This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/blenkernel/intern/sca.c
Bastien Montagne 897e97f078 ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling).
This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing
processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock
was pretty much impossible, except for a few special cases.

Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite
a few ID usages were missed or wrongly handled that way).

One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling
by using library_query utils to allow generic handling of those, which is now the case
(now, generic ID links handling is only "knwon" from readfile.c and library_query.c).

This commit also adds backends to allow live replacement and deletion of datablocks in Blender
(so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one,
or NULL one in case of unlinking).

This will allow nice new features, like ability to easily reload or relocate libraries, real immediate
deletion of datablocks in blender, replacement of one datablock by another, etc.
Some of those are for next commits.

A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core.
Though it was tested rather deeply, being totally impossible to check all possible ID usage cases,
it's likely there are some remaining issues and bugs in new code... Please report them! ;)

Review task: D2027 (https://developer.blender.org/D2027).
Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:53:50 +02:00

1021 lines
22 KiB
C

/*
* ***** BEGIN GPL 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.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
* these all are linked to objects (listbase)
* all data is 'direct data', not Blender lib data.
*/
/** \file blender/blenkernel/intern/sca.c
* \ingroup bke
*/
#include <stdio.h>
#include <string.h>
#include <float.h>
#include "MEM_guardedalloc.h"
#include "DNA_controller_types.h"
#include "DNA_sensor_types.h"
#include "DNA_actuator_types.h"
#include "DNA_object_types.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_library.h"
#include "BKE_library_query.h"
#include "BKE_sca.h"
/* ******************* SENSORS ************************ */
void free_sensor(bSensor *sens)
{
if (sens->links) MEM_freeN(sens->links);
if (sens->data) MEM_freeN(sens->data);
MEM_freeN(sens);
}
void free_sensors(ListBase *lb)
{
bSensor *sens;
while ((sens = BLI_pophead(lb))) {
free_sensor(sens);
}
}
bSensor *copy_sensor(bSensor *sens)
{
bSensor *sensn;
sensn= MEM_dupallocN(sens);
sensn->flag |= SENS_NEW;
if (sens->data) {
sensn->data= MEM_dupallocN(sens->data);
}
if (sens->links) sensn->links= MEM_dupallocN(sens->links);
return sensn;
}
void copy_sensors(ListBase *lbn, ListBase *lbo)
{
bSensor *sens, *sensn;
lbn->first= lbn->last= NULL;
sens= lbo->first;
while (sens) {
sensn= copy_sensor(sens);
BLI_addtail(lbn, sensn);
sens= sens->next;
}
}
void init_sensor(bSensor *sens)
{
/* also use when sensor changes type */
bNearSensor *ns;
bMouseSensor *ms;
bJoystickSensor *js;
bRaySensor *rs;
if (sens->data) MEM_freeN(sens->data);
sens->data= NULL;
sens->pulse = 0;
switch (sens->type) {
case SENS_ALWAYS:
sens->pulse = 0;
break;
case SENS_NEAR:
ns=sens->data= MEM_callocN(sizeof(bNearSensor), "nearsens");
ns->dist= 1.0;
ns->resetdist= 2.0;
break;
case SENS_KEYBOARD:
sens->data= MEM_callocN(sizeof(bKeyboardSensor), "keysens");
break;
case SENS_PROPERTY:
sens->data= MEM_callocN(sizeof(bPropertySensor), "propsens");
break;
case SENS_ARMATURE:
sens->data= MEM_callocN(sizeof(bArmatureSensor), "armsens");
break;
case SENS_ACTUATOR:
sens->data= MEM_callocN(sizeof(bActuatorSensor), "actsens");
break;
case SENS_DELAY:
sens->data= MEM_callocN(sizeof(bDelaySensor), "delaysens");
break;
case SENS_MOUSE:
ms=sens->data= MEM_callocN(sizeof(bMouseSensor), "mousesens");
ms->type= 1; // LEFTMOUSE workaround because Mouse Sensor types enum starts in 1
break;
case SENS_COLLISION:
sens->data= MEM_callocN(sizeof(bCollisionSensor), "colsens");
break;
case SENS_RADAR:
sens->data= MEM_callocN(sizeof(bRadarSensor), "radarsens");
break;
case SENS_RANDOM:
sens->data= MEM_callocN(sizeof(bRandomSensor), "randomsens");
break;
case SENS_RAY:
sens->data= MEM_callocN(sizeof(bRaySensor), "raysens");
rs = sens->data;
rs->range = 0.01f;
break;
case SENS_MESSAGE:
sens->data= MEM_callocN(sizeof(bMessageSensor), "messagesens");
break;
case SENS_JOYSTICK:
sens->data= MEM_callocN(sizeof(bJoystickSensor), "joysticksens");
js= sens->data;
js->hatf = SENS_JOY_HAT_UP;
js->axis = 1;
js->hat = 1;
break;
default:
; /* this is very severe... I cannot make any memory for this */
/* logic brick... */
}
}
bSensor *new_sensor(int type)
{
bSensor *sens;
sens= MEM_callocN(sizeof(bSensor), "Sensor");
sens->type= type;
sens->flag= SENS_SHOW;
init_sensor(sens);
strcpy(sens->name, "sensor");
// XXX make_unique_prop_names(sens->name);
return sens;
}
/* ******************* CONTROLLERS ************************ */
void unlink_controller(bController *cont)
{
bSensor *sens;
Object *ob;
/* check for controller pointers in sensors */
ob= G.main->object.first;
while (ob) {
sens= ob->sensors.first;
while (sens) {
unlink_logicbricks((void **)&cont, (void ***)&(sens->links), &sens->totlinks);
sens= sens->next;
}
ob= ob->id.next;
}
}
void unlink_controllers(ListBase *lb)
{
bController *cont;
for (cont= lb->first; cont; cont= cont->next)
unlink_controller(cont);
}
void free_controller(bController *cont)
{
if (cont->links) MEM_freeN(cont->links);
/* the controller itself */
if (cont->data) MEM_freeN(cont->data);
MEM_freeN(cont);
}
void free_controllers(ListBase *lb)
{
bController *cont;
while ((cont = BLI_pophead(lb))) {
if (cont->slinks)
MEM_freeN(cont->slinks);
free_controller(cont);
}
}
bController *copy_controller(bController *cont)
{
bController *contn;
cont->mynew=contn= MEM_dupallocN(cont);
contn->flag |= CONT_NEW;
if (cont->data) {
contn->data= MEM_dupallocN(cont->data);
}
if (cont->links) contn->links= MEM_dupallocN(cont->links);
contn->slinks= NULL;
contn->totslinks= 0;
return contn;
}
void copy_controllers(ListBase *lbn, ListBase *lbo)
{
bController *cont, *contn;
lbn->first= lbn->last= NULL;
cont= lbo->first;
while (cont) {
contn= copy_controller(cont);
BLI_addtail(lbn, contn);
cont= cont->next;
}
}
void init_controller(bController *cont)
{
/* also use when controller changes type, leave actuators... */
if (cont->data) MEM_freeN(cont->data);
cont->data= NULL;
switch (cont->type) {
case CONT_EXPRESSION:
cont->data= MEM_callocN(sizeof(bExpressionCont), "expcont");
break;
case CONT_PYTHON:
cont->data= MEM_callocN(sizeof(bPythonCont), "pycont");
break;
}
}
bController *new_controller(int type)
{
bController *cont;
cont= MEM_callocN(sizeof(bController), "Controller");
cont->type= type;
cont->flag= CONT_SHOW;
init_controller(cont);
strcpy(cont->name, "cont");
// XXX make_unique_prop_names(cont->name);
return cont;
}
/* ******************* ACTUATORS ************************ */
void unlink_actuator(bActuator *act)
{
bController *cont;
Object *ob;
/* check for actuator pointers in controllers */
ob= G.main->object.first;
while (ob) {
cont= ob->controllers.first;
while (cont) {
unlink_logicbricks((void **)&act, (void ***)&(cont->links), &cont->totlinks);
cont= cont->next;
}
ob= ob->id.next;
}
}
void unlink_actuators(ListBase *lb)
{
bActuator *act;
for (act= lb->first; act; act= act->next)
unlink_actuator(act);
}
void free_actuator(bActuator *act)
{
if (act->data) {
switch (act->type) {
case ACT_ACTION:
case ACT_SHAPEACTION:
{
bActionActuator *aa = (bActionActuator *)act->data;
if (aa->act)
id_us_min((ID *)aa->act);
break;
}
case ACT_SOUND:
{
bSoundActuator *sa = (bSoundActuator *) act->data;
if (sa->sound)
id_us_min((ID *)sa->sound);
break;
}
}
MEM_freeN(act->data);
}
MEM_freeN(act);
}
void free_actuators(ListBase *lb)
{
bActuator *act;
while ((act = BLI_pophead(lb))) {
free_actuator(act);
}
}
bActuator *copy_actuator(bActuator *act)
{
bActuator *actn;
act->mynew=actn= MEM_dupallocN(act);
actn->flag |= ACT_NEW;
if (act->data) {
actn->data= MEM_dupallocN(act->data);
}
switch (act->type) {
case ACT_ACTION:
case ACT_SHAPEACTION:
{
bActionActuator *aa = (bActionActuator *)act->data;
if (aa->act)
id_us_plus((ID *)aa->act);
break;
}
case ACT_SOUND:
{
bSoundActuator *sa = (bSoundActuator *)act->data;
if (sa->sound)
id_us_plus((ID *)sa->sound);
break;
}
}
return actn;
}
void copy_actuators(ListBase *lbn, ListBase *lbo)
{
bActuator *act, *actn;
lbn->first= lbn->last= NULL;
act= lbo->first;
while (act) {
actn= copy_actuator(act);
BLI_addtail(lbn, actn);
act= act->next;
}
}
void init_actuator(bActuator *act)
{
/* also use when actuator changes type */
bCameraActuator *ca;
bObjectActuator *oa;
bRandomActuator *ra;
bSoundActuator *sa;
bSteeringActuator *sta;
bArmatureActuator *arma;
bMouseActuator *ma;
bEditObjectActuator *eoa;
if (act->data) MEM_freeN(act->data);
act->data= NULL;
switch (act->type) {
case ACT_ACTION:
case ACT_SHAPEACTION:
act->data= MEM_callocN(sizeof(bActionActuator), "actionact");
break;
case ACT_SOUND:
sa = act->data= MEM_callocN(sizeof(bSoundActuator), "soundact");
sa->volume = 1.0f;
sa->sound3D.rolloff_factor = 1.0f;
sa->sound3D.reference_distance = 1.0f;
sa->sound3D.max_gain = 1.0f;
sa->sound3D.cone_inner_angle = DEG2RADF(360.0f);
sa->sound3D.cone_outer_angle = DEG2RADF(360.0f);
sa->sound3D.max_distance = FLT_MAX;
break;
case ACT_OBJECT:
act->data= MEM_callocN(sizeof(bObjectActuator), "objectact");
oa= act->data;
oa->flag= 15;
break;
case ACT_PROPERTY:
act->data= MEM_callocN(sizeof(bPropertyActuator), "propact");
break;
case ACT_CAMERA:
act->data= MEM_callocN(sizeof(bCameraActuator), "camact");
ca = act->data;
ca->axis = OB_POSX;
ca->damping = 1.0/32.0;
break;
case ACT_EDIT_OBJECT:
act->data= MEM_callocN(sizeof(bEditObjectActuator), "editobact");
eoa = act->data;
eoa->upflag= ACT_TRACK_UP_Z;
eoa->trackflag= ACT_TRACK_TRAXIS_Y;
break;
case ACT_CONSTRAINT:
act->data= MEM_callocN(sizeof(bConstraintActuator), "cons act");
break;
case ACT_SCENE:
act->data= MEM_callocN(sizeof(bSceneActuator), "scene act");
break;
case ACT_GROUP:
act->data= MEM_callocN(sizeof(bGroupActuator), "group act");
break;
case ACT_RANDOM:
act->data= MEM_callocN(sizeof(bRandomActuator), "random act");
ra=act->data;
ra->float_arg_1 = 0.1f;
break;
case ACT_MESSAGE:
act->data= MEM_callocN(sizeof(bMessageActuator), "message act");
break;
case ACT_GAME:
act->data= MEM_callocN(sizeof(bGameActuator), "game act");
break;
case ACT_VISIBILITY:
act->data= MEM_callocN(sizeof(bVisibilityActuator), "visibility act");
break;
case ACT_2DFILTER:
act->data = MEM_callocN(sizeof( bTwoDFilterActuator ), "2d filter act");
break;
case ACT_PARENT:
act->data = MEM_callocN(sizeof( bParentActuator ), "parent act");
break;
case ACT_STATE:
act->data = MEM_callocN(sizeof( bStateActuator ), "state act");
break;
case ACT_ARMATURE:
act->data = MEM_callocN(sizeof( bArmatureActuator ), "armature act");
arma = act->data;
arma->influence = 1.f;
break;
case ACT_STEERING:
act->data = MEM_callocN(sizeof( bSteeringActuator), "steering act");
sta = act->data;
sta->acceleration = 3.f;
sta->turnspeed = 120.f;
sta->dist = 1.f;
sta->velocity= 3.f;
sta->flag = ACT_STEERING_AUTOMATICFACING | ACT_STEERING_LOCKZVEL;
sta->facingaxis = 1;
break;
case ACT_MOUSE:
ma = act->data = MEM_callocN(sizeof( bMouseActuator ), "mouse act");
ma->flag = ACT_MOUSE_VISIBLE|ACT_MOUSE_USE_AXIS_X|ACT_MOUSE_USE_AXIS_Y|ACT_MOUSE_RESET_X|ACT_MOUSE_RESET_Y|ACT_MOUSE_LOCAL_Y;
ma->sensitivity[0] = ma->sensitivity[1] = 2.f;
ma->object_axis[0] = ACT_MOUSE_OBJECT_AXIS_Z;
ma->object_axis[1] = ACT_MOUSE_OBJECT_AXIS_X;
ma->limit_y[0] = DEG2RADF(-90.0f);
ma->limit_y[1] = DEG2RADF(90.0f);
break;
default:
; /* this is very severe... I cannot make any memory for this */
/* logic brick... */
}
}
bActuator *new_actuator(int type)
{
bActuator *act;
act= MEM_callocN(sizeof(bActuator), "Actuator");
act->type= type;
act->flag= ACT_SHOW;
init_actuator(act);
strcpy(act->name, "act");
// XXX make_unique_prop_names(act->name);
return act;
}
/* ******************** GENERAL ******************* */
void clear_sca_new_poins_ob(Object *ob)
{
bSensor *sens;
bController *cont;
bActuator *act;
sens= ob->sensors.first;
while (sens) {
sens->flag &= ~SENS_NEW;
sens= sens->next;
}
cont= ob->controllers.first;
while (cont) {
cont->mynew= NULL;
cont->flag &= ~CONT_NEW;
cont= cont->next;
}
act= ob->actuators.first;
while (act) {
act->mynew= NULL;
act->flag &= ~ACT_NEW;
act= act->next;
}
}
void clear_sca_new_poins(void)
{
Object *ob;
ob= G.main->object.first;
while (ob) {
clear_sca_new_poins_ob(ob);
ob= ob->id.next;
}
}
void set_sca_new_poins_ob(Object *ob)
{
bSensor *sens;
bController *cont;
bActuator *act;
int a;
sens= ob->sensors.first;
while (sens) {
if (sens->flag & SENS_NEW) {
for (a=0; a<sens->totlinks; a++) {
if (sens->links[a] && sens->links[a]->mynew)
sens->links[a] = sens->links[a]->mynew;
}
}
sens= sens->next;
}
cont= ob->controllers.first;
while (cont) {
if (cont->flag & CONT_NEW) {
for (a=0; a<cont->totlinks; a++) {
if ( cont->links[a] && cont->links[a]->mynew)
cont->links[a] = cont->links[a]->mynew;
}
}
cont= cont->next;
}
act= ob->actuators.first;
while (act) {
if (act->flag & ACT_NEW) {
if (act->type==ACT_EDIT_OBJECT) {
bEditObjectActuator *eoa= act->data;
ID_NEW(eoa->ob);
}
else if (act->type==ACT_SCENE) {
bSceneActuator *sca= act->data;
ID_NEW(sca->camera);
}
else if (act->type==ACT_CAMERA) {
bCameraActuator *ca= act->data;
ID_NEW(ca->ob);
}
else if (act->type==ACT_OBJECT) {
bObjectActuator *oa= act->data;
ID_NEW(oa->reference);
}
else if (act->type==ACT_MESSAGE) {
bMessageActuator *ma= act->data;
ID_NEW(ma->toObject);
}
else if (act->type==ACT_PARENT) {
bParentActuator *para = act->data;
ID_NEW(para->ob);
}
else if (act->type==ACT_ARMATURE) {
bArmatureActuator *aa = act->data;
ID_NEW(aa->target);
ID_NEW(aa->subtarget);
}
else if (act->type==ACT_PROPERTY) {
bPropertyActuator *pa= act->data;
ID_NEW(pa->ob);
}
else if (act->type==ACT_STEERING) {
bSteeringActuator *sta = act->data;
ID_NEW(sta->navmesh);
ID_NEW(sta->target);
}
}
act= act->next;
}
}
void set_sca_new_poins(void)
{
Object *ob;
ob= G.main->object.first;
while (ob) {
set_sca_new_poins_ob(ob);
ob= ob->id.next;
}
}
/* ******************** INTERFACE ******************* */
void sca_move_sensor(bSensor *sens_to_move, Object *ob, int move_up)
{
bSensor *sens, *tmp;
int val;
val = move_up ? 1 : 2;
/* make sure this sensor belongs to this object */
sens= ob->sensors.first;
while (sens) {
if (sens == sens_to_move) break;
sens= sens->next;
}
if (!sens) return;
/* move up */
if (val == 1 && sens->prev) {
for (tmp=sens->prev; tmp; tmp=tmp->prev) {
if (tmp->flag & SENS_VISIBLE)
break;
}
if (tmp) {
BLI_remlink(&ob->sensors, sens);
BLI_insertlinkbefore(&ob->sensors, tmp, sens);
}
}
/* move down */
else if (val == 2 && sens->next) {
for (tmp=sens->next; tmp; tmp=tmp->next) {
if (tmp->flag & SENS_VISIBLE)
break;
}
if (tmp) {
BLI_remlink(&ob->sensors, sens);
BLI_insertlinkafter(&ob->sensors, tmp, sens);
}
}
}
void sca_move_controller(bController *cont_to_move, Object *ob, int move_up)
{
bController *cont, *tmp;
int val;
val = move_up ? 1 : 2;
/* make sure this controller belongs to this object */
cont= ob->controllers.first;
while (cont) {
if (cont == cont_to_move) break;
cont= cont->next;
}
if (!cont) return;
/* move up */
if (val == 1 && cont->prev) {
/* locate the controller that has the same state mask but is earlier in the list */
tmp = cont->prev;
while (tmp) {
if (tmp->state_mask & cont->state_mask)
break;
tmp = tmp->prev;
}
if (tmp) {
BLI_remlink(&ob->controllers, cont);
BLI_insertlinkbefore(&ob->controllers, tmp, cont);
}
}
/* move down */
else if (val == 2 && cont->next) {
tmp = cont->next;
while (tmp) {
if (tmp->state_mask & cont->state_mask)
break;
tmp = tmp->next;
}
BLI_remlink(&ob->controllers, cont);
BLI_insertlinkafter(&ob->controllers, tmp, cont);
}
}
void sca_move_actuator(bActuator *act_to_move, Object *ob, int move_up)
{
bActuator *act, *tmp;
int val;
val = move_up ? 1 : 2;
/* make sure this actuator belongs to this object */
act= ob->actuators.first;
while (act) {
if (act == act_to_move) break;
act= act->next;
}
if (!act) return;
/* move up */
if (val == 1 && act->prev) {
/* locate the first visible actuators before this one */
for (tmp = act->prev; tmp; tmp=tmp->prev) {
if (tmp->flag & ACT_VISIBLE)
break;
}
if (tmp) {
BLI_remlink(&ob->actuators, act);
BLI_insertlinkbefore(&ob->actuators, tmp, act);
}
}
/* move down */
else if (val == 2 && act->next) {
/* locate the first visible actuators after this one */
for (tmp=act->next; tmp; tmp=tmp->next) {
if (tmp->flag & ACT_VISIBLE)
break;
}
if (tmp) {
BLI_remlink(&ob->actuators, act);
BLI_insertlinkafter(&ob->actuators, tmp, act);
}
}
}
void link_logicbricks(void **poin, void ***ppoin, short *tot, short size)
{
void **old_links= NULL;
int ibrick;
/* check if the bricks are already linked */
for (ibrick=0; ibrick < *tot; ibrick++) {
if ((*ppoin)[ibrick] == *poin)
return;
}
if (*ppoin) {
old_links= *ppoin;
(*tot) ++;
*ppoin = MEM_callocN((*tot)*size, "new link");
for (ibrick=0; ibrick < *(tot) - 1; ibrick++) {
(*ppoin)[ibrick] = old_links[ibrick];
}
(*ppoin)[ibrick] = *poin;
if (old_links) MEM_freeN(old_links);
}
else {
(*tot) = 1;
*ppoin = MEM_callocN((*tot)*size, "new link");
(*ppoin)[0] = *poin;
}
}
void unlink_logicbricks(void **poin, void ***ppoin, short *tot)
{
int ibrick, removed;
removed= 0;
for (ibrick=0; ibrick < *tot; ibrick++) {
if (removed) (*ppoin)[ibrick - removed] = (*ppoin)[ibrick];
else if ((*ppoin)[ibrick] == *poin) removed = 1;
}
if (removed) {
(*tot) --;
if (*tot == 0) {
MEM_freeN(*ppoin);
(*ppoin)= NULL;
}
return;
}
}
void BKE_sca_sensors_id_loop(ListBase *senslist, SCASensorIDFunc func, void *userdata)
{
bSensor *sensor;
for (sensor = senslist->first; sensor; sensor = sensor->next) {
func(sensor, (ID **)&sensor->ob, userdata, IDWALK_NOP);
switch (sensor->type) {
case SENS_TOUCH: /* DEPRECATED */
{
bTouchSensor *ts = sensor->data;
func(sensor, (ID **)&ts->ma, userdata, IDWALK_NOP);
break;
}
case SENS_MESSAGE:
{
bMessageSensor *ms = sensor->data;
func(sensor, (ID **)&ms->fromObject, userdata, IDWALK_NOP);
break;
}
case SENS_ALWAYS:
case SENS_NEAR:
case SENS_KEYBOARD:
case SENS_PROPERTY:
case SENS_MOUSE:
case SENS_COLLISION:
case SENS_RADAR:
case SENS_RANDOM:
case SENS_RAY:
case SENS_JOYSTICK:
case SENS_ACTUATOR:
case SENS_DELAY:
case SENS_ARMATURE:
default:
break;
}
}
}
void BKE_sca_controllers_id_loop(ListBase *contlist, SCAControllerIDFunc func, void *userdata)
{
bController *controller;
for (controller = contlist->first; controller; controller = controller->next) {
switch (controller->type) {
case CONT_PYTHON:
{
bPythonCont *pc = controller->data;
func(controller, (ID **)&pc->text, userdata, IDWALK_NOP);
break;
}
case CONT_LOGIC_AND:
case CONT_LOGIC_OR:
case CONT_EXPRESSION:
case CONT_LOGIC_NAND:
case CONT_LOGIC_NOR:
case CONT_LOGIC_XOR:
case CONT_LOGIC_XNOR:
default:
break;
}
}
}
void BKE_sca_actuators_id_loop(ListBase *actlist, SCAActuatorIDFunc func, void *userdata)
{
bActuator *actuator;
for (actuator = actlist->first; actuator; actuator = actuator->next) {
func(actuator, (ID **)&actuator->ob, userdata, IDWALK_NOP);
switch (actuator->type) {
case ACT_ADD_OBJECT: /* DEPRECATED */
{
bAddObjectActuator *aoa = actuator->data;
func(actuator, (ID **)&aoa->ob, userdata, IDWALK_NOP);
break;
}
case ACT_ACTION:
{
bActionActuator *aa = actuator->data;
func(actuator, (ID **)&aa->act, userdata, IDWALK_NOP);
break;
}
case ACT_SOUND:
{
bSoundActuator *sa = actuator->data;
func(actuator, (ID **)&sa->sound, userdata, IDWALK_NOP);
break;
}
case ACT_EDIT_OBJECT:
{
bEditObjectActuator *eoa = actuator->data;
func(actuator, (ID **)&eoa->ob, userdata, IDWALK_NOP);
func(actuator, (ID **)&eoa->me, userdata, IDWALK_NOP);
break;
}
case ACT_SCENE:
{
bSceneActuator *sa = actuator->data;
func(actuator, (ID **)&sa->scene, userdata, IDWALK_NOP);
func(actuator, (ID **)&sa->camera, userdata, IDWALK_NOP);
break;
}
case ACT_PROPERTY:
{
bPropertyActuator *pa = actuator->data;
func(actuator, (ID **)&pa->ob, userdata, IDWALK_NOP);
break;
}
case ACT_OBJECT:
{
bObjectActuator *oa = actuator->data;
func(actuator, (ID **)&oa->reference, userdata, IDWALK_NOP);
break;
}
case ACT_CAMERA:
{
bCameraActuator *ca = actuator->data;
func(actuator, (ID **)&ca->ob, userdata, IDWALK_NOP);
break;
}
case ACT_MESSAGE:
{
bMessageActuator *ma = actuator->data;
func(actuator, (ID **)&ma->toObject, userdata, IDWALK_NOP);
break;
}
case ACT_2DFILTER:
{
bTwoDFilterActuator *tdfa = actuator->data;
func(actuator, (ID **)&tdfa->text, userdata, IDWALK_NOP);
break;
}
case ACT_PARENT:
{
bParentActuator *pa = actuator->data;
func(actuator, (ID **)&pa->ob, userdata, IDWALK_NOP);
break;
}
case ACT_ARMATURE:
{
bArmatureActuator *aa = actuator->data;
func(actuator, (ID **)&aa->target, userdata, IDWALK_NOP);
func(actuator, (ID **)&aa->subtarget, userdata, IDWALK_NOP);
break;
}
case ACT_STEERING:
{
bSteeringActuator *sa = actuator->data;
func(actuator, (ID **)&sa->target, userdata, IDWALK_NOP);
func(actuator, (ID **)&sa->navmesh, userdata, IDWALK_NOP);
break;
}
/* Note: some types seems to be non-implemented? ACT_LAMP, ACT_MATERIAL... */
case ACT_LAMP:
case ACT_MATERIAL:
case ACT_END_OBJECT: /* DEPRECATED */
case ACT_CONSTRAINT:
case ACT_GROUP:
case ACT_RANDOM:
case ACT_GAME:
case ACT_VISIBILITY:
case ACT_SHAPEACTION:
case ACT_STATE:
case ACT_MOUSE:
default:
break;
}
}
}
const char *sca_state_name_get(Object *ob, short bit)
{
bController *cont;
unsigned int mask;
mask = (1<<bit);
cont = ob->controllers.first;
while (cont) {
if (cont->state_mask & mask) {
return cont->name;
}
cont = cont->next;
}
return NULL;
}