754 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			754 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /** Interfacing with Blender
 | |
|  *
 | |
|  * ***** BEGIN GPL/BL DUAL 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. The Blender
 | |
|  * Foundation also sells licenses for use in proprietary software under
 | |
|  * the Blender License.  See http://www.blender.org/BL/ for information
 | |
|  * about this.
 | |
|  *
 | |
|  * 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, 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/BL DUAL LICENSE BLOCK *****
 | |
|   *
 | |
|   *  $Id$
 | |
|   *
 | |
|   * This code is currently messy and an attempt to restructure
 | |
|   * some Blender kernel level code.
 | |
|   * Hopefully a template for a future C-API...
 | |
|   *
 | |
|   *
 | |
|   */
 | |
| 
 | |
| 
 | |
| #include "BLI_blenlib.h" // mallocs
 | |
| #include "BLI_arithb.h"
 | |
| 
 | |
| #include "BKE_library.h" 
 | |
| #include "BKE_global.h"
 | |
| #include "BKE_main.h"
 | |
| #include "BKE_object.h"
 | |
| #include "BKE_mesh.h"
 | |
| #include "BKE_ipo.h"
 | |
| 
 | |
| #include "MEM_guardedalloc.h"
 | |
| 
 | |
| #include "Python.h" 
 | |
| #include "BPY_macros.h" 
 | |
| #include "structmember.h" 
 | |
| 
 | |
| #include "BDR_editobject.h"
 | |
| 
 | |
| #include "b_interface.h"
 | |
| 
 | |
| /************************************************************************
 | |
|  * Generic low level routines
 | |
|  *
 | |
|  */
 | |
| 
 | |
| /** This just returns a pointer to the global struct.
 | |
|   *
 | |
|   * Mainly introduced for debugging purposes..
 | |
|   *
 | |
|   */
 | |
| 
 | |
| Global *getGlobal(void)
 | |
| {
 | |
| 	return &G;
 | |
| }	
 | |
| 
 | |
| /** define list getters:
 | |
| 	These functions return a linked list pointer (ListBase *) from the global
 | |
| 	Blender-object list.
 | |
| 
 | |
| 	Example:
 | |
| 		oblist = getObjectList();
 | |
| 		firstobject = oblist->first;
 | |
| 
 | |
| 	 */
 | |
| 
 | |
| /*
 | |
| DEF_GETLIST(Scene, scene)
 | |
| DEF_GETLIST(Object, object)
 | |
| DEF_GETLIST(Mesh, mesh)
 | |
| DEF_GETLIST(Camera, camera)
 | |
| DEF_GETLIST(Material, mat)
 | |
| DEF_GETLIST(Lamp, lamp)
 | |
| DEF_GETLIST(World, world)
 | |
| DEF_GETLIST(Ipo, ipo)
 | |
| DEF_GETLIST(Image, image)
 | |
| DEF_GETLIST(Texture, tex)
 | |
| DEF_GETLIST(Text, text)
 | |
| DEF_GETLIST(Key, key)
 | |
| */
 | |
| 
 | |
| /* gets a datablock object from the ID list by name */
 | |
| ID *getFromList(ListBase *list, char *name) 
 | |
| {
 | |
| 	ID *id = list->first;
 | |
| 
 | |
| 	while (id) {
 | |
| 		if(STREQ(name, getIDName(id))) break;
 | |
| 			id= id->next;
 | |
| 	}
 | |
| 	return id;
 | |
| }
 | |
| 
 | |
| void printList(ListBase *list)
 | |
| {
 | |
| 	ID *walk = list->first;
 | |
| 	ID *lastwalk = 0;
 | |
| 	printf("List: %s\n", walk->name);
 | |
| 	while (walk) {
 | |
| 		printf("   %s\n", walk->name);
 | |
| 		lastwalk = walk;
 | |
| 		walk= walk->next;
 | |
| 	}
 | |
| 	if (list->last != lastwalk)
 | |
| 	{
 | |
| 		printf("****: listbase->last pointing to wrong end!\n");
 | |
| 		// list->last = lastwalk;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| /** (future) garbage collector subroutine */
 | |
| 
 | |
| 
 | |
| int gc_mainlist(ListBase *lb)
 | |
| {
 | |
| 	ID *id = (ID *) lb->first;
 | |
| 
 | |
| 	while (id) {
 | |
| 		if (getIDUsers(id) == 0) {
 | |
| 			switch(GET_ID_TYPE(id)) {
 | |
| 			case ID_OB:
 | |
| 				BPY_debug(("free [Object %s]\n", getIDName(id)));
 | |
| 				unlink_object((Object *) id);
 | |
| 				free_libblock(lb, id);
 | |
| 				break;
 | |
| 			default: break;
 | |
| 			}
 | |
| 		}
 | |
| 		id = id->next;
 | |
| 	}
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| 	/** Garbage collection function.  EXPERIMENTAL!
 | |
| 	 *  This should free Blender from all unreferenced Objects (i.e. 
 | |
| 	 *  user count == 0). 
 | |
| 	 *  Don't expect too much yet -- User counting isn't done
 | |
| 	 *  consequently in Blender. Neither parenting or bevelcurves
 | |
| 	 *  etc. respect user counts...therefore, no circular references
 | |
| 	 *  show up -- which are in fact possible; example:
 | |
| 	 *
 | |
| 	 *  A BevelCurve is parenting its BevelObject: so there is a 
 | |
| 	 *  reference from the BevelObject to the BevelCurve, and a
 | |
| 	 *  reference back from the Bevelcurve to the BevelObject.
 | |
| 	 *
 | |
| 	 *  There are a lot of cleanup functions in Blender taking care
 | |
| 	 *  of updating (invalidating) references to deleted objects.
 | |
| 	 *  See unlink_object() for more details.
 | |
| 	 *
 | |
| 	 *  This function must not be called inside a script, so don't go
 | |
| 	 *  and create a wrapper for it :-)
 | |
| 	 *  In a hopefully later implementation, the Python garbage collection
 | |
| 	 *  might be used. For the moment, this is better than 'Save and Reload'
 | |
| 	 */
 | |
| 
 | |
| 	int garbage_collect(Main *m)
 | |
| 	{
 | |
| 		/* Remember, all descriptor objects must BOB_DECUSER on their raw 
 | |
| 		Blender Datablock in their __del__ method (C-API: dealloc function) */
 | |
| 
 | |
| 		gc_mainlist(&m->object);
 | |
| 
 | |
| 		/* TODO proper kernel level functions for safely freeing these objects
 | |
| 		 * must first be implemented... 
 | |
| 		gc_mainlist(&m->mesh);
 | |
| 	gc_mainlist(&m->mat);
 | |
| 	gc_mainlist(&m->lamp);
 | |
| 	gc_mainlist(&m->camera);
 | |
| 
 | |
| 	.. and this list is far from being complete.
 | |
| 	*/
 | |
| 
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| /** expands pointer array of length 'oldsize' to length 'newsize'.
 | |
|   * A pointer to the (void *) array must be passed as first argument 
 | |
|   * The array pointer content can be NULL, in this case a new array of length
 | |
|   * 'newsize' is created.
 | |
|   */
 | |
| 
 | |
| static int expandPtrArray(void **p, int oldsize, int newsize)
 | |
| {
 | |
| 	void *newarray;
 | |
| 
 | |
| 	if (newsize < oldsize) {
 | |
| 		return 0;
 | |
| 	}	
 | |
| 	newarray = MEM_callocN(newsize * sizeof(void *), "PtrArray");
 | |
| 	if (*p) {
 | |
| 		memcpy(newarray, *p, oldsize);
 | |
| 		MEM_freeN(*p);
 | |
| 	}	
 | |
| 	*p = newarray;
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| /************************************************************************
 | |
|  * Material object low level routines
 | |
|  *
 | |
|  */
 | |
| 
 | |
| /* MAXMAT = maximum number of materials per object/ object data */
 | |
| 
 | |
| #define MATINDEX_CHECK(x) \
 | |
| 	if ((x) < 0 || (x) >= MAXMAT) { printf("illegal matindex!\n"); return 0; }
 | |
| 
 | |
| /** Returns a new material list (material pointer array) of length 'len'
 | |
|   *
 | |
|   */
 | |
| 
 | |
| Material **newMaterialList(int len)
 | |
| {
 | |
| 	Material **matlist = 
 | |
| 		(Material **) MEM_mallocN(len * sizeof(Material *), "MaterialList");
 | |
| 	return matlist;
 | |
| }
 | |
| 
 | |
| /** releases material list and decrements user count on materials */
 | |
| 
 | |
| int releaseMaterialList(Material **matlist, int len)
 | |
| {
 | |
| 	int i;
 | |
| 	Material *m;
 | |
| 
 | |
| 	MATINDEX_CHECK(len);
 | |
| 
 | |
| 	for (i= 0; i < len; i++) {
 | |
| 
 | |
| 		m = matlist[i];
 | |
| 		BOB_XDECUSER((ID *) m);
 | |
| 	}
 | |
| 	MEM_freeN(matlist); 
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| /** Synchronizes Object <-> data material lists. Blender just wants it. */
 | |
| 
 | |
| int synchronizeMaterialLists(Object *object, void *data)
 | |
| {
 | |
| 	// get pointer to data's material array:
 | |
| 	// and            number of data materials
 | |
| 	// ... because they will need modification.
 | |
| 
 | |
| 	Material ***p_dataMaterials = give_matarar(object); 
 | |
| 	short *nmaterials = give_totcolp(object);
 | |
| 
 | |
| 	if (object->totcol > *nmaterials){ // more object mats than data mats
 | |
| 		*nmaterials = object->totcol;
 | |
| 		return expandPtrArray((void *) p_dataMaterials, *nmaterials, object->totcol);
 | |
| 	} else if (object->totcol < *nmaterials) {
 | |
| 		object->totcol = *nmaterials;
 | |
| 		return expandPtrArray((void *) &object->mat, object->totcol, *nmaterials);
 | |
| 	}
 | |
| 	return 1; // in this case, no synchronization needed; they're of equal
 | |
| 	          // length
 | |
| }
 | |
| 
 | |
| /************************************************************************
 | |
|  * Object low level routines
 | |
|  *
 | |
|  */
 | |
| 
 | |
| /** creates a new empty object of type OB_ (TODO: should be enum)
 | |
|   *
 | |
|   */
 | |
| 
 | |
| 
 | |
| Object *object_new(int type)
 | |
| {
 | |
| 	Object *object;
 | |
| 	char name[32];
 | |
| 
 | |
| 	Global *g = getGlobal();
 | |
| 
 | |
| 	switch(type) {
 | |
| 		case OB_MESH: strcpy(name, "Mesh"); break;
 | |
| 		case OB_CURVE: strcpy(name, "Curve"); break;
 | |
| 		case OB_SURF: strcpy(name, "Surf"); break;
 | |
| 		case OB_FONT: strcpy(name, "Text"); break;
 | |
| 		case OB_MBALL: strcpy(name, "Mball"); break;
 | |
| 		case OB_CAMERA: strcpy(name, "Camera"); break;
 | |
| 		case OB_LAMP: strcpy(name, "Lamp"); break;
 | |
| 		case OB_IKA: strcpy(name, "Ika"); break;
 | |
| 		case OB_LATTICE: strcpy(name, "Lattice"); break;
 | |
| 		case OB_WAVE: strcpy(name, "Wave"); break;
 | |
| 		case OB_ARMATURE: strcpy(name,"Armature");break;
 | |
| 		default:  strcpy(name, "Empty");
 | |
| 	}
 | |
| 
 | |
| 	object = alloc_libblock(getObjectList(), ID_OB, name);
 | |
| 
 | |
| 	/* user count is set to 1 by alloc_libblock, we just reset it to 0... */
 | |
| 	BOB_USERCOUNT((ID*) object) = 0; // it's a new object, so no user yet
 | |
| 	object->flag = 0;
 | |
| 	object->type = type;
 | |
| 
 | |
| 	/* transforms */
 | |
| 	QuatOne(object->quat);
 | |
| 	QuatOne(object->dquat);
 | |
| 	
 | |
|     object->col[3]= 1.0;    // alpha 
 | |
| 
 | |
| 	object->size[0] = object->size[1] = object->size[2] = 1.0;
 | |
| 	object->loc[0] = object->loc[1] = object->loc[2] = 0.0;
 | |
| 	Mat4One(object->parentinv);
 | |
| 	Mat4One(object->obmat);
 | |
| 	object->dt = OB_SHADED; // drawtype
 | |
| 
 | |
| 	object_setdefaults(object);
 | |
| 
 | |
| 	object->lay = 1; // Layer, by default visible
 | |
| 
 | |
| 	switch(type) {
 | |
| 		case OB_MESH: object->data= add_mesh(); g->totmesh++; break;
 | |
| 		case OB_CAMERA: object->data= add_camera(); break;
 | |
| 		case OB_LAMP: object->data= add_lamp(); g->totlamp++; break;
 | |
| 
 | |
| 	// TODO the following types will be supported later
 | |
| 	//	case OB_CURVE: object->data= add_curve(OB_CURVE); g->totcurve++; break;
 | |
| 	//	case OB_SURF: object->data= add_curve(OB_SURF); g->totcurve++; break;
 | |
| 	//	case OB_FONT: object->data= add_curve(OB_FONT); break;
 | |
| 	//	case OB_MBALL: object->data= add_mball(); break;
 | |
| 	//	case OB_IKA: object->data= add_ika(); object->dt= OB_WIRE; break;
 | |
| 	//	case OB_LATTICE: object->data= (void *)add_lattice(); object->dt= OB_WIRE; break;
 | |
| 	//	case OB_WAVE: object->data= add_wave(); break;
 | |
| 	//	case OB_ARMATURE: object->data=add_armature();break;
 | |
| 	}
 | |
| 
 | |
| 	g->totobj++; // gee, I *hate* G
 | |
| 	return object;
 | |
| }
 | |
| 
 | |
| /* returns new Base */
 | |
| Base *object_newBase(Object *object)
 | |
| {
 | |
| 	Base *base;
 | |
| 	base = MEM_callocN(sizeof(Base), "newbase");
 | |
| 	if (!base)
 | |
| 		return 0;
 | |
| 	base->object = object;
 | |
| 	base->lay = object->lay;
 | |
| 	base->flag = object->flag;
 | |
| 	return base;
 | |
| }
 | |
| 
 | |
| Object *object_copy(Object *object)
 | |
| {
 | |
| 	Object *new;
 | |
| 
 | |
| 	new = copy_object(object);
 | |
| 	BOB_USERCOUNT((ID*) new) = 0; // it's a new object, so no user yet
 | |
| 	return new;
 | |
| }
 | |
| 
 | |
| /* Set draw mode of object */
 | |
| void object_setDrawMode(Object *object, int modebits)
 | |
| {
 | |
| 	object->dt = (modebits & 0xff);
 | |
| 	object->dtx = (modebits >> 8);
 | |
| }
 | |
| 
 | |
| int object_getDrawMode(Object *object)
 | |
| {
 | |
| 	return (((int) object->dtx) << 8 ) + object->dt;
 | |
| }
 | |
| 
 | |
| /* link data to Object object */
 | |
| int object_linkdata(Object *object, void *data)
 | |
| {
 | |
| 	ID *oldid, *id;
 | |
| 	int valid;
 | |
| 
 | |
| 	if (!data) return 0;
 | |
| 
 | |
| 	oldid = (ID*) object->data; 
 | |
| 	id = (ID*) data;
 | |
| 
 | |
| 	valid = 0;
 | |
| 
 | |
| #define _CASE(objtype, idtype) \
 | |
| 	case objtype:\
 | |
| 		if (GET_ID_TYPE(id) == idtype) \
 | |
| 			valid = 1; \
 | |
| 		break;	
 | |
| 
 | |
| 	switch (object->type) {
 | |
| 	_CASE(OB_MESH, ID_ME)
 | |
| 	_CASE(OB_CAMERA, ID_CA)
 | |
| 	_CASE(OB_LAMP, ID_LA)
 | |
| 	default: // not supported
 | |
| 		return 0;
 | |
| 	}
 | |
| 	if (valid) {
 | |
| 		object->data = data;
 | |
| 		BOB_INCUSER(id);
 | |
| 		if (oldid)
 | |
| 			BOB_DECUSER(oldid); // dec users
 | |
| 
 | |
| 		// extra check for multi materials on meshes:
 | |
| 		// This is a hack to check whether object material lists are of same
 | |
| 		// length as their data material lists..
 | |
| 		//if (GET_ID_TYPE(id) == ID_ME) {
 | |
| 			//test_object_materials(id);
 | |
| 		//}	
 | |
| 		return 1;
 | |
| 	}
 | |
| 	return 0;
 | |
| }
 | |
| 
 | |
| /* release data from object object */
 | |
| 
 | |
| int object_unlinkdata(Object *object)
 | |
| {
 | |
| 	ID *id = object->data;
 | |
| 
 | |
| 	BOB_XDECUSER(id);
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| /** set Object materials:
 | |
|   * takes a list of Material pointers of maximum length MAXMAT
 | |
|   */
 | |
| 
 | |
| int object_setMaterials(Object *object, Material **matlist, int len)
 | |
| {
 | |
| 	int i;
 | |
| 
 | |
| 	MATINDEX_CHECK(len)
 | |
| 	if (object->mat) {
 | |
| 		releaseMaterialList(object->mat, len);
 | |
| 	}
 | |
| 	// inc user count on all materials
 | |
| 	for (i = 0; i < len; i++) {
 | |
| 		BOB_XINCUSER( (ID *) matlist[i]);
 | |
| 	}
 | |
| 
 | |
| 	object->mat = matlist;
 | |
| 	object->totcol = len;
 | |
| 	object->actcol = len - 1; // XXX
 | |
| 	// workaround: blender wants the object's data material list
 | |
| 	// to be of the same length, otherwise colourful fun happens.
 | |
| 	// so, we synchronize this here:
 | |
| 
 | |
| 	switch (object->type)
 | |
| 	{
 | |
| 		case OB_MESH:
 | |
| 		case OB_CURVE:
 | |
| 		case OB_FONT:
 | |
| 		case OB_SURF:
 | |
| 		case OB_MBALL:
 | |
| 			synchronizeMaterialLists(object, object->data);
 | |
| 			break;
 | |
| 		default:
 | |
| 			return 0;
 | |
| 	}
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| /** make 'object' the parent of the object 'child' 
 | |
|   *
 | |
|   * mode = 1: set parent inverse matrix to _1_ ('clear inverse')
 | |
|   * fast = 1: Don't update scene base (hierarchy). In this case,
 | |
|   *           sort_baselist() needs to be called explicitely before redraw.
 | |
|   */
 | |
| 
 | |
| int object_makeParent(Object *parent, Object *child, int mode, int fast) 
 | |
| {
 | |
| 	if (test_parent_loop(parent, child)) {
 | |
| 		PyErr_SetString(PyExc_RuntimeError, "parenting loop detected!");
 | |
| 		return 0;
 | |
| 	}
 | |
| 	child->partype = PAROBJECT;
 | |
| 	child->parent = parent;
 | |
| 	if (mode == 1) {
 | |
| 		Mat4One(child->parentinv); // parent inverse = unity
 | |
| 		child->loc[0] = 0.0; child->loc[1] = 0.0; child->loc[2] = 0.0; 
 | |
| 	} else {
 | |
| 		what_does_parent(child);
 | |
| 		Mat4Invert(child->parentinv, parent->obmat); // save inverse
 | |
| 	}
 | |
| 
 | |
| 	/* This is some bad global thing again -- we should determine 
 | |
| 	   the current scene
 | |
| 	   another way. Later. */
 | |
| 	if (!fast) 
 | |
| 		sort_baselist(getGlobal()->scene);
 | |
| 
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| /** Unlink parenting hierarchy:
 | |
|   *
 | |
|   * mode = 2: keep transform
 | |
|   * fast = 1: don't update scene bases. see makeParent()
 | |
|   */
 | |
| 
 | |
| int object_clrParent(Object *child, int mode, int fast) 
 | |
| {
 | |
| 	Object *par;
 | |
| 
 | |
| 	par = child->parent;
 | |
| 	child->parent = 0;
 | |
| 	if (mode == 2) { // keep transform
 | |
| 		apply_obmat(child);
 | |
| 	}
 | |
| 	if (!fast) 
 | |
| 		sort_baselist(getGlobal()->scene);
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| /** Set object's defaults */
 | |
| 
 | |
| int object_setdefaults(Object *ob)
 | |
| {
 | |
| 	if(U.flag & MAT_ON_OB) ob->colbits= -1;
 | |
| 	switch(ob->type) {
 | |
| 		case OB_CAMERA:
 | |
| 		case OB_LAMP:
 | |
| 			ob->trackflag = OB_NEGZ;
 | |
| 			ob->upflag = OB_POSY;
 | |
| 			break;
 | |
| 		default:
 | |
| 			ob->trackflag = OB_POSY;
 | |
| 			ob->upflag = OB_POSZ;
 | |
| 	}
 | |
| 	ob->ipoflag = OB_OFFS_OB + OB_OFFS_PARENT;
 | |
| 
 | |
| 	/* duplivert settings */
 | |
| 
 | |
| 	ob->dupon = 1; ob->dupoff = 0;
 | |
| 	ob->dupsta = 1; ob->dupend = 100;
 | |
| 
 | |
| 	/* Gameengine defaults*/
 | |
| 	ob->mass= ob->inertia= 1.0;
 | |
| 	ob->formfactor= 0.4;
 | |
| 	ob->damping= 0.04;
 | |
| 	ob->rdamping= 0.1;
 | |
| 	ob->anisotropicFriction[0] = 1.0;
 | |
| 	ob->anisotropicFriction[1] = 1.0;
 | |
| 	ob->anisotropicFriction[2] = 1.0;
 | |
| 
 | |
| 	/* default to not use fh in new system */
 | |
| 	ob->gameflag= OB_PROP;	/*|OB_DO_FH; */
 | |
| 	
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| /************************************************************************
 | |
|  * Creation of new data blocks
 | |
|  * 
 | |
|  * We [ab|re]use the blender kernel functions, but set the user count to 0,
 | |
|  * because the object does not have users yet.
 | |
|  * Currently, the user count is abused as reference count which should be
 | |
|  * separate in future
 | |
|  */
 | |
| 
 | |
| Material *material_new(void)
 | |
| {
 | |
| 	Material *m = add_material("Material");
 | |
| 	BOB_USERCOUNT((ID*) m) = 0; // set 'refcount' to 0, because 
 | |
| 	                            // it's a free material
 | |
| 	return m;
 | |
| }
 | |
| 
 | |
| Lamp *lamp_new()
 | |
| {
 | |
| 	Lamp *la;
 | |
| 
 | |
| 	la = add_lamp();
 | |
| 	BOB_USERCOUNT((ID*) la) = 0; 
 | |
| 
 | |
| 	return la;
 | |
| }	
 | |
| 
 | |
| Camera *camera_new()
 | |
| {
 | |
| 	Camera *cam;
 | |
|         
 | |
|  	cam = add_camera();
 | |
| 	BOB_USERCOUNT((ID*) cam) = 0; 
 | |
| 	return cam;
 | |
| }	
 | |
| 
 | |
| Ipo *ipo_new(int type, char *name)
 | |
| {
 | |
| 	Ipo *ipo;
 | |
| 
 | |
| 	ipo = add_ipo(name, type);
 | |
| 	BOB_USERCOUNT((ID*) ipo) = 0; 
 | |
| 	return ipo;
 | |
| }
 | |
| 
 | |
| 
 | |
| /* Finds the ipo curve with channel code 'code' in the datablock 'ipo' 
 | |
|    and returns it, if found (NULL otherwise) */
 | |
| 
 | |
| IpoCurve *ipo_findcurve(Ipo *ipo, int code) 
 | |
| {
 | |
| 	IpoCurve *ipocurve;
 | |
| 
 | |
| 	ipocurve = ipo->curve.first;
 | |
| 	while(ipocurve) {
 | |
| 		if (ipocurve->adrcode == code) break;
 | |
| 		ipocurve = ipocurve->next;
 | |
| 	}
 | |
| 	return ipocurve;
 | |
| }	
 | |
| 
 | |
| 
 | |
| /** Returns a new Ipo curve */
 | |
| IpoCurve *ipocurve_new()
 | |
| {
 | |
| 	IpoCurve *curve;
 | |
| 
 | |
| 	curve = MEM_callocN(sizeof(IpoCurve), "new_ipocurve");
 | |
| 	curve->flag = IPO_VISIBLE;
 | |
| 	return curve;
 | |
| }	
 | |
| 
 | |
| IpoCurve *ipocurve_copy(IpoCurve *curve)
 | |
| {
 | |
| 	IpoCurve *newcurve;
 | |
| 
 | |
| 	newcurve = MEM_callocN(sizeof(IpoCurve), "new_ipocurve");
 | |
| 	memcpy(newcurve, curve, sizeof(IpoCurve));
 | |
| 	// copy bez triples:
 | |
| 	newcurve->bezt= MEM_mallocN(curve->totvert*sizeof(BezTriple), "ipocurve_copy");
 | |
| 	memcpy(newcurve->bezt, curve->bezt, curve->totvert*sizeof(BezTriple)); 
 | |
| 	return newcurve;
 | |
| }
 | |
| 
 | |
| /** Assign ipo to object object */
 | |
| 
 | |
| /* macros, see b_interface.h */
 | |
| 
 | |
| DEF_ASSIGN_IPO(object, Object)  // defines object_assignIpo()
 | |
| 
 | |
| DEF_ASSIGN_IPO(camera, Camera)  
 | |
| 
 | |
| DEF_ASSIGN_IPO(lamp, Lamp)  
 | |
| 
 | |
| DEF_ASSIGN_IPO(material, Material)  
 | |
| 
 | |
| /************************************************************************
 | |
|  * Mesh object low level routines
 | |
|  *
 | |
|  */
 | |
| 
 | |
| /** Returns a new, free (non owned) mesh.
 | |
|   * add_mesh() automatically returns a mesh object with users = 1,
 | |
|   * so we set it to 0. Hack, hack.
 | |
|   */
 | |
| 
 | |
| Mesh *mesh_new(void)
 | |
| {
 | |
| 	Mesh *me = add_mesh();
 | |
| 	((ID *) me)->us = 0;
 | |
| 	return me;
 | |
| }
 | |
| 
 | |
| /** updates drawing properties etc. of mesh */
 | |
| 
 | |
| void mesh_update(Mesh *mesh)
 | |
| {
 | |
| 	edge_drawflags_mesh(mesh);
 | |
| 	tex_space_mesh(mesh);
 | |
| }
 | |
| 
 | |
| /************************************************************************
 | |
|  * Scene object low level routines
 | |
|  *
 | |
|  */
 | |
| 
 | |
| /** Returns current Scene */
 | |
| 
 | |
| Scene *scene_getCurrent(void)
 | |
| {
 | |
| 	return getGlobal()->scene;
 | |
| }
 | |
| 
 | |
| /* returns base of object 'object' in Scene 'scene', 0 if nonexistant 
 | |
|  * A base is basically an visual instantiation of an 3D object (Object)
 | |
|  * in a Scene. See scene_linkObject()
 | |
|  *
 | |
|  */
 | |
| 
 | |
| Base *scene_getObjectBase(Scene *scene, Object *object)
 | |
| {
 | |
| 	Base *base;
 | |
| 	base = scene->base.first;
 | |
| 	while (base)
 | |
| 	{
 | |
| 		if (object == base->object) // it exists
 | |
| 			return base;
 | |
| 		base = base->next;
 | |
| 	}
 | |
| 	return NULL;
 | |
| }
 | |
| 
 | |
| /* links an object into a scene */
 | |
| int scene_linkObject(Scene *scene, Object *object)
 | |
| {
 | |
| 	Base *base, *b;
 | |
| 	b = scene_getObjectBase(scene, object);
 | |
| 	if (b)
 | |
| 		return 0;
 | |
| 	base = object_newBase(object); 
 | |
| 	if (!base) { 
 | |
| 		return 0;
 | |
| 	}	
 | |
| 	BOB_INCUSER((ID *) object); // incref the object 
 | |
| 	BLI_addhead(&scene->base, base);
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| /* unlinks an object from a scene */
 | |
| int scene_unlinkObject(Scene *scene, Object *object)
 | |
| {
 | |
| 	Base *base;
 | |
| 	base = scene_getObjectBase(scene, object);
 | |
| 	if (base) {
 | |
| 		BLI_remlink(&scene->base, base);
 | |
| 		BOB_DECUSER((ID *) object);
 | |
| 		MEM_freeN(base);
 | |
| 		scene->basact = 0; // make sure the just deleted object has no longer an 
 | |
| 		                   // active base (which happens if it was selected
 | |
| 		return 1;
 | |
| 	}
 | |
| 	else return 0;
 | |
| }
 | |
| 
 | 
