This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/blenkernel/intern/sca.c
Bastien Montagne 60e387f5e3 Cleanup: Rename callback flags from library_query to IDWALK_CB_...
Better to have clear way to tell whether flag is parameter for
BKE_library_foreach_ID_link(), parameter for its callback function, or
return value from this callback function.
2017-01-31 09:47:59 +01:00

1178 lines
27 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_ghash.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_REMAP(eoa->ob);
}
else if (act->type==ACT_SCENE) {
bSceneActuator *sca= act->data;
ID_NEW_REMAP(sca->camera);
}
else if (act->type==ACT_CAMERA) {
bCameraActuator *ca= act->data;
ID_NEW_REMAP(ca->ob);
}
else if (act->type==ACT_OBJECT) {
bObjectActuator *oa= act->data;
ID_NEW_REMAP(oa->reference);
}
else if (act->type==ACT_MESSAGE) {
bMessageActuator *ma= act->data;
ID_NEW_REMAP(ma->toObject);
}
else if (act->type==ACT_PARENT) {
bParentActuator *para = act->data;
ID_NEW_REMAP(para->ob);
}
else if (act->type==ACT_ARMATURE) {
bArmatureActuator *aa = act->data;
ID_NEW_REMAP(aa->target);
ID_NEW_REMAP(aa->subtarget);
}
else if (act->type==ACT_PROPERTY) {
bPropertyActuator *pa= act->data;
ID_NEW_REMAP(pa->ob);
}
else if (act->type==ACT_STEERING) {
bSteeringActuator *sta = act->data;
ID_NEW_REMAP(sta->navmesh);
ID_NEW_REMAP(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;
}
}
/**
* Try to remap logic links to new object... Very, *very* weak.
*/
/* XXX Logick bricks... I don't have words to say what I think about this behavior.
* They have silent hidden ugly inter-objects dependencies (a sensor can link into any other
* object's controllers, and same between controllers and actuators, without *any* explicit reference
* to data-block involved).
* This is bad, bad, bad!!!
* ...and forces us to add yet another very ugly hack to get remapping with logic bricks working. */
void BKE_sca_logic_links_remap(Main *bmain, Object *ob_old, Object *ob_new)
{
if (ob_new == NULL || (ob_old->controllers.first == NULL && ob_old->actuators.first == NULL)) {
/* Nothing to do here... */
return;
}
GHash *controllers_map = ob_old->controllers.first ?
BLI_ghash_ptr_new_ex(__func__, BLI_listbase_count(&ob_old->controllers)) : NULL;
GHash *actuators_map = ob_old->actuators.first ?
BLI_ghash_ptr_new_ex(__func__, BLI_listbase_count(&ob_old->actuators)) : NULL;
/* We try to remap old controllers/actuators to new ones - in a very basic way. */
for (bController *cont_old = ob_old->controllers.first, *cont_new = ob_new->controllers.first;
cont_old;
cont_old = cont_old->next)
{
bController *cont_new2 = cont_new;
if (cont_old->mynew != NULL) {
cont_new2 = cont_old->mynew;
if (!(cont_new2 == cont_new || BLI_findindex(&ob_new->controllers, cont_new2) >= 0)) {
cont_new2 = NULL;
}
}
else if (cont_new && cont_old->type != cont_new->type) {
cont_new2 = NULL;
}
BLI_ghash_insert(controllers_map, cont_old, cont_new2);
if (cont_new) {
cont_new = cont_new->next;
}
}
for (bActuator *act_old = ob_old->actuators.first, *act_new = ob_new->actuators.first;
act_old;
act_old = act_old->next)
{
bActuator *act_new2 = act_new;
if (act_old->mynew != NULL) {
act_new2 = act_old->mynew;
if (!(act_new2 == act_new || BLI_findindex(&ob_new->actuators, act_new2) >= 0)) {
act_new2 = NULL;
}
}
else if (act_new && act_old->type != act_new->type) {
act_new2 = NULL;
}
BLI_ghash_insert(actuators_map, act_old, act_new2);
if (act_new) {
act_new = act_new->next;
}
}
for (Object *ob = bmain->object.first; ob; ob = ob->id.next) {
if (controllers_map != NULL) {
for (bSensor *sens = ob->sensors.first; sens; sens = sens->next) {
for (int a = 0; a < sens->totlinks; a++) {
if (sens->links[a]) {
bController *old_link = sens->links[a];
bController **new_link_p = (bController **)BLI_ghash_lookup_p(controllers_map, old_link);
if (new_link_p == NULL) {
/* old_link is *not* in map's keys (i.e. not to any ob_old->controllers),
* which means we ignore it totally here. */
}
else if (*new_link_p == NULL) {
unlink_logicbricks((void **)&old_link, (void ***)&(sens->links), &sens->totlinks);
a--;
}
else {
sens->links[a] = *new_link_p;
}
}
}
}
}
if (actuators_map != NULL) {
for (bController *cont = ob->controllers.first; cont; cont = cont->next) {
for (int a = 0; a < cont->totlinks; a++) {
if (cont->links[a]) {
bActuator *old_link = cont->links[a];
bActuator **new_link_p = (bActuator **)BLI_ghash_lookup_p(actuators_map, old_link);
if (new_link_p == NULL) {
/* old_link is *not* in map's keys (i.e. not to any ob_old->actuators),
* which means we ignore it totally here. */
}
else if (*new_link_p == NULL) {
unlink_logicbricks((void **)&old_link, (void ***)&(cont->links), &cont->totlinks);
a--;
}
else {
cont->links[a] = *new_link_p;
}
}
}
}
}
}
if (controllers_map) {
BLI_ghash_free(controllers_map, NULL, NULL);
}
if (actuators_map) {
BLI_ghash_free(actuators_map, NULL, NULL);
}
}
/**
* Handle the copying of logic data into a new object, including internal logic links update.
* External links (links between logic bricks of different objects) must be handled separately.
*/
void BKE_sca_logic_copy(Object *ob_new, Object *ob)
{
copy_sensors(&ob_new->sensors, &ob->sensors);
copy_controllers(&ob_new->controllers, &ob->controllers);
copy_actuators(&ob_new->actuators, &ob->actuators);
for (bSensor *sens = ob_new->sensors.first; sens; sens = sens->next) {
if (sens->flag & SENS_NEW) {
for (int a = 0; a < sens->totlinks; a++) {
if (sens->links[a] && sens->links[a]->mynew) {
sens->links[a] = sens->links[a]->mynew;
}
}
}
}
for (bController *cont = ob_new->controllers.first; cont; cont = cont->next) {
if (cont->flag & CONT_NEW) {
for (int a = 0; a < cont->totlinks; a++) {
if (cont->links[a] && cont->links[a]->mynew) {
cont->links[a] = cont->links[a]->mynew;
}
}
}
}
}
/* ******************** 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_CB_NOP);
switch (sensor->type) {
case SENS_TOUCH: /* DEPRECATED */
{
bTouchSensor *ts = sensor->data;
func(sensor, (ID **)&ts->ma, userdata, IDWALK_CB_NOP);
break;
}
case SENS_MESSAGE:
{
bMessageSensor *ms = sensor->data;
func(sensor, (ID **)&ms->fromObject, userdata, IDWALK_CB_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_CB_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_CB_NOP);
switch (actuator->type) {
case ACT_ADD_OBJECT: /* DEPRECATED */
{
bAddObjectActuator *aoa = actuator->data;
func(actuator, (ID **)&aoa->ob, userdata, IDWALK_CB_NOP);
break;
}
case ACT_ACTION:
{
bActionActuator *aa = actuator->data;
func(actuator, (ID **)&aa->act, userdata, IDWALK_CB_NOP);
break;
}
case ACT_SOUND:
{
bSoundActuator *sa = actuator->data;
func(actuator, (ID **)&sa->sound, userdata, IDWALK_CB_NOP);
break;
}
case ACT_EDIT_OBJECT:
{
bEditObjectActuator *eoa = actuator->data;
func(actuator, (ID **)&eoa->ob, userdata, IDWALK_CB_NOP);
func(actuator, (ID **)&eoa->me, userdata, IDWALK_CB_NOP);
break;
}
case ACT_SCENE:
{
bSceneActuator *sa = actuator->data;
func(actuator, (ID **)&sa->scene, userdata, IDWALK_CB_NOP);
func(actuator, (ID **)&sa->camera, userdata, IDWALK_CB_NOP);
break;
}
case ACT_PROPERTY:
{
bPropertyActuator *pa = actuator->data;
func(actuator, (ID **)&pa->ob, userdata, IDWALK_CB_NOP);
break;
}
case ACT_OBJECT:
{
bObjectActuator *oa = actuator->data;
func(actuator, (ID **)&oa->reference, userdata, IDWALK_CB_NOP);
break;
}
case ACT_CAMERA:
{
bCameraActuator *ca = actuator->data;
func(actuator, (ID **)&ca->ob, userdata, IDWALK_CB_NOP);
break;
}
case ACT_MESSAGE:
{
bMessageActuator *ma = actuator->data;
func(actuator, (ID **)&ma->toObject, userdata, IDWALK_CB_NOP);
break;
}
case ACT_2DFILTER:
{
bTwoDFilterActuator *tdfa = actuator->data;
func(actuator, (ID **)&tdfa->text, userdata, IDWALK_CB_NOP);
break;
}
case ACT_PARENT:
{
bParentActuator *pa = actuator->data;
func(actuator, (ID **)&pa->ob, userdata, IDWALK_CB_NOP);
break;
}
case ACT_ARMATURE:
{
bArmatureActuator *aa = actuator->data;
func(actuator, (ID **)&aa->target, userdata, IDWALK_CB_NOP);
func(actuator, (ID **)&aa->subtarget, userdata, IDWALK_CB_NOP);
break;
}
case ACT_STEERING:
{
bSteeringActuator *sa = actuator->data;
func(actuator, (ID **)&sa->target, userdata, IDWALK_CB_NOP);
func(actuator, (ID **)&sa->navmesh, userdata, IDWALK_CB_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;
}