Custom Orientations can be added with Ctrl-Shift-C (hotkey suggestions are welcomed), this adds and select the new alignment. Custom Orientations can also be added, deleted, selected from the Transform Orientations panel (View -> Transform Orientations). Standard orientations (global, local, normal, view) can also be selected from this panel. If you plan on using only a single custom orientation and don't really need a list, I suggest you use the hotkey as it adds and selects at the same time. Custom Orientations are save in the scene and are selected per 3D view (like normal orientation). Adding from an object, the orientation is a normalized version of the object's orientation. Adding from mesh data, a single element (vertex, edge, face) must be selected in its respective selection mode. Vertex orientation Z-axis is based on the normal, edge Z-axis on the edge itself (X-axis is on the XoY plane when possible, Y-axis is perpendicular to the rest). Face orientation Z-axis is the face normal, X-axis is perpendicular to the first edge, Y-axis is perpendicular to the rest. (More logical orientations can be suggested). I plan to add: 2 vertice (connected or not) => edge orientation , 3 vertice = face orientation Differences from the patch: - orientations no longer link back to the object they came from, everything is copy on creation. - orientations are overwritten based on name (if you add an orientation with the same name as one that already exists, it overwrites the old one)
710 lines
16 KiB
C
710 lines
16 KiB
C
/* scene.c
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*
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*
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#include <stdio.h>
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#include <string.h>
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#ifndef WIN32
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#include <unistd.h>
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#else
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#include <io.h>
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#endif
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#include "MEM_guardedalloc.h"
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#include "DNA_armature_types.h"
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#include "DNA_color_types.h"
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#include "DNA_constraint_types.h"
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#include "DNA_curve_types.h"
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#include "DNA_group_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_material_types.h"
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#include "DNA_meta_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_scriptlink_types.h"
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#include "DNA_texture_types.h"
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#include "DNA_userdef_types.h"
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#include "BKE_action.h"
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#include "BKE_anim.h"
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#include "BKE_armature.h"
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#include "BKE_bad_level_calls.h"
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#include "BKE_colortools.h"
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#include "BKE_constraint.h"
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#include "BKE_depsgraph.h"
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#include "BKE_global.h"
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#include "BKE_group.h"
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#include "BKE_ipo.h"
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#include "BKE_image.h"
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#include "BKE_key.h"
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#include "BKE_library.h"
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#include "BKE_main.h"
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#include "BKE_node.h"
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#include "BKE_object.h"
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#include "BKE_scene.h"
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#include "BKE_sculpt.h"
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#include "BKE_world.h"
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#include "BKE_utildefines.h"
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#include "BIF_previewrender.h"
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#include "BPY_extern.h"
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#include "BLI_arithb.h"
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#include "BLI_blenlib.h"
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#include "nla.h"
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#ifdef WIN32
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#else
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#include <sys/time.h>
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#endif
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void free_avicodecdata(AviCodecData *acd)
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{
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if (acd) {
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if (acd->lpFormat){
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MEM_freeN(acd->lpFormat);
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acd->lpFormat = NULL;
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acd->cbFormat = 0;
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}
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if (acd->lpParms){
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MEM_freeN(acd->lpParms);
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acd->lpParms = NULL;
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acd->cbParms = 0;
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}
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}
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}
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void free_qtcodecdata(QuicktimeCodecData *qcd)
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{
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if (qcd) {
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if (qcd->cdParms){
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MEM_freeN(qcd->cdParms);
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qcd->cdParms = NULL;
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qcd->cdSize = 0;
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}
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}
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}
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/* copy_scene moved to src/header_info.c... should be back */
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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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base= sce->base.first;
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while(base) {
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base->object->id.us--;
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base= base->next;
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}
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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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if(sce->radio) MEM_freeN(sce->radio);
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sce->radio= 0;
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BPY_free_scriptlink(&sce->scriptlink);
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if (sce->r.avicodecdata) {
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free_avicodecdata(sce->r.avicodecdata);
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MEM_freeN(sce->r.avicodecdata);
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sce->r.avicodecdata = NULL;
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}
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if (sce->r.qtcodecdata) {
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free_qtcodecdata(sce->r.qtcodecdata);
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MEM_freeN(sce->r.qtcodecdata);
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sce->r.qtcodecdata = NULL;
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}
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BLI_freelistN(&sce->markers);
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BLI_freelistN(&sce->transform_spaces);
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BLI_freelistN(&sce->r.layers);
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if(sce->toolsettings){
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MEM_freeN(sce->toolsettings);
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sce->toolsettings = NULL;
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}
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if (sce->theDag) {
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free_forest(sce->theDag);
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MEM_freeN(sce->theDag);
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}
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if(sce->nodetree) {
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ntreeFreeTree(sce->nodetree);
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MEM_freeN(sce->nodetree);
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}
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sculptdata_free(sce);
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}
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Scene *add_scene(char *name)
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{
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Scene *sce;
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ParticleEditSettings *pset;
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int a;
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sce= alloc_libblock(&G.main->scene, ID_SCE, name);
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sce->lay= 1;
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sce->selectmode= SCE_SELECT_VERTEX;
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sce->editbutsize= 0.1;
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sce->r.mode= R_GAMMA;
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sce->r.cfra= 1;
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sce->r.sfra= 1;
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sce->r.efra= 250;
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sce->r.xsch= 320;
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sce->r.ysch= 256;
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sce->r.xasp= 1;
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sce->r.yasp= 1;
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sce->r.xparts= 4;
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sce->r.yparts= 4;
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sce->r.size= 100;
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sce->r.planes= 24;
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sce->r.quality= 90;
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sce->r.framapto= 100;
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sce->r.images= 100;
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sce->r.framelen= 1.0;
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sce->r.frs_sec= 25;
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sce->r.frs_sec_base= 1;
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sce->r.ocres = 128;
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sce->r.bake_mode= 1; /* prevent to include render stuff here */
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sce->r.bake_filter= 2;
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sce->r.bake_osa= 5;
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sce->r.bake_flag= R_BAKE_CLEAR;
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sce->r.bake_normal_space= R_BAKE_SPACE_TANGENT;
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sce->r.xplay= 640;
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sce->r.yplay= 480;
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sce->r.freqplay= 60;
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sce->r.depth= 32;
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sce->r.threads= 1;
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sce->r.stereomode = 1; // no stereo
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sce->toolsettings = MEM_callocN(sizeof(struct ToolSettings),"Tool Settings Struct");
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sce->toolsettings->cornertype=1;
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sce->toolsettings->degr = 90;
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sce->toolsettings->step = 9;
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sce->toolsettings->turn = 1;
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sce->toolsettings->extr_offs = 1;
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sce->toolsettings->doublimit = 0.001;
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sce->toolsettings->segments = 32;
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sce->toolsettings->rings = 32;
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sce->toolsettings->vertices = 32;
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sce->toolsettings->editbutflag = 1;
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sce->toolsettings->uvcalc_radius = 1.0f;
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sce->toolsettings->uvcalc_cubesize = 1.0f;
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sce->toolsettings->uvcalc_mapdir = 1;
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sce->toolsettings->uvcalc_mapalign = 1;
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sce->toolsettings->unwrapper = 1;
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sce->toolsettings->select_thresh= 0.01f;
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sce->toolsettings->jointrilimit = 0.8f;
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pset= &sce->toolsettings->particle;
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pset->flag= PE_KEEP_LENGTHS|PE_LOCK_FIRST|PE_DEFLECT_EMITTER;
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pset->emitterdist= 0.25f;
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pset->totrekey= 5;
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pset->totaddkey= 5;
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pset->brushtype= PE_BRUSH_NONE;
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for(a=0; a<PE_TOT_BRUSH; a++) {
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pset->brush[a].strength= 50;
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pset->brush[a].size= 50;
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pset->brush[a].step= 10;
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}
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pset->brush[PE_BRUSH_CUT].strength= 100;
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sce->jumpframe = 10;
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sce->audio.mixrate = 44100;
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strcpy(sce->r.backbuf, "//backbuf");
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strcpy(sce->r.pic, U.renderdir);
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strcpy(sce->r.ftype, "//ftype");
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BLI_init_rctf(&sce->r.safety, 0.1f, 0.9f, 0.1f, 0.9f);
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sce->r.osa= 8;
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sculptdata_init(sce);
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/* note; in header_info.c the scene copy happens..., if you add more to renderdata it has to be checked there */
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scene_add_render_layer(sce);
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return sce;
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}
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Base *object_in_scene(Object *ob, Scene *sce)
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{
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Base *base;
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base= sce->base.first;
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while(base) {
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if(base->object == ob) return base;
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base= base->next;
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}
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return NULL;
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}
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void set_scene_bg(Scene *sce)
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{
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Base *base;
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Object *ob;
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Group *group;
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GroupObject *go;
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int flag;
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G.scene= sce;
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/* check for cyclic sets, for reading old files but also for definite security (py?) */
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scene_check_setscene(G.scene);
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/* deselect objects (for dataselect) */
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for(ob= G.main->object.first; ob; ob= ob->id.next)
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ob->flag &= ~(SELECT|OB_FROMGROUP);
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/* group flags again */
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for(group= G.main->group.first; group; group= group->id.next) {
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go= group->gobject.first;
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while(go) {
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if(go->ob) go->ob->flag |= OB_FROMGROUP;
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go= go->next;
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}
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}
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/* sort baselist */
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DAG_scene_sort(sce);
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/* ensure dags are built for sets */
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for(sce= sce->set; sce; sce= sce->set)
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if(sce->theDag==NULL)
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DAG_scene_sort(sce);
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/* copy layers and flags from bases to objects */
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for(base= G.scene->base.first; base; base= base->next) {
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ob= base->object;
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ob->lay= base->lay;
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/* group patch... */
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base->flag &= ~(OB_FROMGROUP);
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flag= ob->flag & (OB_FROMGROUP);
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base->flag |= flag;
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/* not too nice... for recovering objects with lost data */
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if(ob->pose==NULL) base->flag &= ~OB_POSEMODE;
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ob->flag= base->flag;
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ob->ctime= -1234567.0; /* force ipo to be calculated later */
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}
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/* no full animation update, this to enable render code to work (render code calls own animation updates) */
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/* do we need FRAMECHANGED in set_scene? */
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// if (G.f & G_DOSCRIPTLINKS) BPY_do_all_scripts(SCRIPT_FRAMECHANGED);
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}
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/* called from creator.c */
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void set_scene_name(char *name)
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{
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Scene *sce;
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for (sce= G.main->scene.first; sce; sce= sce->id.next) {
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if (BLI_streq(name, sce->id.name+2)) {
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set_scene_bg(sce);
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return;
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}
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}
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error("Can't find scene: %s", name);
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}
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/* used by metaballs
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* doesnt return the original duplicated object, only dupli's
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*/
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int next_object(int val, Base **base, Object **ob)
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{
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static ListBase *duplilist= NULL;
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static DupliObject *dupob;
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static int fase;
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int run_again=1;
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/* init */
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if(val==0) {
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fase= F_START;
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dupob= NULL;
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}
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else {
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/* run_again is set when a duplilist has been ended */
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while(run_again) {
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run_again= 0;
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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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*ob= (*base)->object;
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fase= F_SCENE;
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}
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else {
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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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fase= F_SET;
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}
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}
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}
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else {
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if(*base && fase!=F_DUPLI) {
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*base= (*base)->next;
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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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/* 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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fase= F_SET;
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}
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}
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}
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}
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}
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if(*base == NULL) fase= F_START;
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else {
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if(fase!=F_DUPLI) {
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if( (*base)->object->transflag & OB_DUPLI) {
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/* groups cannot be duplicated for mballs yet,
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this enters eternal loop because of
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makeDispListMBall getting called inside of group_duplilist */
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if((*base)->object->dup_group == NULL) {
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duplilist= object_duplilist(G.scene, (*base)->object);
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dupob= duplilist->first;
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}
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}
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}
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/* handle dupli's */
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if(dupob) {
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Mat4CpyMat4(dupob->ob->obmat, dupob->mat);
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(*base)->flag |= OB_FROMDUPLI;
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*ob= dupob->ob;
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fase= F_DUPLI;
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dupob= dupob->next;
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}
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else if(fase==F_DUPLI) {
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fase= F_SCENE;
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(*base)->flag &= ~OB_FROMDUPLI;
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for(dupob= duplilist->first; dupob; dupob= dupob->next) {
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Mat4CpyMat4(dupob->ob->obmat, dupob->omat);
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}
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free_object_duplilist(duplilist);
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duplilist= NULL;
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run_again= 1;
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}
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}
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}
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}
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return fase;
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}
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Object *scene_find_camera(Scene *sc)
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{
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Base *base;
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for (base= sc->base.first; base; base= base->next)
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if (base->object->type==OB_CAMERA)
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return base->object;
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return NULL;
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}
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Base *scene_add_base(Scene *sce, Object *ob)
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{
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Base *b= MEM_callocN(sizeof(*b), "scene_add_base");
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BLI_addhead(&sce->base, b);
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b->object= ob;
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b->flag= ob->flag;
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b->lay= ob->lay;
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return b;
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}
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void scene_deselect_all(Scene *sce)
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{
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Base *b;
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for (b= sce->base.first; b; b= b->next) {
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b->flag&= ~SELECT;
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b->object->flag= b->flag;
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}
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}
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void scene_select_base(Scene *sce, Base *selbase)
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{
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scene_deselect_all(sce);
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selbase->flag |= SELECT;
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selbase->object->flag= selbase->flag;
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sce->basact= selbase;
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}
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/* checks for cycle, returns 1 if it's all OK */
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int scene_check_setscene(Scene *sce)
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{
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Scene *scene;
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if(sce->set==NULL) return 1;
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|
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/* LIB_DOIT is the free flag to tag library data */
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for(scene= G.main->scene.first; scene; scene= scene->id.next)
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scene->id.flag &= ~LIB_DOIT;
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scene= sce;
|
|
while(scene->set) {
|
|
scene->id.flag |= LIB_DOIT;
|
|
/* when set has flag set, we got a cycle */
|
|
if(scene->set->id.flag & LIB_DOIT)
|
|
break;
|
|
scene= scene->set;
|
|
}
|
|
|
|
if(scene->set) {
|
|
/* the tested scene gets zero'ed, that's typically current scene */
|
|
sce->set= NULL;
|
|
return 0;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
static void scene_update(Scene *sce, unsigned int lay)
|
|
{
|
|
Base *base;
|
|
Object *ob;
|
|
|
|
if(sce->theDag==NULL)
|
|
DAG_scene_sort(sce);
|
|
|
|
DAG_scene_update_flags(sce, lay); // only stuff that moves or needs display still
|
|
|
|
for(base= sce->base.first; base; base= base->next) {
|
|
ob= base->object;
|
|
|
|
object_handle_update(ob); // bke_object.h
|
|
|
|
/* only update layer when an ipo */
|
|
if(ob->ipo && has_ipo_code(ob->ipo, OB_LAY) ) {
|
|
base->lay= ob->lay;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* applies changes right away, does all sets too */
|
|
void scene_update_for_newframe(Scene *sce, unsigned int lay)
|
|
{
|
|
Scene *scene= sce;
|
|
|
|
/* clears all BONE_UNKEYED flags for every pose's pchans */
|
|
framechange_poses_clear_unkeyed();
|
|
|
|
/* object ipos are calculated in where_is_object */
|
|
do_all_data_ipos();
|
|
|
|
if (G.f & G_DOSCRIPTLINKS) BPY_do_all_scripts(SCRIPT_FRAMECHANGED);
|
|
|
|
/* sets first, we allow per definition current scene to have dependencies on sets */
|
|
for(sce= sce->set; sce; sce= sce->set)
|
|
scene_update(sce, lay);
|
|
|
|
scene_update(scene, lay);
|
|
}
|
|
|
|
/* return default layer, also used to patch old files */
|
|
void scene_add_render_layer(Scene *sce)
|
|
{
|
|
SceneRenderLayer *srl;
|
|
int tot= 1 + BLI_countlist(&sce->r.layers);
|
|
|
|
srl= MEM_callocN(sizeof(SceneRenderLayer), "new render layer");
|
|
sprintf(srl->name, "%d RenderLayer", tot);
|
|
BLI_addtail(&sce->r.layers, srl);
|
|
|
|
/* note, this is also in render, pipeline.c, to make layer when scenedata doesnt have it */
|
|
srl->lay= (1<<20) -1;
|
|
srl->layflag= 0x7FFF; /* solid ztra halo edge strand */
|
|
srl->passflag= SCE_PASS_COMBINED|SCE_PASS_Z;
|
|
}
|
|
|
|
/* Initialize 'permanent' sculpt data that is saved with file kept after
|
|
switching out of sculptmode. */
|
|
void sculptdata_init(Scene *sce)
|
|
{
|
|
SculptData *sd;
|
|
|
|
if(!sce)
|
|
return;
|
|
|
|
sd= &sce->sculptdata;
|
|
|
|
if(sd->cumap)
|
|
curvemapping_free(sd->cumap);
|
|
|
|
memset(sd, 0, sizeof(SculptData));
|
|
|
|
sd->drawbrush.size = sd->smoothbrush.size = sd->pinchbrush.size =
|
|
sd->inflatebrush.size = sd->grabbrush.size =
|
|
sd->layerbrush.size = sd->flattenbrush.size = 50;
|
|
sd->drawbrush.strength = sd->smoothbrush.strength =
|
|
sd->pinchbrush.strength = sd->inflatebrush.strength =
|
|
sd->grabbrush.strength = sd->layerbrush.strength =
|
|
sd->flattenbrush.strength = 25;
|
|
sd->drawbrush.dir = sd->pinchbrush.dir = sd->inflatebrush.dir = sd->layerbrush.dir= 1;
|
|
sd->drawbrush.airbrush = sd->smoothbrush.airbrush =
|
|
sd->pinchbrush.airbrush = sd->inflatebrush.airbrush =
|
|
sd->layerbrush.airbrush = sd->flattenbrush.airbrush = 0;
|
|
sd->drawbrush.view= 0;
|
|
sd->brush_type= DRAW_BRUSH;
|
|
sd->texact= -1;
|
|
sd->texfade= 1;
|
|
sd->averaging= 1;
|
|
sd->texsep= 0;
|
|
sd->texrept= SCULPTREPT_DRAG;
|
|
sd->flags= SCULPT_DRAW_BRUSH;
|
|
sd->tablet_size=3;
|
|
sd->tablet_strength=10;
|
|
sd->rake=0;
|
|
sculpt_reset_curve(sd);
|
|
}
|
|
|
|
void sculptdata_free(Scene *sce)
|
|
{
|
|
SculptData *sd= &sce->sculptdata;
|
|
int a;
|
|
|
|
sculptsession_free(sce);
|
|
|
|
for(a=0; a<MAX_MTEX; a++) {
|
|
MTex *mtex= sd->mtex[a];
|
|
if(mtex) {
|
|
if(mtex->tex) mtex->tex->id.us--;
|
|
MEM_freeN(mtex);
|
|
}
|
|
}
|
|
|
|
curvemapping_free(sd->cumap);
|
|
sd->cumap = NULL;
|
|
}
|
|
|
|
void sculpt_vertexusers_free(SculptSession *ss)
|
|
{
|
|
if(ss && ss->vertex_users){
|
|
MEM_freeN(ss->vertex_users);
|
|
MEM_freeN(ss->vertex_users_mem);
|
|
ss->vertex_users= NULL;
|
|
ss->vertex_users_mem= NULL;
|
|
ss->vertex_users_size= 0;
|
|
}
|
|
}
|
|
|
|
void sculptsession_free(Scene *sce)
|
|
{
|
|
SculptSession *ss= sce->sculptdata.session;
|
|
if(ss) {
|
|
if(ss->projverts)
|
|
MEM_freeN(ss->projverts);
|
|
if(ss->mats)
|
|
MEM_freeN(ss->mats);
|
|
|
|
if(ss->propset) {
|
|
if(ss->propset->texdata)
|
|
MEM_freeN(ss->propset->texdata);
|
|
if(ss->propset->num)
|
|
MEM_freeN(ss->propset->num);
|
|
MEM_freeN(ss->propset);
|
|
}
|
|
|
|
sculpt_vertexusers_free(ss);
|
|
if(ss->texcache)
|
|
MEM_freeN(ss->texcache);
|
|
MEM_freeN(ss);
|
|
sce->sculptdata.session= NULL;
|
|
}
|
|
}
|
|
|
|
/* Default curve approximates 0.5 * (cos(pi * x) + 1), with 0 <= x <= 1 */
|
|
void sculpt_reset_curve(SculptData *sd)
|
|
{
|
|
CurveMap *cm = NULL;
|
|
|
|
if(!sd->cumap)
|
|
sd->cumap = curvemapping_add(1, 0, 0, 1, 1);
|
|
|
|
cm = sd->cumap->cm;
|
|
|
|
if(cm->curve)
|
|
MEM_freeN(cm->curve);
|
|
cm->curve= MEM_callocN(6*sizeof(CurveMapPoint), "curve points");
|
|
cm->flag &= ~CUMA_EXTEND_EXTRAPOLATE;
|
|
cm->totpoint= 6;
|
|
cm->curve[0].x= 0;
|
|
cm->curve[0].y= 1;
|
|
cm->curve[1].x= 0.1;
|
|
cm->curve[1].y= 0.97553;
|
|
cm->curve[2].x= 0.3;
|
|
cm->curve[2].y= 0.79389;
|
|
cm->curve[3].x= 0.9;
|
|
cm->curve[3].y= 0.02447;
|
|
cm->curve[4].x= 0.7;
|
|
cm->curve[4].y= 0.20611;
|
|
cm->curve[5].x= 1;
|
|
cm->curve[5].y= 0;
|
|
|
|
curvemapping_changed(sd->cumap, 0);
|
|
}
|