2.5 - AnimSys Data management stuff...

* Removed nAction struct. We'll be using good ol' bAction structs again, but putting new data in a different list. Apart from that, the data is similar enough to do so.

* Rearranged code in DNA_action_types.h while renaming the structs to avoid confusion over what is currently in use...

* Added freeing and AnimData execution loops for many other ID-types too. (NOTE: I've added AnimData in NodeTree struct too, but it's not clear to me where the relevant data-management calls should go in Nodes code).

* File writing code should now only write the new data to files
This commit is contained in:
2009-01-18 10:41:45 +00:00
parent 711d04a499
commit 53ae509cc5
23 changed files with 585 additions and 493 deletions

View File

@@ -52,6 +52,7 @@
#include "DNA_scene_types.h"
#include "DNA_vfont_types.h"
#include "BKE_animsys.h"
#include "BKE_anim.h"
#include "BKE_curve.h"
#include "BKE_displist.h"
@@ -83,10 +84,6 @@ void unlink_curve(Curve *cu)
cu->vfont= 0;
if(cu->key) cu->key->id.us--;
cu->key= 0;
#if 0 // XXX old animation system
if(cu->ipo) cu->ipo->id.us--;
cu->ipo= 0;
#endif // XXX old animation system
}
@@ -105,6 +102,7 @@ void free_curve(Curve *cu)
}
unlink_curve(cu);
BKE_free_animdata((ID *)cu);
if(cu->mat) MEM_freeN(cu->mat);
if(cu->str) MEM_freeN(cu->str);