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Hans Lambermont
2002-10-12 11:37:38 +00:00
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/** Interfacing with Blender
*
* ***** 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 *****
*
* $Id$
*
* This code is currently messy and an attempt to restructure
* some Blender kernel level code.
* Hopefully a template for a future C-API...
*
*
*/
#include "BLI_blenlib.h" // mallocs
#include "BLI_arithb.h"
#include "BKE_library.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_object.h"
#include "BKE_mesh.h"
#include "BKE_ipo.h"
#include "MEM_guardedalloc.h"
#include "Python.h"
#include "BPY_macros.h"
#include "structmember.h"
#include "BDR_editobject.h"
#include "b_interface.h"
/************************************************************************
* Generic low level routines
*
*/
/** This just returns a pointer to the global struct.
*
* Mainly introduced for debugging purposes..
*
*/
Global *getGlobal(void)
{
return &G;
}
/** define list getters:
These functions return a linked list pointer (ListBase *) from the global
Blender-object list.
Example:
oblist = getObjectList();
firstobject = oblist->first;
*/
/*
DEF_GETLIST(Scene, scene)
DEF_GETLIST(Object, object)
DEF_GETLIST(Mesh, mesh)
DEF_GETLIST(Camera, camera)
DEF_GETLIST(Material, mat)
DEF_GETLIST(Lamp, lamp)
DEF_GETLIST(World, world)
DEF_GETLIST(Ipo, ipo)
DEF_GETLIST(Image, image)
DEF_GETLIST(Texture, tex)
DEF_GETLIST(Text, text)
DEF_GETLIST(Key, key)
*/
/* gets a datablock object from the ID list by name */
ID *getFromList(ListBase *list, char *name)
{
ID *id = list->first;
while (id) {
if(STREQ(name, getIDName(id))) break;
id= id->next;
}
return id;
}
void printList(ListBase *list)
{
ID *walk = list->first;
ID *lastwalk = 0;
printf("List: %s\n", walk->name);
while (walk) {
printf(" %s\n", walk->name);
lastwalk = walk;
walk= walk->next;
}
if (list->last != lastwalk)
{
printf("****: listbase->last pointing to wrong end!\n");
// list->last = lastwalk;
}
}
/** (future) garbage collector subroutine */
int gc_mainlist(ListBase *lb)
{
ID *id = (ID *) lb->first;
while (id) {
if (getIDUsers(id) == 0) {
switch(GET_ID_TYPE(id)) {
case ID_OB:
BPY_debug(("free [Object %s]\n", getIDName(id)));
unlink_object((Object *) id);
free_libblock(lb, id);
break;
default: break;
}
}
id = id->next;
}
return 1;
}
/** Garbage collection function. EXPERIMENTAL!
* This should free Blender from all unreferenced Objects (i.e.
* user count == 0).
* Don't expect too much yet -- User counting isn't done
* consequently in Blender. Neither parenting or bevelcurves
* etc. respect user counts...therefore, no circular references
* show up -- which are in fact possible; example:
*
* A BevelCurve is parenting its BevelObject: so there is a
* reference from the BevelObject to the BevelCurve, and a
* reference back from the Bevelcurve to the BevelObject.
*
* There are a lot of cleanup functions in Blender taking care
* of updating (invalidating) references to deleted objects.
* See unlink_object() for more details.
*
* This function must not be called inside a script, so don't go
* and create a wrapper for it :-)
* In a hopefully later implementation, the Python garbage collection
* might be used. For the moment, this is better than 'Save and Reload'
*/
int garbage_collect(Main *m)
{
/* Remember, all descriptor objects must BOB_DECUSER on their raw
Blender Datablock in their __del__ method (C-API: dealloc function) */
gc_mainlist(&m->object);
/* TODO proper kernel level functions for safely freeing these objects
* must first be implemented...
gc_mainlist(&m->mesh);
gc_mainlist(&m->mat);
gc_mainlist(&m->lamp);
gc_mainlist(&m->camera);
.. and this list is far from being complete.
*/
return 1;
}
/** expands pointer array of length 'oldsize' to length 'newsize'.
* A pointer to the (void *) array must be passed as first argument
* The array pointer content can be NULL, in this case a new array of length
* 'newsize' is created.
*/
static int expandPtrArray(void **p, int oldsize, int newsize)
{
void *newarray;
if (newsize < oldsize) {
return 0;
}
newarray = MEM_callocN(newsize * sizeof(void *), "PtrArray");
if (*p) {
memcpy(newarray, *p, oldsize);
MEM_freeN(*p);
}
*p = newarray;
return 1;
}
/************************************************************************
* Material object low level routines
*
*/
/* MAXMAT = maximum number of materials per object/ object data */
#define MATINDEX_CHECK(x) \
if ((x) < 0 || (x) >= MAXMAT) { printf("illegal matindex!\n"); return 0; }
/** Returns a new material list (material pointer array) of length 'len'
*
*/
Material **newMaterialList(int len)
{
Material **matlist =
(Material **) MEM_mallocN(len * sizeof(Material *), "MaterialList");
return matlist;
}
/** releases material list and decrements user count on materials */
int releaseMaterialList(Material **matlist, int len)
{
int i;
Material *m;
MATINDEX_CHECK(len);
for (i= 0; i < len; i++) {
m = matlist[i];
BOB_XDECUSER((ID *) m);
}
MEM_freeN(matlist);
return 1;
}
/** Synchronizes Object <-> data material lists. Blender just wants it. */
int synchronizeMaterialLists(Object *object, void *data)
{
// get pointer to data's material array:
// and number of data materials
// ... because they will need modification.
Material ***p_dataMaterials = give_matarar(object);
short *nmaterials = give_totcolp(object);
if (object->totcol > *nmaterials){ // more object mats than data mats
*nmaterials = object->totcol;
return expandPtrArray((void *) p_dataMaterials, *nmaterials, object->totcol);
} else if (object->totcol < *nmaterials) {
object->totcol = *nmaterials;
return expandPtrArray((void *) &object->mat, object->totcol, *nmaterials);
}
return 1; // in this case, no synchronization needed; they're of equal
// length
}
/************************************************************************
* Object low level routines
*
*/
/** creates a new empty object of type OB_ (TODO: should be enum)
*
*/
Object *object_new(int type)
{
Object *object;
char name[32];
Global *g = getGlobal();
switch(type) {
case OB_MESH: strcpy(name, "Mesh"); break;
case OB_CURVE: strcpy(name, "Curve"); break;
case OB_SURF: strcpy(name, "Surf"); break;
case OB_FONT: strcpy(name, "Text"); break;
case OB_MBALL: strcpy(name, "Mball"); break;
case OB_CAMERA: strcpy(name, "Camera"); break;
case OB_LAMP: strcpy(name, "Lamp"); break;
case OB_IKA: strcpy(name, "Ika"); break;
case OB_LATTICE: strcpy(name, "Lattice"); break;
case OB_WAVE: strcpy(name, "Wave"); break;
case OB_ARMATURE: strcpy(name,"Armature");break;
default: strcpy(name, "Empty");
}
object = alloc_libblock(getObjectList(), ID_OB, name);
/* user count is set to 1 by alloc_libblock, we just reset it to 0... */
BOB_USERCOUNT((ID*) object) = 0; // it's a new object, so no user yet
object->flag = 0;
object->type = type;
/* transforms */
QuatOne(object->quat);
QuatOne(object->dquat);
object->col[3]= 1.0; // alpha
object->size[0] = object->size[1] = object->size[2] = 1.0;
object->loc[0] = object->loc[1] = object->loc[2] = 0.0;
Mat4One(object->parentinv);
Mat4One(object->obmat);
object->dt = OB_SHADED; // drawtype
object_setdefaults(object);
object->lay = 1; // Layer, by default visible
switch(type) {
case OB_MESH: object->data= add_mesh(); g->totmesh++; break;
case OB_CAMERA: object->data= add_camera(); break;
case OB_LAMP: object->data= add_lamp(); g->totlamp++; break;
// TODO the following types will be supported later
// case OB_CURVE: object->data= add_curve(OB_CURVE); g->totcurve++; break;
// case OB_SURF: object->data= add_curve(OB_SURF); g->totcurve++; break;
// case OB_FONT: object->data= add_curve(OB_FONT); break;
// case OB_MBALL: object->data= add_mball(); break;
// case OB_IKA: object->data= add_ika(); object->dt= OB_WIRE; break;
// case OB_LATTICE: object->data= (void *)add_lattice(); object->dt= OB_WIRE; break;
// case OB_WAVE: object->data= add_wave(); break;
// case OB_ARMATURE: object->data=add_armature();break;
}
g->totobj++; // gee, I *hate* G
return object;
}
/* returns new Base */
Base *object_newBase(Object *object)
{
Base *base;
base = MEM_callocN(sizeof(Base), "newbase");
if (!base)
return 0;
base->object = object;
base->lay = object->lay;
base->flag = object->flag;
return base;
}
Object *object_copy(Object *object)
{
Object *new;
new = copy_object(object);
BOB_USERCOUNT((ID*) new) = 0; // it's a new object, so no user yet
return new;
}
/* Set draw mode of object */
void object_setDrawMode(Object *object, int modebits)
{
object->dt = (modebits & 0xff);
object->dtx = (modebits >> 8);
}
int object_getDrawMode(Object *object)
{
return (((int) object->dtx) << 8 ) + object->dt;
}
/* link data to Object object */
int object_linkdata(Object *object, void *data)
{
ID *oldid, *id;
int valid;
if (!data) return 0;
oldid = (ID*) object->data;
id = (ID*) data;
valid = 0;
#define _CASE(objtype, idtype) \
case objtype:\
if (GET_ID_TYPE(id) == idtype) \
valid = 1; \
break;
switch (object->type) {
_CASE(OB_MESH, ID_ME)
_CASE(OB_CAMERA, ID_CA)
_CASE(OB_LAMP, ID_LA)
default: // not supported
return 0;
}
if (valid) {
object->data = data;
BOB_INCUSER(id);
if (oldid)
BOB_DECUSER(oldid); // dec users
// extra check for multi materials on meshes:
// This is a hack to check whether object material lists are of same
// length as their data material lists..
//if (GET_ID_TYPE(id) == ID_ME) {
//test_object_materials(id);
//}
return 1;
}
return 0;
}
/* release data from object object */
int object_unlinkdata(Object *object)
{
ID *id = object->data;
BOB_XDECUSER(id);
return 1;
}
/** set Object materials:
* takes a list of Material pointers of maximum length MAXMAT
*/
int object_setMaterials(Object *object, Material **matlist, int len)
{
int i;
MATINDEX_CHECK(len)
if (object->mat) {
releaseMaterialList(object->mat, len);
}
// inc user count on all materials
for (i = 0; i < len; i++) {
BOB_XINCUSER( (ID *) matlist[i]);
}
object->mat = matlist;
object->totcol = len;
object->actcol = len - 1; // XXX
// workaround: blender wants the object's data material list
// to be of the same length, otherwise colourful fun happens.
// so, we synchronize this here:
switch (object->type)
{
case OB_MESH:
case OB_CURVE:
case OB_FONT:
case OB_SURF:
case OB_MBALL:
synchronizeMaterialLists(object, object->data);
break;
default:
return 0;
}
return 1;
}
/** make 'object' the parent of the object 'child'
*
* mode = 1: set parent inverse matrix to _1_ ('clear inverse')
* fast = 1: Don't update scene base (hierarchy). In this case,
* sort_baselist() needs to be called explicitely before redraw.
*/
int object_makeParent(Object *parent, Object *child, int mode, int fast)
{
if (test_parent_loop(parent, child)) {
PyErr_SetString(PyExc_RuntimeError, "parenting loop detected!");
return 0;
}
child->partype = PAROBJECT;
child->parent = parent;
if (mode == 1) {
Mat4One(child->parentinv); // parent inverse = unity
child->loc[0] = 0.0; child->loc[1] = 0.0; child->loc[2] = 0.0;
} else {
what_does_parent(child);
Mat4Invert(child->parentinv, parent->obmat); // save inverse
}
/* This is some bad global thing again -- we should determine
the current scene
another way. Later. */
if (!fast)
sort_baselist(getGlobal()->scene);
return 1;
}
/** Unlink parenting hierarchy:
*
* mode = 2: keep transform
* fast = 1: don't update scene bases. see makeParent()
*/
int object_clrParent(Object *child, int mode, int fast)
{
Object *par;
par = child->parent;
child->parent = 0;
if (mode == 2) { // keep transform
apply_obmat(child);
}
if (!fast)
sort_baselist(getGlobal()->scene);
return 1;
}
/** Set object's defaults */
int object_setdefaults(Object *ob)
{
if(U.flag & MAT_ON_OB) ob->colbits= -1;
switch(ob->type) {
case OB_CAMERA:
case OB_LAMP:
ob->trackflag = OB_NEGZ;
ob->upflag = OB_POSY;
break;
default:
ob->trackflag = OB_POSY;
ob->upflag = OB_POSZ;
}
ob->ipoflag = OB_OFFS_OB + OB_OFFS_PARENT;
/* duplivert settings */
ob->dupon = 1; ob->dupoff = 0;
ob->dupsta = 1; ob->dupend = 100;
/* Gameengine defaults*/
ob->mass= ob->inertia= 1.0;
ob->formfactor= 0.4;
ob->damping= 0.04;
ob->rdamping= 0.1;
ob->anisotropicFriction[0] = 1.0;
ob->anisotropicFriction[1] = 1.0;
ob->anisotropicFriction[2] = 1.0;
/* default to not use fh in new system */
ob->gameflag= OB_PROP; /*|OB_DO_FH; */
return 1;
}
/************************************************************************
* Creation of new data blocks
*
* We [ab|re]use the blender kernel functions, but set the user count to 0,
* because the object does not have users yet.
* Currently, the user count is abused as reference count which should be
* separate in future
*/
Material *material_new(void)
{
Material *m = add_material("Material");
BOB_USERCOUNT((ID*) m) = 0; // set 'refcount' to 0, because
// it's a free material
return m;
}
Lamp *lamp_new()
{
Lamp *la;
la = add_lamp();
BOB_USERCOUNT((ID*) la) = 0;
return la;
}
Camera *camera_new()
{
Camera *cam;
cam = add_camera();
BOB_USERCOUNT((ID*) cam) = 0;
return cam;
}
Ipo *ipo_new(int type, char *name)
{
Ipo *ipo;
ipo = add_ipo(name, type);
BOB_USERCOUNT((ID*) ipo) = 0;
return ipo;
}
/* Finds the ipo curve with channel code 'code' in the datablock 'ipo'
and returns it, if found (NULL otherwise) */
IpoCurve *ipo_findcurve(Ipo *ipo, int code)
{
IpoCurve *ipocurve;
ipocurve = ipo->curve.first;
while(ipocurve) {
if (ipocurve->adrcode == code) break;
ipocurve = ipocurve->next;
}
return ipocurve;
}
/** Returns a new Ipo curve */
IpoCurve *ipocurve_new()
{
IpoCurve *curve;
curve = MEM_callocN(sizeof(IpoCurve), "new_ipocurve");
curve->flag = IPO_VISIBLE;
return curve;
}
IpoCurve *ipocurve_copy(IpoCurve *curve)
{
IpoCurve *newcurve;
newcurve = MEM_callocN(sizeof(IpoCurve), "new_ipocurve");
memcpy(newcurve, curve, sizeof(IpoCurve));
// copy bez triples:
newcurve->bezt= MEM_mallocN(curve->totvert*sizeof(BezTriple), "ipocurve_copy");
memcpy(newcurve->bezt, curve->bezt, curve->totvert*sizeof(BezTriple));
return newcurve;
}
/** Assign ipo to object object */
/* macros, see b_interface.h */
DEF_ASSIGN_IPO(object, Object) // defines object_assignIpo()
DEF_ASSIGN_IPO(camera, Camera)
DEF_ASSIGN_IPO(lamp, Lamp)
DEF_ASSIGN_IPO(material, Material)
/************************************************************************
* Mesh object low level routines
*
*/
/** Returns a new, free (non owned) mesh.
* add_mesh() automatically returns a mesh object with users = 1,
* so we set it to 0. Hack, hack.
*/
Mesh *mesh_new(void)
{
Mesh *me = add_mesh();
((ID *) me)->us = 0;
return me;
}
/** updates drawing properties etc. of mesh */
void mesh_update(Mesh *mesh)
{
edge_drawflags_mesh(mesh);
tex_space_mesh(mesh);
}
/************************************************************************
* Scene object low level routines
*
*/
/** Returns current Scene */
Scene *scene_getCurrent(void)
{
return getGlobal()->scene;
}
/* returns base of object 'object' in Scene 'scene', 0 if nonexistant
* A base is basically an visual instantiation of an 3D object (Object)
* in a Scene. See scene_linkObject()
*
*/
Base *scene_getObjectBase(Scene *scene, Object *object)
{
Base *base;
base = scene->base.first;
while (base)
{
if (object == base->object) // it exists
return base;
base = base->next;
}
return NULL;
}
/* links an object into a scene */
int scene_linkObject(Scene *scene, Object *object)
{
Base *base, *b;
b = scene_getObjectBase(scene, object);
if (b)
return 0;
base = object_newBase(object);
if (!base) {
return 0;
}
BOB_INCUSER((ID *) object); // incref the object
BLI_addhead(&scene->base, base);
return 1;
}
/* unlinks an object from a scene */
int scene_unlinkObject(Scene *scene, Object *object)
{
Base *base;
base = scene_getObjectBase(scene, object);
if (base) {
BLI_remlink(&scene->base, base);
BOB_DECUSER((ID *) object);
MEM_freeN(base);
scene->basact = 0; // make sure the just deleted object has no longer an
// active base (which happens if it was selected
return 1;
}
else return 0;
}