gameObject -> blenderObject mapping was being created but wasnt needed.

Added utility func tag_main for (un)tagging every ID in a Main database with LIB_DOIT.
This commit is contained in:
2009-08-07 03:51:28 +00:00
parent a791cfc5d3
commit e7c53e20a1
6 changed files with 41 additions and 45 deletions

View File

@@ -55,6 +55,7 @@ int set_listbasepointers(struct Main *main, struct ListBase **lb);
void free_libblock(struct ListBase *lb, void *idv);
void free_libblock_us(struct ListBase *lb, void *idv);
void free_main(struct Main *mainvar);
void tag_main(struct Main *mainvar, int tag);
void splitIDname(char *name, char *left, int *nr);
void rename_id(struct ID *id, char *name);

View File

@@ -1020,6 +1020,20 @@ static void lib_indirect_test_id(ID *id)
}
}
void tag_main(struct Main *mainvar, int tag)
{
ListBase *lbarray[MAX_LIBARRAY];
ID *id;
int a;
a= set_listbasepointers(mainvar, lbarray);
while(a--) {
for(id= lbarray[a]->first; id; id= id->next) {
if(tag) id->flag |= LIB_DOIT;
else id->flag &= ~LIB_DOIT;
}
}
}
/* if lib!=NULL, only all from lib local */
void all_local(Library *lib, int untagged_only)