The last of the blenkernel files with translated comments
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@@ -1,7 +1,5 @@
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/* scene.c MIXED MODEL
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*
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* jan 95
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/* scene.c
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*
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*
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* $Id$
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@@ -103,7 +101,7 @@ void free_avicodecdata(AviCodecData *acd)
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}
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}
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/* niet scene zelf vrijgeven */
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/* do not free scene itself */
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void free_scene(Scene *sce)
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{
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Base *base;
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@@ -113,7 +111,7 @@ void free_scene(Scene *sce)
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base->object->id.us--;
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base= base->next;
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}
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/* pas op: niet objects vrijgeven! */
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/* do not free objects! */
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BLI_freelistN(&sce->base);
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free_editing(sce->ed);
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@@ -185,15 +183,14 @@ int object_in_scene(Object *ob, Scene *sce)
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void sort_baselist(Scene *sce)
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{
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/* alles in volgorde van parent en track */
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/* in order of parent and track */
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ListBase tempbase, noparentbase, notyetbase;
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Base *base, *test=NULL;
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Object *par;
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int doit, domore= 0, lastdomore=1;
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/* volgorde gelijk houden als er niets veranderd is! */
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/* hier waren problemen met campos array's: volgorde camera's is van belang */
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/* keep same order when nothing has changed! */
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while(domore!=lastdomore) {
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@@ -347,7 +344,7 @@ void set_scene_bg(Scene *sce)
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G.scene= sce;
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/* objecten deselecteren (voor dataselect) */
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/* deselect objects (for dataselect) */
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ob= G.main->object.first;
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while(ob) {
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ob->flag &= ~(SELECT|OB_FROMGROUP);
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@@ -365,10 +362,10 @@ void set_scene_bg(Scene *sce)
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group= group->id.next;
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}
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/* baselijst sorteren */
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/* sort baselist */
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sort_baselist(sce);
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/* layers en flags uit bases naar objecten kopieeren */
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/* copy layers and flags from bases to objects */
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base= G.scene->base.first;
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while(base) {
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@@ -378,7 +375,7 @@ void set_scene_bg(Scene *sce)
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flag= base->object->flag & OB_FROMGROUP;
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base->flag |= flag;
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base->object->ctime= -1234567.0; /* forceer ipo */
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base->object->ctime= -1234567.0; /* force ipo to be calculated later */
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base= base->next;
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}
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@@ -431,7 +428,7 @@ int next_object(int val, Base **base, Object **ob)
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/* de eerste base */
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/* the first base */
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if(fase==F_START) {
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*base= G.scene->base.first;
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if(*base) {
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@@ -439,7 +436,7 @@ int next_object(int val, Base **base, Object **ob)
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fase= F_SCENE;
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}
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else {
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/* uitzondering: een lege scene */
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/* exception: empty scene */
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if(G.scene->set && G.scene->set->base.first) {
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*base= G.scene->set->base.first;
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*ob= (*base)->object;
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@@ -453,7 +450,7 @@ int next_object(int val, Base **base, Object **ob)
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if(*base) *ob= (*base)->object;
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else {
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if(fase==F_SCENE) {
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/* de scene is klaar, we gaan door met de set */
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/* scene is finished, now do the set */
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if(G.scene->set && G.scene->set->base.first) {
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*base= G.scene->set->base.first;
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*ob= (*base)->object;
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@@ -474,7 +471,7 @@ int next_object(int val, Base **base, Object **ob)
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}
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}
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/* dupli's afhandelen */
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/* handle dupli's */
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if(dupob) {
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*ob= dupob;
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