob->id.next;
}
for (sce= main->scene.first; sce; sce= sce->id.next) {
sce->r.mode |= R_ENVMAP;
}
// convert old mainb values for new button panels
for (sc= main->screen.first; sc; sc= sc->id.next) {
ScrArea *sa;
for (sa= sc->areabase.first; sa; sa= sa->next) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if (sl->spacetype==SPACE_BUTS) {
SpaceButs *sbuts= (SpaceButs *) sl;
sbuts->v2d.maxzoom= 1.2;
if(sbuts->mainb==BUTS_LAMP) {
sbuts->mainb= CONTEXT_SHADING;
sbuts->tab[CONTEXT_SHADING]= TAB_SHADING_LAMP;
}
else if(sbuts->mainb==BUTS_MAT) {
sbuts->mainb= CONTEXT_SHADING;
sbuts->tab[CONTEXT_SHADING]= TAB_SHADING_MAT;
}
else if(sbuts->mainb==BUTS_TEX) {
sbuts->mainb= CONTEXT_SHADING;
sbuts->tab[CONTEXT_SHADING]= TAB_SHADING_TEX;
}
else if(sbuts->mainb==BUTS_ANIM) {
sbuts->mainb= CONTEXT_OBJECT;
}
else if(sbuts->mainb==BUTS_WORLD) {
sbuts->mainb= CONTEXT_SCENE;
sbuts->tab[CONTEXT_SCENE]= TAB_SCENE_WORLD;
}
else if(sbuts->mainb==BUTS_RENDER) {
sbuts->mainb= CONTEXT_SCENE;
sbuts->tab[CONTEXT_SCENE]= TAB_SCENE_RENDER;
}
else if(sbuts->mainb==BUTS_GAME) {
sbuts->mainb= CONTEXT_LOGIC;
}
else if(sbuts->mainb==BUTS_FPAINT) {
sbuts->mainb= CONTEXT_EDITING;
}
else if(sbuts->mainb==BUTS_RADIO) {
sbuts->mainb= CONTEXT_SHADING;
sbuts->tab[CONTEXT_SHADING]= TAB_SHADING_RAD;
}
else if(sbuts->mainb==BUTS_CONSTRAINT) {
sbuts->mainb= CONTEXT_OBJECT;
}
else if(sbuts->mainb==BUTS_SCRIPT) {
sbuts->mainb= CONTEXT_OBJECT;
}
else if(sbuts->mainb==BUTS_EDIT) {
sbuts->mainb= CONTEXT_EDITING;
}
else sbuts->mainb= CONTEXT_SCENE;
}
}
}
}
}
/* ton: made this 230 instead of 229,
to be sure (tuho files) and this is a reliable check anyway
nevertheless, we might need to think over a fitness (initialize)
check apart from the do_versions() */
if(main->versionfile <= 230) {
bScreen *sc;
// new variable blockscale, for panels in any area
for (sc= main->screen.first; sc; sc= sc->id.next) {
ScrArea *sa;
for (sa= sc->areabase.first; sa; sa= sa->next) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->blockscale==0.0) sl->blockscale= 0.7;
/* added: 5x better zoom in for action */
if(sl->spacetype==SPACE_ACTION) {
SpaceAction *sac= (SpaceAction *)sl;
sac->v2d.maxzoom= 50;
}
}
}
}
}
if(main->versionfile <= 231) {
/* new bit flags for showing/hiding grid floor and axes */
bScreen *sc = main->screen.first;
while(sc) {
ScrArea *sa= sc->areabase.first;
while(sa) {
SpaceLink *sl= sa->spacedata.first;
while (sl) {
if (sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D*) sl;
if (v3d->gridflag==0) {
v3d->gridflag |= V3D_SHOW_X;
v3d->gridflag |= V3D_SHOW_Y;
v3d->gridflag |= V3D_SHOW_FLOOR;
v3d->gridflag &= ~V3D_SHOW_Z;
}
}
sl= sl->next;
}
sa= sa->next;
}
sc= sc->id.next;
}
}
if(main->versionfile <= 231) {
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +00:00
Material *ma= main->mat.first;
bScreen *sc = main->screen.first;
Scene *sce;
Area lights and more... - New lamp type added "Area". This uses the radiosity formula (Stoke) to calculate the amount of energy which is received from a plane. Result is very nice local light, which nicely spreads out. - Area lamps have a 'gamma' option to control the light spread - Area lamp builtin sizes: square, rect, cube & box. Only first 2 are implemented. Set a type, and define area size - Button area size won't affect the amount of energy. But scaling the lamp in 3d window will do. This is to cover the case when you scale an entire scene, the light then will remain identical If you just want to change area lamp size, use buttons when you dont want to make the scene too bright or too dark - Since area lights realistically are sensitive for distance (quadratic), the effect it has is quickly too much, or too less. For this the "Dist" value in Lamp can be used. Set it at Dist=10 to have reasonable light on distance 10 Blender units (assumed you didnt scale lamp object). - I tried square sized specularity, but this looked totally weird. Not committed - Plan is to extend area light with 3d dimensions, boxes and cubes. - Note that area light is one-sided, towards negative Z. I need to design a nice drawing method for it. Area Shadow - Since there are a lot of variables associated with soft shadow, they now only are available for Area lights. Allowing spot & normal lamp to have soft shadow is possible though, but will require a reorganisation of the Lamp buttons. Is a point of research & feedback still. - Apart from area size, you now can individually set amount of samples in X and Y direction (for area lamp type 'Rect'). For box type area lamp, this will become 3 dimensions - Area shadows have four options: "Clip circle" : only uses a circular shape of samples, gives smoother results "Dither" : use a 2x2 dither mask "Jitter" : applys a pseudo-random offset to samples "Umbra" : extra emphasis on area that's fully in shadow. Raytrace speedup - improved filling in faces in Octree. Large faces occupied too many nodes - added a coherence check; rays fired sequentially that begin and end in same octree nodes, and that don't intersect, are quickly rejected - rendering shadow scenes benefits from this 20-40%. My statue test monkey file now renders in 19 seconds (was 30). Plus: - adjusted specular max to 511, and made sure Blinn spec has again this incredible small spec size - for UI rounded theme: the color "button" displayed RGB color too dark - fixed countall() function, to also include Subsurf totals - removed setting the 'near' clipping for pressing dot-key numpad - when you press the buttons-window icon for 'Shading Context' the context automaticilly switches as with F5 hotkey Please be warned that this is not a release... settings in files might not work as it did, nor guaranteed to work when we do a release. :)
2003-12-29 16:52:51 +00:00
Lamp *la;
World *wrld;
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +00:00
while(ma) {
if(ma->fresnel_tra_i==0.0) ma->fresnel_tra_i= 1.25;
if(ma->fresnel_mir_i==0.0) ma->fresnel_mir_i= 1.25;
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +00:00
if(ma->ang==0.0) {
ma->ang= 1.0;
ma->ray_depth= 2;
ma->ray_depth_tra= 2;
ma->fresnel_tra= 0.0;
ma->fresnel_mir= 0.0;
}
else if(ma->ang<1.0) { // temporal, because of IOR & fresnel change
ma->ang= 1.0/ma->ang;
ma->fresnel_tra= ma->ang;
ma->fresnel_mir= ma->ang;
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +00:00
}
ma= ma->id.next;
}
sce= main->scene.first;
while(sce) {
if(sce->r.gauss==0.0) sce->r.gauss= 1.0;
sce= sce->id.next;
}
Area lights and more... - New lamp type added "Area". This uses the radiosity formula (Stoke) to calculate the amount of energy which is received from a plane. Result is very nice local light, which nicely spreads out. - Area lamps have a 'gamma' option to control the light spread - Area lamp builtin sizes: square, rect, cube & box. Only first 2 are implemented. Set a type, and define area size - Button area size won't affect the amount of energy. But scaling the lamp in 3d window will do. This is to cover the case when you scale an entire scene, the light then will remain identical If you just want to change area lamp size, use buttons when you dont want to make the scene too bright or too dark - Since area lights realistically are sensitive for distance (quadratic), the effect it has is quickly too much, or too less. For this the "Dist" value in Lamp can be used. Set it at Dist=10 to have reasonable light on distance 10 Blender units (assumed you didnt scale lamp object). - I tried square sized specularity, but this looked totally weird. Not committed - Plan is to extend area light with 3d dimensions, boxes and cubes. - Note that area light is one-sided, towards negative Z. I need to design a nice drawing method for it. Area Shadow - Since there are a lot of variables associated with soft shadow, they now only are available for Area lights. Allowing spot & normal lamp to have soft shadow is possible though, but will require a reorganisation of the Lamp buttons. Is a point of research & feedback still. - Apart from area size, you now can individually set amount of samples in X and Y direction (for area lamp type 'Rect'). For box type area lamp, this will become 3 dimensions - Area shadows have four options: "Clip circle" : only uses a circular shape of samples, gives smoother results "Dither" : use a 2x2 dither mask "Jitter" : applys a pseudo-random offset to samples "Umbra" : extra emphasis on area that's fully in shadow. Raytrace speedup - improved filling in faces in Octree. Large faces occupied too many nodes - added a coherence check; rays fired sequentially that begin and end in same octree nodes, and that don't intersect, are quickly rejected - rendering shadow scenes benefits from this 20-40%. My statue test monkey file now renders in 19 seconds (was 30). Plus: - adjusted specular max to 511, and made sure Blinn spec has again this incredible small spec size - for UI rounded theme: the color "button" displayed RGB color too dark - fixed countall() function, to also include Subsurf totals - removed setting the 'near' clipping for pressing dot-key numpad - when you press the buttons-window icon for 'Shading Context' the context automaticilly switches as with F5 hotkey Please be warned that this is not a release... settings in files might not work as it did, nor guaranteed to work when we do a release. :)
2003-12-29 16:52:51 +00:00
la= main->lamp.first;
while(la) {
if(la->k==0.0) la->k= 1.0;
if(la->ray_samp==0) la->ray_samp= 1;
if(la->ray_sampy==0) la->ray_sampy= 1;
if(la->ray_sampz==0) la->ray_sampz= 1;
if(la->area_size==0.0) la->area_size= 1.0;
if(la->area_sizey==0.0) la->area_sizey= 1.0;
if(la->area_sizez==0.0) la->area_sizez= 1.0;
la= la->id.next;
}
wrld= main->world.first;
while(wrld) {
if(wrld->range==0.0) {
wrld->range= 1.0/wrld->exposure;
}
wrld= wrld->id.next;
}
/* new bit flags for showing/hiding grid floor and axes */
while(sc) {
ScrArea *sa= sc->areabase.first;
while(sa) {
SpaceLink *sl= sa->spacedata.first;
while (sl) {
if (sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D*) sl;
if (v3d->gridflag==0) {
v3d->gridflag |= V3D_SHOW_X;
v3d->gridflag |= V3D_SHOW_Y;
v3d->gridflag |= V3D_SHOW_FLOOR;
v3d->gridflag &= ~V3D_SHOW_Z;
}
}
sl= sl->next;
}
sa= sa->next;
}
sc= sc->id.next;
}
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +00:00
}
if(main->versionfile <= 232) {
Tex *tex= main->tex.first;
World *wrld= main->world.first;
bScreen *sc;
Scene *sce;
while(tex) {
if((tex->flag & (TEX_CHECKER_ODD+TEX_CHECKER_EVEN))==0) {
tex->flag |= TEX_CHECKER_ODD;
}
/* copied from kernel texture.c */
if(tex->ns_outscale==0.0) {
/* musgrave */
tex->mg_H = 1.0;
tex->mg_lacunarity = 2.0;
tex->mg_octaves = 2.0;
tex->mg_offset = 1.0;
tex->mg_gain = 1.0;
tex->ns_outscale = 1.0;
/* distnoise */
tex->dist_amount = 1.0;
/* voronoi */
tex->vn_w1 = 1.0;
tex->vn_mexp = 2.5;
}
tex= tex->id.next;
}
while(wrld) {
if(wrld->aodist==0.0) {
wrld->aodist= 10.0;
wrld->aobias= 0.05;
}
if(wrld->aosamp==0.0) wrld->aosamp= 5;
if(wrld->aoenergy==0.0) wrld->aoenergy= 1.0;
wrld= wrld->id.next;
}
// new variable blockscale, for panels in any area, do again because new
// areas didnt initialize it to 0.7 yet
for (sc= main->screen.first; sc; sc= sc->id.next) {
ScrArea *sa;
for (sa= sc->areabase.first; sa; sa= sa->next) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->blockscale==0.0) sl->blockscale= 0.7;
/* added: 5x better zoom in for nla */
if(sl->spacetype==SPACE_NLA) {
SpaceNla *snla= (SpaceNla *)sl;
snla->v2d.maxzoom= 50;
}
}
}
}
sce= main->scene.first;
while(sce) {
if(sce->r.ocres==0) sce->r.ocres= 64;
sce= sce->id.next;
}
}
if(main->versionfile <= 233) {
bScreen *sc;
Material *ma= main->mat.first;
Object *ob= main->object.first;
while(ma) {
if(ma->rampfac_col==0.0) ma->rampfac_col= 1.0;
if(ma->rampfac_spec==0.0) ma->rampfac_spec= 1.0;
if(ma->pr_lamp==0) ma->pr_lamp= 3;
ma= ma->id.next;
}
/* this should have been done loooong before! */
while(ob) {
if(ob->ipowin==0) ob->ipowin= ID_OB;
ob= ob->id.next;
}
for (sc= main->screen.first; sc; sc= sc->id.next) {
ScrArea *sa;
for (sa= sc->areabase.first; sa; sa= sa->next) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D *)sl;
v3d->flag |= V3D_SELECT_OUTLINE;
}
}
}
}
}
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
if(main->versionfile <= 234) {
Scene *sce;
World *wo;
bScreen *sc;
int set_zbuf_sel=0;
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
// force sumo engine to be active
for (wo = main->world.first; wo; wo= wo->id.next) {
if(wo->physicsEngine==0) wo->physicsEngine = 2;
}
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
for (sce= main->scene.first; sce; sce= sce->id.next) {
if(sce->selectmode==0) {
sce->selectmode= SCE_SELECT_VERTEX;
set_zbuf_sel= 1;
}
}
for (sc= main->screen.first; sc; sc= sc->id.next) {
ScrArea *sa;
for (sa= sc->areabase.first; sa; sa= sa->next) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D *)sl;
if(set_zbuf_sel) v3d->flag |= V3D_ZBUF_SELECT;
}
else if(sl->spacetype==SPACE_TEXT) {
SpaceText *st= (SpaceText *)sl;
if(st->tabnumber==0) st->tabnumber= 2;
}
}
}
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
}
}
if(main->versionfile <= 235) {
Tex *tex= main->tex.first;
while(tex) {
if(tex->nabla==0.0) tex->nabla= 0.025;
tex= tex->id.next;
}
}
/* don't forget to set version number in blender.c! */
2002-10-12 11:37:38 +00:00
}
static void lib_link_all(FileData *fd, Main *main)
{
lib_link_screen(fd, main);
lib_link_scene(fd, main);
lib_link_object(fd, main);
lib_link_curve(fd, main);
lib_link_mball(fd, main);
lib_link_material(fd, main);
lib_link_texture(fd, main);
lib_link_image(fd, main);
lib_link_ipo(fd, main);
lib_link_key(fd, main);
lib_link_world(fd, main);
lib_link_lamp(fd, main);
lib_link_latt(fd, main);
lib_link_ika(fd, main);
lib_link_text(fd, main);
lib_link_camera(fd, main);
lib_link_sound(fd, main);
lib_link_group(fd, main);
lib_link_armature(fd, main);
lib_link_action(fd, main);
lib_link_vfont(fd, main);
lib_link_mesh(fd, main); /* as last: tpage images with users at zero */
lib_link_library(fd, main); /* only init users */
2002-10-12 11:37:38 +00:00
}
static BHead *read_userdef(BlendFileData *bfd, FileData *fd, BHead *bhead)
{
Link *link;
bfd->user= read_struct(fd, bhead, "user def");
bfd->user->themes.first= bfd->user->themes.last= NULL;
bhead = blo_nextbhead(fd, bhead);
/* read all attached data */
while(bhead && bhead->code==DATA) {
link= read_struct(fd, bhead, "user def data");
BLI_addtail(&bfd->user->themes, link);
bhead = blo_nextbhead(fd, bhead);
}
return bhead;
}
2002-10-12 11:37:38 +00:00
BlendFileData *blo_read_file_internal(FileData *fd, BlendReadError *error_r)
{
BHead *bhead= blo_firstbhead(fd);
BlendFileData *bfd;
FileGlobal *fg = (FileGlobal *)NULL;
2002-10-12 11:37:38 +00:00
bfd= MEM_callocN(sizeof(*bfd), "blendfiledata");
bfd->main= MEM_callocN(sizeof(*bfd->main), "main");
BLI_addtail(&fd->mainlist, bfd->main);
2002-10-12 11:37:38 +00:00
bfd->main->versionfile= fd->fileversion;
2002-10-12 11:37:38 +00:00
while(bhead) {
switch(bhead->code) {
case GLOB:
case DATA:
case DNA1:
case TEST:
case REND:
if (bhead->code==GLOB) {
fg= read_struct(fd, bhead, "REND");
2002-10-12 11:37:38 +00:00
}
bhead = blo_nextbhead(fd, bhead);
break;
case USER:
bhead= read_userdef(bfd, fd, bhead);
break;
2002-10-12 11:37:38 +00:00
case ENDB:
bhead = NULL;
break;
2002-10-12 11:37:38 +00:00
case ID_LI:
bhead = read_libblock(fd, bfd->main, bhead, LIB_LOCAL, NULL);
break;
case ID_ID:
/* always adds to the most recently loaded
* ID_LI block, see direct_link_library.
* this is part of the file format definition.
*/
bhead = read_libblock(fd, fd->mainlist.last, bhead, LIB_READ+LIB_EXTERN, NULL);
break;
2002-10-12 11:37:38 +00:00
default:
bhead = read_libblock(fd, bfd->main, bhead, LIB_LOCAL, NULL);
}
}
/* before read_libraries */
do_versions(bfd->main);
read_libraries(fd, &fd->mainlist);
blo_join_main(&fd->mainlist);
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lib_link_all(fd, bfd->main);
link_global(fd, bfd, fg); /* as last */
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/* removed here: check for existance of curscreen/scene, moved to kernel setup_app */
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MEM_freeN(fg);
return bfd;
}
/* ************* APPEND LIBRARY ************** */
static BHead *find_previous_lib(FileData *fd, BHead *bhead)
{
for (; bhead; bhead= blo_prevbhead(fd, bhead))
if (bhead->code==ID_LI)
break;
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return bhead;
}
static BHead *find_bhead(FileData *fd, void *old)
{
BHead *bhead;
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if (!old)
return NULL;
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for (bhead= blo_firstbhead(fd); bhead; bhead= blo_nextbhead(fd, bhead))
if (bhead->old==old)
return bhead;
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return NULL;
}
static ID *is_yet_read(Main *mainvar, BHead *bhead)
{
ListBase *lb;
ID *idtest, *id;
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// BHEAD+DATA dependancy
idtest= (ID *)(bhead +1);
lb= wich_libbase(mainvar, GS(idtest->name));
if(lb) {
id= lb->first;
while(id) {
if( strcmp(id->name, idtest->name)==0 ) return id;
id= id->next;
}
}
return 0;
}
static void expand_doit(FileData *fd, Main *mainvar, void *old)
{
BHead *bhead;
ID *id;
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bhead= find_bhead(fd, old);
if(bhead) {
/* from another library? */
if(bhead->code==ID_ID) {
BHead *bheadlib= find_previous_lib(fd, bhead);
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if(bheadlib) {
// BHEAD+DATA dependancy
Library *lib= (Library *)(bheadlib+1);
mainvar= blo_find_main(&fd->mainlist, lib->name);
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id= is_yet_read(mainvar, bhead);
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if(id==0) {
read_libblock(fd, mainvar, bhead, LIB_READ+LIB_INDIRECT, NULL);
printf("expand: other lib %s\n", lib->name);
}
else {
oldnewmap_insert(fd->libmap, bhead->old, id, 1);
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printf("expand: already linked: %s lib: %s\n", id->name, lib->name);
}
}
}
else {
id= is_yet_read(mainvar, bhead);
if(id==0) {
// BHEAD+DATA dependancy
id= (ID *)(bhead+1);
read_libblock(fd, mainvar, bhead, LIB_TESTIND, NULL);
}
else {
oldnewmap_insert(fd->libmap, bhead->old, id, 1);
/* printf("expand: already read %s\n", id->name); */
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}
}
}
}
static void expand_key(FileData *fd, Main *mainvar, Key *key)
{
expand_doit(fd, mainvar, key->ipo);
}
static void expand_texture(FileData *fd, Main *mainvar, Tex *tex)
{
expand_doit(fd, mainvar, tex->ima);
expand_doit(fd, mainvar, tex->ipo);
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}
static void expand_material(FileData *fd, Main *mainvar, Material *ma)
{
int a;
for(a=0; a<MAX_MTEX; a++) {
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if(ma->mtex[a]) {
expand_doit(fd, mainvar, ma->mtex[a]->tex);
expand_doit(fd, mainvar, ma->mtex[a]->object);
}
}
expand_doit(fd, mainvar, ma->ipo);
}
static void expand_lamp(FileData *fd, Main *mainvar, Lamp *la)
{
int a;
for(a=0; a<MAX_MTEX; a++) {
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if(la->mtex[a]) {
expand_doit(fd, mainvar, la->mtex[a]->tex);
expand_doit(fd, mainvar, la->mtex[a]->object);
}
}
expand_doit(fd, mainvar, la->ipo);
}
static void expand_lattice(FileData *fd, Main *mainvar, Lattice *lt)
{
expand_doit(fd, mainvar, lt->ipo);
expand_doit(fd, mainvar, lt->key);
}
static void expand_world(FileData *fd, Main *mainvar, World *wrld)
{
int a;
for(a=0; a<MAX_MTEX; a++) {
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if(wrld->mtex[a]) {
expand_doit(fd, mainvar, wrld->mtex[a]->tex);
expand_doit(fd, mainvar, wrld->mtex[a]->object);
}
}
expand_doit(fd, mainvar, wrld->ipo);
}
static void expand_mball(FileData *fd, Main *mainvar, MetaBall *mb)
{
int a;
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for(a=0; a<mb->totcol; a++) {
expand_doit(fd, mainvar, mb->mat[a]);
}
}
static void expand_curve(FileData *fd, Main *mainvar, Curve *cu)
{
int a;
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for(a=0; a<cu->totcol; a++) {
expand_doit(fd, mainvar, cu->mat[a]);
}
expand_doit(fd, mainvar, cu->vfont);
expand_doit(fd, mainvar, cu->key);
expand_doit(fd, mainvar, cu->ipo);
expand_doit(fd, mainvar, cu->bevobj);
expand_doit(fd, mainvar, cu->taperobj);
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expand_doit(fd, mainvar, cu->textoncurve);
}
static void expand_mesh(FileData *fd, Main *mainvar, Mesh *me)
{
int a;
TFace *tface;
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for(a=0; a<me->totcol; a++) {
expand_doit(fd, mainvar, me->mat[a]);
}
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expand_doit(fd, mainvar, me->key);
expand_doit(fd, mainvar, me->texcomesh);
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if(me->tface) {
tface= me->tface;
a= me->totface;
while(a--) {
if(tface->tpage) expand_doit(fd, mainvar, tface->tpage);
tface++;
}
}
}
static void expand_constraints(FileData *fd, Main *mainvar, ListBase *lb)
{
bConstraint *curcon;
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for (curcon=lb->first; curcon; curcon=curcon->next) {
switch (curcon->type) {
case CONSTRAINT_TYPE_ACTION:
{
bActionConstraint *data = (bActionConstraint*)curcon->data;
expand_doit(fd, mainvar, data->tar);
expand_doit(fd, mainvar, data->act);
}
break;
case CONSTRAINT_TYPE_LOCLIKE:
{
bLocateLikeConstraint *data = (bLocateLikeConstraint*)curcon->data;
expand_doit(fd, mainvar, data->tar);
break;
}
case CONSTRAINT_TYPE_ROTLIKE:
{
bRotateLikeConstraint *data = (bRotateLikeConstraint*)curcon->data;
expand_doit(fd, mainvar, data->tar);
break;
}
case CONSTRAINT_TYPE_KINEMATIC:
{
bKinematicConstraint *data = (bKinematicConstraint*)curcon->data;
expand_doit(fd, mainvar, data->tar);
break;
}
case CONSTRAINT_TYPE_TRACKTO:
{
bTrackToConstraint *data = (bTrackToConstraint*)curcon->data;
expand_doit(fd, mainvar, data->tar);
break;
}
case CONSTRAINT_TYPE_LOCKTRACK:
{
bLockTrackConstraint *data = (bLockTrackConstraint*)curcon->data;
expand_doit(fd, mainvar, data->tar);
break;
}
case CONSTRAINT_TYPE_FOLLOWPATH:
{
bFollowPathConstraint *data = (bFollowPathConstraint*)curcon->data;
expand_doit(fd, mainvar, data->tar);
break;
}
case CONSTRAINT_TYPE_DISTANCELIMIT:
{
bDistanceLimitConstraint *data = (bDistanceLimitConstraint*)curcon->data;
expand_doit(fd, mainvar, data->tar);
break;
}
case CONSTRAINT_TYPE_STRETCHTO:
{
bStretchToConstraint *data = (bStretchToConstraint*)curcon->data;
expand_doit(fd, mainvar, data->tar);
break;
}
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case CONSTRAINT_TYPE_NULL:
break;
default:
break;
}
}
}
static void expand_bones(FileData *fd, Main *mainvar, Bone *bone)
{
Bone *curBone;
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// expand_constraints(fd, main, &bone->constraints);
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for (curBone = bone->childbase.first; curBone; curBone=curBone->next) {
expand_bones(fd, mainvar, curBone);
}
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}
static void expand_pose(FileData *fd, Main *mainvar, bPose *pose)
{
bPoseChannel *chan;
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if (!pose)
return;
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for (chan = pose->chanbase.first; chan; chan=chan->next) {
expand_constraints(fd, mainvar, &chan->constraints);
}
}
static void expand_armature(FileData *fd, Main *mainvar, bArmature *arm)
{
Bone *curBone;
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for (curBone = arm->bonebase.first; curBone; curBone=curBone->next) {
expand_bones(fd, mainvar, curBone);
}
}
static void expand_constraint_channels(FileData *fd, Main *mainvar, ListBase *chanbase)
{
bConstraintChannel *chan;
for (chan=chanbase->first; chan; chan=chan->next){
expand_doit(fd, mainvar, chan->ipo);
}
}
static void expand_action(FileData *fd, Main *mainvar, bAction *act)
{
bActionChannel *chan;
for (chan=act->chanbase.first; chan; chan=chan->next) {
expand_doit(fd, mainvar, chan->ipo);
expand_constraint_channels(fd, mainvar, &chan->constraintChannels);
}
}
static void expand_object(FileData *fd, Main *mainvar, Object *ob)
{
bSensor *sens;
bController *cont;
bActuator *act;
bActionStrip *strip;
int a;
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expand_doit(fd, mainvar, ob->data);
expand_doit(fd, mainvar, ob->ipo);
expand_doit(fd, mainvar, ob->action);
expand_pose(fd, mainvar, ob->pose);
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expand_constraints(fd, mainvar, &ob->constraints);
expand_constraint_channels(fd, mainvar, &ob->constraintChannels);
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for (strip=ob->nlastrips.first; strip; strip=strip->next){
expand_doit(fd, mainvar, strip->act);
expand_doit(fd, mainvar, strip->ipo);
}
for(a=0; a<ob->totcol; a++) {
expand_doit(fd, mainvar, ob->mat[a]);
}
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sens= ob->sensors.first;
while(sens) {
for(a=0; a<sens->totlinks; a++) {
sens->links[a]= newglobadr(fd, sens->links[a]);
}
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if(sens->type==SENS_TOUCH) {
bTouchSensor *ts= sens->data;
expand_doit(fd, mainvar, ts->ma);
}
else if(sens->type==SENS_MESSAGE) {
bMessageSensor *ms= sens->data;
expand_doit(fd, mainvar, ms->fromObject);
}
sens= sens->next;
}
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cont= ob->controllers.first;
while(cont) {
for(a=0; a<cont->totlinks; a++) {
cont->links[a]= newglobadr(fd, cont->links[a]);
}
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if(cont->type==CONT_PYTHON) {
bPythonCont *pc= cont->data;
expand_doit(fd, mainvar, pc->text);
}
cont= cont->next;
}
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act= ob->actuators.first;
while(act) {
if(act->type==ACT_SOUND) {
bSoundActuator *sa= act->data;
expand_doit(fd, mainvar, sa->sound);
}
else if(act->type==ACT_CAMERA) {
bCameraActuator *ca= act->data;
expand_doit(fd, mainvar, ca->ob);
}
else if(act->type==ACT_EDIT_OBJECT) {
bEditObjectActuator *eoa= act->data;
if(eoa) {
expand_doit(fd, mainvar, eoa->ob);
expand_doit(fd, mainvar, eoa->me);
}
}
else if(act->type==ACT_SCENE) {
bSceneActuator *sa= act->data;
expand_doit(fd, mainvar, sa->camera);
expand_doit(fd, mainvar, sa->scene);
}
else if(act->type==ACT_ACTION) {
bActionActuator *aa= act->data;
expand_doit(fd, mainvar, aa->act);
}
else if(act->type==ACT_PROPERTY) {
bPropertyActuator *pa= act->data;
expand_doit(fd, mainvar, pa->ob);
}
else if(act->type==ACT_MESSAGE) {
bMessageActuator *ma= act->data;
expand_doit(fd, mainvar, ma->toObject);
}
act= act->next;
}
}
static void expand_scene(FileData *fd, Main *mainvar, Scene *sce)
{
Base *base;
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base= sce->base.first;
while(base) {
expand_doit(fd, mainvar, base->object);
base= base->next;
}
expand_doit(fd, mainvar, sce->camera);
expand_doit(fd, mainvar, sce->world);
}
static void expand_camera(FileData *fd, Main *mainvar, Camera *ca)
{
expand_doit(fd, mainvar, ca->ipo);
}
static void expand_sound(FileData *fd, Main *mainvar, bSound *snd)
{
expand_doit(fd, mainvar, snd->ipo);
}
static void expand_main(FileData *fd, Main *mainvar)
{
ListBase *lbarray[30];
ID *id;
int a, doit= 1;
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if(fd==0) return;
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while(doit) {
doit= 0;
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a= set_listbasepointers(mainvar, lbarray);
while(a--) {
id= lbarray[a]->first;
while(id) {
if(id->flag & LIB_TEST) {
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switch(GS(id->name)) {
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case ID_OB:
expand_object(fd, mainvar, (Object *)id);
break;
case ID_ME:
expand_mesh(fd, mainvar, (Mesh *)id);
break;
case ID_CU:
expand_curve(fd, mainvar, (Curve *)id);
break;
case ID_MB:
expand_mball(fd, mainvar, (MetaBall *)id);
break;
case ID_SCE:
expand_scene(fd, mainvar, (Scene *)id);
break;
case ID_MA:
expand_material(fd, mainvar, (Material *)id);
break;
case ID_TE:
expand_texture(fd, mainvar, (Tex *)id);
break;
case ID_WO:
expand_world(fd, mainvar, (World *)id);
break;
case ID_LT:
expand_lattice(fd, mainvar, (Lattice *)id);
break;
case ID_LA:
expand_lamp(fd, mainvar,(Lamp *)id);
break;
case ID_KE:
expand_key(fd, mainvar, (Key *)id);
break;
case ID_CA:
expand_camera(fd, mainvar, (Camera *)id);
break;
case ID_SO:
expand_sound(fd, mainvar, (bSound *)id);
break;
case ID_AR:
expand_armature(fd, mainvar, (bArmature *)id);
break;
case ID_AC:
expand_action(fd, mainvar, (bAction *)id);
break;
}
doit= 1;
id->flag -= LIB_TEST;
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}
id= id->next;
}
}
}
}
#if 0
static void give_base_to_objects(Scene *sce, ListBase *lb)
{
Object *ob;
Base *base;
/* give all objects which are LIB_EXTERN and LIB_NEEDLINK a base */
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ob= lb->first;
while(ob) {
if(ob->id.us==0) {
if(ob->id.flag & LIB_NEEDLINK) {
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ob->id.flag -= LIB_NEEDLINK;
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if( ob->id.flag & LIB_INDIRECT ) {
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base= MEM_callocN( sizeof(Base), "add_ext_base");
BLI_addtail(&(sce->base), base);
base->lay= ob->lay;
base->object= ob;
ob->id.us= 1;
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ob->id.flag -= LIB_INDIRECT;
ob->id.flag |= LIB_EXTERN;
}
}
}
ob= ob->id.next;
}
}
#endif
static void append_named_part(FileData *fd, Main *mainvar, Scene *scene, char *name, int idcode, short flag)
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{
Object *ob;
Base *base;
BHead *bhead;
ID *id;
int afbreek=0;
bhead = blo_firstbhead(fd);
while(bhead && afbreek==0) {
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if(bhead->code==ENDB) afbreek= 1;
else if(bhead->code==idcode) {
// BHEAD+DATA dependancy
id= (ID *)(bhead+1);
if(strcmp(id->name+2, name)==0) {
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id= is_yet_read(mainvar, bhead);
if(id==0) {
read_libblock(fd, mainvar, bhead, LIB_TESTEXT, NULL);
}
else {
printf("append: already linked\n");
oldnewmap_insert(fd->libmap, bhead->old, id, 1);
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if(id->flag & LIB_INDIRECT) {
id->flag -= LIB_INDIRECT;
id->flag |= LIB_EXTERN;
}
}
if(idcode==ID_OB) { /* loose object: give a base */
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base= MEM_callocN( sizeof(Base), "app_nam_part");
BLI_addtail(&scene->base, base);
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if(id==0) ob= mainvar->object.last;
else ob= (Object *)id;
if((flag & FILE_ACTIVELAY)) ob->lay = G.scene->lay;
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base->lay= ob->lay;
base->object= ob;
ob->id.us++;
if(flag & FILE_AUTOSELECT) {
base->flag |= SELECT;
base->object->flag = base->flag;
/* do NOT make base active here! screws up GUI stuff, if you want it do it on src/ level */
}
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}
afbreek= 1;
}
}
bhead = blo_nextbhead(fd, bhead);
}
}
static void append_id_part(FileData *fd, Main *mainvar, ID *id, ID **id_r)
{
BHead *bhead;
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for (bhead= blo_firstbhead(fd); bhead; bhead= blo_nextbhead(fd, bhead)) {
if (bhead->code == GS(id->name)) {
ID *idread= (ID *)(bhead+1); /* BHEAD+DATA dependancy */
if (BLI_streq(id->name, idread->name)) {
id->flag -= LIB_READ;
id->flag |= LIB_TEST;
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read_libblock(fd, mainvar, bhead, id->flag, id_r);
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break;
}
} else if (bhead->code==ENDB)
break;
}
}
/* this is a version of BLO_library_append needed by the BPython API, so
* scripts can load data from .blend files -- see Blender.Library module.*/
/* append to G.scene */
void BLO_script_library_append(BlendHandle *bh, char *dir, char *name, int idcode)
{
ListBase mainlist;
Main *mainl;
FileData *fd = (FileData *)bh;
mainlist.first= mainlist.last= G.main;
G.main->next= NULL;
/* make mains */
blo_split_main(&mainlist);
/* which one do we need? */
mainl = blo_find_main(&mainlist, dir);
append_named_part(fd, mainl, G.scene, name, idcode, 0);
/* make main consistant */
expand_main(fd, mainl);
/* do this when expand found other libs */
read_libraries(fd, &mainlist);
blo_join_main(&mainlist);
G.main= mainlist.first;
lib_link_all(fd, G.main);
}
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/* append to G.scene */
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void BLO_library_append(SpaceFile *sfile, char *dir, int idcode)
{
FileData *fd= (FileData*) sfile->libfiledata;
ListBase mainlist;
Main *mainl;
int a, totsel=0,count=0;
float *curs,centerloc[3],vec[3],min[3],max[3];
Base *centerbase;
Object *ob;
INIT_MINMAX(min, max);
/* are there files selected? */
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for(a=0; a<sfile->totfile; a++) {
if(sfile->filelist[a].flags & ACTIVE) {
totsel++;
}
}
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if(totsel==0) {
/* is the indicated file in the filelist? */
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if(sfile->file[0]) {
for(a=0; a<sfile->totfile; a++) {
if( strcmp(sfile->filelist[a].relname, sfile->file)==0) break;
}
if(a==sfile->totfile) {
error("Wrong indicated name");
return;
}
}
else {
error("Nothing indicated");
return;
}
}
/* now we have or selected, or an indicated file */
if(sfile->flag & FILE_AUTOSELECT) scene_deselect_all(G.scene);
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mainlist.first= mainlist.last= G.main;
G.main->next= NULL;
/* make mains */
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blo_split_main(&mainlist);
/* which one do we need? */
mainl = blo_find_main(&mainlist, dir);
mainl->versionfile= fd->fileversion; // needed for do_version
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if(totsel==0) {
append_named_part(fd, mainl, G.scene, sfile->file, idcode, sfile->flag);
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}
else {
for(a=0; a<sfile->totfile; a++) {
if(sfile->filelist[a].flags & ACTIVE) {
append_named_part(fd, mainl, G.scene, sfile->filelist[a].relname, idcode, sfile->flag);
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}
}
}
/* make main consistant */
expand_main(fd, mainl);
/* do this when expand found other libs */
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read_libraries(fd, &mainlist);
blo_join_main(&mainlist);
G.main= mainlist.first;
lib_link_all(fd, G.main);
/* give a base to loose objects */
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/* give_base_to_objects(G.scene, &(G.main->object)); */
/* has been removed... erm, why? (ton) */
/* 20040907: looks like they are give base already in append_named_part(); -Nathan L */
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/* patch to prevent switch_endian happens twice */
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if(fd->flags & FD_FLAGS_SWITCH_ENDIAN) {
blo_freefiledata((FileData*) sfile->libfiledata);
sfile->libfiledata= 0;
}
if(sfile->flag & FILE_STRINGCODE) BLI_makestringcode(G.sce, mainl->curlib->name);
if(sfile->flag & FILE_ATCURSOR) {
centerbase= (G.scene->base.first);
while(centerbase) {
if(((centerbase)->flag & SELECT)) {
VECCOPY(vec, centerbase->object->loc);
DO_MINMAX(vec, min, max);
count++;
}
centerbase= centerbase->next;
}
if(count) {
centerloc[0]= (min[0]+max[0])/2;
centerloc[1]= (min[1]+max[1])/2;
centerloc[2]= (min[2]+max[2])/2;
curs = G.scene->cursor;
VECSUB(centerloc,curs,centerloc);
centerbase= (G.scene->base.first);
while(centerbase) {
if( ((centerbase)->flag & SELECT)) {
ob= centerbase->object;
ob->loc[0] += centerloc[0];
ob->loc[1] += centerloc[1];
ob->loc[2] += centerloc[2];
}
centerbase= centerbase->next;
}
}
}
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}
/* ************* READ LIBRARY ************** */
static int mainvar_count_libread_blocks(Main *mainvar)
{
ListBase *lbarray[30];
int a, tot= 0;
a= set_listbasepointers(mainvar, lbarray);
while(a--) {
ID *id= lbarray[a]->first;
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for (id= lbarray[a]->first; id; id= id->next)
if (id->flag & LIB_READ)
tot++;
}
return tot;
}
static void read_libraries(FileData *basefd, ListBase *mainlist)
{
Main *mainl= mainlist->first;
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Main *mainptr;
ListBase *lbarray[30];
int a, doit= 1;
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while(doit) {
doit= 0;
/* test 1: read libdata */
mainptr= mainl->next;
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while(mainptr) {
int tot= mainvar_count_libread_blocks(mainptr);
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if(tot) {
FileData *fd= mainptr->curlib->filedata;
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if(fd==0) {
printf("read lib %s\n", mainptr->curlib->name);
fd= blo_openblenderfile(mainptr->curlib->name);
if (fd) {
if (fd->libmap)
oldnewmap_free(fd->libmap);
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fd->libmap= basefd->libmap;
fd->flags|= FD_FLAGS_NOT_MY_LIBMAP;
}
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mainptr->curlib->filedata= fd;
mainptr->versionfile= fd->fileversion;
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if (!fd)
printf("ERROR: can't find lib %s \n", mainptr->curlib->name);
}
if(fd) {
doit= 1;
a= set_listbasepointers(mainptr, lbarray);
while(a--) {
ID *id= lbarray[a]->first;
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while(id) {
ID *idn= id->next;
if(id->flag & LIB_READ) {
ID *realid= NULL;
BLI_remlink(lbarray[a], id);
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append_id_part(fd, mainptr, id, &realid);
if (!realid)
printf("LIB ERROR: can't find %s\n", id->name);
change_libadr(fd, id, realid);
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MEM_freeN(id);
}
id= idn;
}
}
expand_main(fd, mainptr);
}
}
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mainptr= mainptr->next;
}
}
mainptr= mainl->next;
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while(mainptr) {
/* test if there are unread libblocks */
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a= set_listbasepointers(mainptr, lbarray);
while(a--) {
ID *id= lbarray[a]->first;
while(id) {
ID *idn= id->next;
if(id->flag & LIB_READ) {
BLI_remlink(lbarray[a], id);
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printf("LIB ERROR: can't find %s\n", id->name);
change_libadr(basefd, id, 0);
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MEM_freeN(id);
}
id= idn;
}
}
/* some mains still have to be read, then
* versionfile is still zero! */
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if(mainptr->versionfile) do_versions(mainptr);
if(mainptr->curlib->filedata) blo_freefiledata(mainptr->curlib->filedata);
mainptr->curlib->filedata= 0;
mainptr= mainptr->next;
}
}
/* reading runtime */
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BlendFileData *blo_read_blendafterruntime(int file, int actualsize, BlendReadError *error_r)
{
BlendFileData *bfd = NULL;
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FileData *fd = filedata_new();
fd->filedes = file;
fd->buffersize = actualsize;
fd->read = fd_read_from_file;
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decode_blender_header(fd);
if (fd->flags & FD_FLAGS_FILE_OK) {
if (!read_file_dna(fd)) {
blo_freefiledata(fd);
fd= NULL;
return NULL;
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}
} else {
blo_freefiledata(fd);
fd= NULL;
return NULL;
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}
bfd= blo_read_file_internal(fd, error_r);
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blo_freefiledata(fd);
return bfd;
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}