Servo control motion actuator did not work as expected when the object is moving on a moving platform. This patch introduces a new Ref field in the servo motion actuator to set a reference object for the velocity calculation. You can set the object during the game using the actuator "reference" attribute; use an object name or an object reference. The servo controller takes into account the angular velocity of the reference object to compute the relative local velocity.
661 lines
13 KiB
C
661 lines
13 KiB
C
/**
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* $Id$
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*
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* ***** BEGIN GPL 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.
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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 LICENSE BLOCK *****
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* these all are linked to objects (listbase)
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* all data is 'direct data', not Blender lib data.
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*/
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#include <stdio.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "nla.h" /* For __NLA: Important, do not remove */
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#include "DNA_text_types.h"
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#include "DNA_controller_types.h"
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#include "DNA_sensor_types.h"
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#include "DNA_actuator_types.h"
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#include "DNA_object_types.h"
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#include "BLI_blenlib.h"
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#include "BKE_bad_level_calls.h"
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#include "BKE_utildefines.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BKE_blender.h"
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#include "BKE_sca.h"
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void free_text_controllers(Text *txt)
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{
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Object *ob;
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bController *cont;
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ob= G.main->object.first;
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while(ob) {
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cont= ob->controllers.first;
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while(cont) {
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if(cont->type==CONT_PYTHON) {
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bPythonCont *pc;
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pc= cont->data;
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if(pc->text==txt) pc->text= NULL;
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}
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cont= cont->next;
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}
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ob= ob->id.next;
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}
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}
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/* ******************* SENSORS ************************ */
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void free_sensor(bSensor *sens)
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{
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if(sens->links) MEM_freeN(sens->links);
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if(sens->data) MEM_freeN(sens->data);
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MEM_freeN(sens);
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}
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void free_sensors(ListBase *lb)
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{
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bSensor *sens;
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while((sens= lb->first)) {
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BLI_remlink(lb, sens);
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free_sensor(sens);
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}
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}
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bSensor *copy_sensor(bSensor *sens)
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{
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bSensor *sensn;
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sensn= MEM_dupallocN(sens);
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sensn->flag |= SENS_NEW;
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if(sens->data) {
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sensn->data= MEM_dupallocN(sens->data);
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}
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if(sens->links) sensn->links= MEM_dupallocN(sens->links);
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return sensn;
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}
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void copy_sensors(ListBase *lbn, ListBase *lbo)
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{
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bSensor *sens, *sensn;
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lbn->first= lbn->last= 0;
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sens= lbo->first;
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while(sens) {
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sensn= copy_sensor(sens);
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BLI_addtail(lbn, sensn);
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sens= sens->next;
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}
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}
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void init_sensor(bSensor *sens)
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{
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/* also use when sensor changes type */
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bNearSensor *ns;
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bMouseSensor *ms;
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if(sens->data) MEM_freeN(sens->data);
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sens->data= NULL;
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sens->pulse = 0;
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switch(sens->type) {
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case SENS_ALWAYS:
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sens->pulse = 0;
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break;
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case SENS_TOUCH:
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sens->data= MEM_callocN(sizeof(bTouchSensor), "touchsens");
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break;
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case SENS_NEAR:
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ns=sens->data= MEM_callocN(sizeof(bNearSensor), "nearsens");
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ns->dist= 1.0;
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ns->resetdist= 2.0;
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break;
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case SENS_KEYBOARD:
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sens->data= MEM_callocN(sizeof(bKeyboardSensor), "keysens");
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break;
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case SENS_PROPERTY:
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sens->data= MEM_callocN(sizeof(bPropertySensor), "propsens");
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break;
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case SENS_ACTUATOR:
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sens->data= MEM_callocN(sizeof(bActuatorSensor), "actsens");
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break;
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case SENS_DELAY:
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sens->data= MEM_callocN(sizeof(bDelaySensor), "delaysens");
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break;
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case SENS_MOUSE:
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ms=sens->data= MEM_callocN(sizeof(bMouseSensor), "mousesens");
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ms->type= LEFTMOUSE;
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break;
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case SENS_COLLISION:
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sens->data= MEM_callocN(sizeof(bCollisionSensor), "colsens");
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break;
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case SENS_RADAR:
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sens->data= MEM_callocN(sizeof(bRadarSensor), "radarsens");
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break;
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case SENS_RANDOM:
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sens->data= MEM_callocN(sizeof(bRandomSensor), "randomsens");
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break;
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case SENS_RAY:
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sens->data= MEM_callocN(sizeof(bRaySensor), "raysens");
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break;
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case SENS_MESSAGE:
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sens->data= MEM_callocN(sizeof(bMessageSensor), "messagesens");
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break;
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case SENS_JOYSTICK:
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sens->data= MEM_callocN(sizeof(bJoystickSensor), "joysticksens");
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break;
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default:
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; /* this is very severe... I cannot make any memory for this */
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/* logic brick... */
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}
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}
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bSensor *new_sensor(int type)
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{
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bSensor *sens;
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sens= MEM_callocN(sizeof(bSensor), "Sensor");
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sens->type= type;
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sens->flag= SENS_SHOW;
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init_sensor(sens);
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strcpy(sens->name, "sensor");
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make_unique_prop_names(sens->name);
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return sens;
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}
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/* ******************* CONTROLLERS ************************ */
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void unlink_controller(bController *cont)
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{
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bSensor *sens;
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Object *ob;
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int a, removed;
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/* check for controller pointers in sensors */
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ob= G.main->object.first;
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while(ob) {
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sens= ob->sensors.first;
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while(sens) {
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removed= 0;
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for(a=0; a<sens->totlinks; a++) {
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if(removed) (sens->links)[a-1] = (sens->links)[a];
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else if((sens->links)[a] == cont) removed= 1;
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}
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if(removed) {
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sens->totlinks--;
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if(sens->totlinks==0) {
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MEM_freeN(sens->links);
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sens->links= NULL;
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}
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}
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sens= sens->next;
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}
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ob= ob->id.next;
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}
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}
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void unlink_controllers(ListBase *lb)
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{
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bController *cont;
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for (cont= lb->first; cont; cont= cont->next)
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unlink_controller(cont);
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}
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void free_controller(bController *cont)
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{
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if(cont->links) MEM_freeN(cont->links);
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/* the controller itself */
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if(cont->data) MEM_freeN(cont->data);
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MEM_freeN(cont);
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}
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void free_controllers(ListBase *lb)
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{
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bController *cont;
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while((cont= lb->first)) {
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BLI_remlink(lb, cont);
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if(cont->slinks) MEM_freeN(cont->slinks);
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free_controller(cont);
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}
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}
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bController *copy_controller(bController *cont)
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{
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bController *contn;
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cont->mynew=contn= MEM_dupallocN(cont);
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contn->flag |= CONT_NEW;
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if(cont->data) {
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contn->data= MEM_dupallocN(cont->data);
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}
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if(cont->links) contn->links= MEM_dupallocN(cont->links);
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contn->slinks= NULL;
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contn->totslinks= 0;
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return contn;
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}
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void copy_controllers(ListBase *lbn, ListBase *lbo)
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{
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bController *cont, *contn;
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lbn->first= lbn->last= 0;
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cont= lbo->first;
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while(cont) {
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contn= copy_controller(cont);
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BLI_addtail(lbn, contn);
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cont= cont->next;
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}
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}
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void init_controller(bController *cont)
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{
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/* also use when controller changes type, leave actuators... */
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if(cont->data) MEM_freeN(cont->data);
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cont->data= 0;
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switch(cont->type) {
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case CONT_EXPRESSION:
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cont->data= MEM_callocN(sizeof(bExpressionCont), "expcont");
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break;
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case CONT_PYTHON:
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cont->data= MEM_callocN(sizeof(bPythonCont), "pycont");
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break;
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}
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}
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bController *new_controller(int type)
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{
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bController *cont;
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cont= MEM_callocN(sizeof(bController), "Controller");
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cont->type= type;
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cont->flag= CONT_SHOW;
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init_controller(cont);
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strcpy(cont->name, "cont");
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make_unique_prop_names(cont->name);
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return cont;
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}
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/* ******************* ACTUATORS ************************ */
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void unlink_actuator(bActuator *act)
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{
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bController *cont;
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Object *ob;
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int a, removed;
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/* check for actuator pointers in controllers */
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ob= G.main->object.first;
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while(ob) {
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cont= ob->controllers.first;
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while(cont) {
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removed= 0;
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for(a=0; a<cont->totlinks; a++) {
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if(removed) (cont->links)[a-1] = (cont->links)[a];
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else if((cont->links)[a] == act) removed= 1;
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}
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if(removed) {
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cont->totlinks--;
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if(cont->totlinks==0) {
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MEM_freeN(cont->links);
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cont->links= NULL;
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}
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}
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cont= cont->next;
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}
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ob= ob->id.next;
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}
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}
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void unlink_actuators(ListBase *lb)
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{
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bActuator *act;
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for (act= lb->first; act; act= act->next)
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unlink_actuator(act);
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}
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void free_actuator(bActuator *act)
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{
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if(act->data) MEM_freeN(act->data);
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MEM_freeN(act);
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}
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void free_actuators(ListBase *lb)
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{
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bActuator *act;
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while((act= lb->first)) {
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BLI_remlink(lb, act);
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free_actuator(act);
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}
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}
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bActuator *copy_actuator(bActuator *act)
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{
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bActuator *actn;
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act->mynew=actn= MEM_dupallocN(act);
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actn->flag |= ACT_NEW;
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if(act->data) {
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actn->data= MEM_dupallocN(act->data);
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}
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return actn;
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}
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void copy_actuators(ListBase *lbn, ListBase *lbo)
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{
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bActuator *act, *actn;
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lbn->first= lbn->last= 0;
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act= lbo->first;
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while(act) {
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actn= copy_actuator(act);
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BLI_addtail(lbn, actn);
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act= act->next;
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}
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}
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void init_actuator(bActuator *act)
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{
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/* also use when actuator changes type */
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bObjectActuator *oa;
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if(act->data) MEM_freeN(act->data);
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act->data= 0;
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switch(act->type) {
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#ifdef __NLA
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case ACT_ACTION:
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case ACT_SHAPEACTION:
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act->data= MEM_callocN(sizeof(bActionActuator), "actionact");
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break;
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#endif
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case ACT_SOUND:
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act->data= MEM_callocN(sizeof(bSoundActuator), "soundact");
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break;
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case ACT_CD:
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act->data= MEM_callocN(sizeof(bCDActuator), "cdact");
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break;
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case ACT_OBJECT:
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act->data= MEM_callocN(sizeof(bObjectActuator), "objectact");
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oa= act->data;
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oa->flag= 15;
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break;
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case ACT_IPO:
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act->data= MEM_callocN(sizeof(bIpoActuator), "ipoact");
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break;
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case ACT_PROPERTY:
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act->data= MEM_callocN(sizeof(bPropertyActuator), "propact");
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break;
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case ACT_CAMERA:
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act->data= MEM_callocN(sizeof(bCameraActuator), "camact");
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break;
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case ACT_EDIT_OBJECT:
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act->data= MEM_callocN(sizeof(bEditObjectActuator), "editobact");
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break;
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case ACT_CONSTRAINT:
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act->data= MEM_callocN(sizeof(bConstraintActuator), "cons act");
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break;
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case ACT_SCENE:
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act->data= MEM_callocN(sizeof(bSceneActuator), "scene act");
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break;
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case ACT_GROUP:
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act->data= MEM_callocN(sizeof(bGroupActuator), "group act");
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break;
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case ACT_RANDOM:
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act->data= MEM_callocN(sizeof(bRandomActuator), "random act");
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break;
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case ACT_MESSAGE:
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act->data= MEM_callocN(sizeof(bMessageActuator), "message act");
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break;
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case ACT_GAME:
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act->data= MEM_callocN(sizeof(bGameActuator), "game act");
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break;
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case ACT_VISIBILITY:
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act->data= MEM_callocN(sizeof(bVisibilityActuator), "visibility act");
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break;
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case ACT_2DFILTER:
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act->data = MEM_callocN(sizeof( bTwoDFilterActuator ), "2d filter act");
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break;
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case ACT_PARENT:
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act->data = MEM_callocN(sizeof( bParentActuator ), "parent act");
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break;
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case ACT_STATE:
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act->data = MEM_callocN(sizeof( bStateActuator ), "state act");
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break;
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default:
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; /* this is very severe... I cannot make any memory for this */
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/* logic brick... */
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}
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}
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bActuator *new_actuator(int type)
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{
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bActuator *act;
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act= MEM_callocN(sizeof(bActuator), "Actuator");
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act->type= type;
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act->flag= ACT_SHOW;
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init_actuator(act);
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strcpy(act->name, "act");
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make_unique_prop_names(act->name);
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return act;
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}
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/* ******************** GENERAL ******************* */
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void clear_sca_new_poins_ob(Object *ob)
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{
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bSensor *sens;
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bController *cont;
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bActuator *act;
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sens= ob->sensors.first;
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while(sens) {
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sens->flag &= ~SENS_NEW;
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sens= sens->next;
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}
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cont= ob->controllers.first;
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while(cont) {
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cont->mynew= NULL;
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cont->flag &= ~CONT_NEW;
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cont= cont->next;
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}
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act= ob->actuators.first;
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while(act) {
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act->mynew= NULL;
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act->flag &= ~ACT_NEW;
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act= act->next;
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}
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}
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void clear_sca_new_poins()
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{
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Object *ob;
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ob= G.main->object.first;
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while(ob) {
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clear_sca_new_poins_ob(ob);
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ob= ob->id.next;
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}
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}
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void set_sca_new_poins_ob(Object *ob)
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{
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bSensor *sens;
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bController *cont;
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bActuator *act;
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int a;
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sens= ob->sensors.first;
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while(sens) {
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if(sens->flag & SENS_NEW) {
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for(a=0; a<sens->totlinks; a++) {
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if(sens->links[a] && sens->links[a]->mynew)
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sens->links[a]= sens->links[a]->mynew;
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}
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}
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sens= sens->next;
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}
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cont= ob->controllers.first;
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while(cont) {
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|
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_SCENE) {
|
|
bSceneActuator *sca= act->data;
|
|
ID_NEW(sca->camera);
|
|
}
|
|
}
|
|
act= act->next;
|
|
}
|
|
}
|
|
|
|
|
|
void set_sca_new_poins()
|
|
{
|
|
Object *ob;
|
|
|
|
ob= G.main->object.first;
|
|
while(ob) {
|
|
set_sca_new_poins_ob(ob);
|
|
ob= ob->id.next;
|
|
}
|
|
}
|
|
|
|
void sca_remove_ob_poin(Object *obt, Object *ob)
|
|
{
|
|
bSensor *sens;
|
|
bMessageSensor *ms;
|
|
bActuator *act;
|
|
bCameraActuator *ca;
|
|
bObjectActuator *oa;
|
|
bSceneActuator *sa;
|
|
bEditObjectActuator *eoa;
|
|
bPropertyActuator *pa;
|
|
bMessageActuator *ma;
|
|
|
|
sens= obt->sensors.first;
|
|
while(sens) {
|
|
switch(sens->type) {
|
|
case SENS_MESSAGE:
|
|
ms= sens->data;
|
|
if(ms->fromObject==ob) ms->fromObject= NULL;
|
|
}
|
|
sens= sens->next;
|
|
}
|
|
|
|
act= obt->actuators.first;
|
|
while(act) {
|
|
switch(act->type) {
|
|
case ACT_CAMERA:
|
|
ca= act->data;
|
|
if(ca->ob==ob) ca->ob= NULL;
|
|
break;
|
|
case ACT_OBJECT:
|
|
oa= act->data;
|
|
if(oa->reference==ob) oa->reference= NULL;
|
|
break;
|
|
case ACT_PROPERTY:
|
|
pa= act->data;
|
|
if(pa->ob==ob) pa->ob= NULL;
|
|
break;
|
|
case ACT_SCENE:
|
|
sa= act->data;
|
|
if(sa->camera==ob) sa->camera= NULL;
|
|
break;
|
|
case ACT_EDIT_OBJECT:
|
|
eoa= act->data;
|
|
if(eoa->ob==ob) eoa->ob= NULL;
|
|
break;
|
|
case ACT_MESSAGE:
|
|
ma= act->data;
|
|
if(ma->toObject==ob) ma->toObject= NULL;
|
|
break;
|
|
|
|
}
|
|
act= act->next;
|
|
}
|
|
}
|