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authorBastien Montagne <montagne29@wanadoo.fr>2016-07-10 15:52:00 +0300
committerBastien Montagne <montagne29@wanadoo.fr>2016-07-10 15:52:00 +0300
commit87b974caa1e2b780c8031d67a42488039036c489 (patch)
tree6776b8d35f25b2c458f90e0ba4cfa497782ebc30 /source/gameengine
parentae2033aca2047afbfe0bf449bcd01b5b79a124b8 (diff)
Cleanup/Refactor: pass Main pointer to all ID copy functions.
Also allows us to get rid of a few _copy_ex() versions...
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.cpp8
-rw-r--r--source/gameengine/Converter/BL_ShapeDeformer.cpp6
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.cpp6
-rw-r--r--source/gameengine/Ketsji/BL_Action.cpp2
4 files changed, 11 insertions, 11 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp
index a1819a8dc92..a5af525e13a 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.cpp
+++ b/source/gameengine/Converter/BL_ArmatureObject.cpp
@@ -233,8 +233,8 @@ BL_ArmatureObject::BL_ArmatureObject(
m_lastapplyframe(0.0)
{
m_origObjArma = armature; // Keep a copy of the original armature so we can fix drivers later
- m_objArma = BKE_object_copy(armature);
- m_objArma->data = BKE_armature_copy((bArmature *)armature->data);
+ m_objArma = BKE_object_copy(G.main, armature);
+ m_objArma->data = BKE_armature_copy(G.main, (bArmature *)armature->data);
// During object replication ob->data is increase, we decrease it now because we get a copy.
id_us_min(&((bArmature *)m_origObjArma->data)->id);
m_pose = m_objArma->pose;
@@ -433,8 +433,8 @@ void BL_ArmatureObject::ProcessReplica()
KX_GameObject::ProcessReplica();
bArmature* tmp = (bArmature*)m_objArma->data;
- m_objArma = BKE_object_copy(m_objArma);
- m_objArma->data = BKE_armature_copy(tmp);
+ m_objArma = BKE_object_copy(G.main, m_objArma);
+ m_objArma->data = BKE_armature_copy(G.main, tmp);
m_pose = m_objArma->pose;
}
diff --git a/source/gameengine/Converter/BL_ShapeDeformer.cpp b/source/gameengine/Converter/BL_ShapeDeformer.cpp
index ef9e9544c30..94256a64d75 100644
--- a/source/gameengine/Converter/BL_ShapeDeformer.cpp
+++ b/source/gameengine/Converter/BL_ShapeDeformer.cpp
@@ -75,7 +75,7 @@ BL_ShapeDeformer::BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
m_useShapeDrivers(false),
m_lastShapeUpdate(-1)
{
- m_key = m_bmesh->key ? BKE_key_copy(m_bmesh->key) : NULL;
+ m_key = m_bmesh->key ? BKE_key_copy(G.main, m_bmesh->key) : NULL;
};
/* this second constructor is needed for making a mesh deformable on the fly. */
@@ -91,7 +91,7 @@ BL_ShapeDeformer::BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
m_useShapeDrivers(false),
m_lastShapeUpdate(-1)
{
- m_key = m_bmesh->key ? BKE_key_copy(m_bmesh->key) : NULL;
+ m_key = m_bmesh->key ? BKE_key_copy(G.main, m_bmesh->key) : NULL;
};
BL_ShapeDeformer::~BL_ShapeDeformer()
@@ -117,7 +117,7 @@ void BL_ShapeDeformer::ProcessReplica()
BL_SkinDeformer::ProcessReplica();
m_lastShapeUpdate = -1;
- m_key = m_key ? BKE_key_copy(m_key) : NULL;
+ m_key = m_key ? BKE_key_copy(G.main, m_key) : NULL;
}
bool BL_ShapeDeformer::LoadShapeDrivers(KX_GameObject* parent)
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
index b97d0b2a85d..08b569fa4c2 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
@@ -1425,7 +1425,7 @@ RAS_MeshObject *KX_BlenderSceneConverter::ConvertMeshSpecial(KX_Scene *kx_scene,
#ifdef DEBUG
printf("Mesh has a user \"%s\"\n", name);
#endif
- me = (ID*)BKE_mesh_copy_ex(from_maggie, (Mesh*)me);
+ me = (ID*)BKE_mesh_copy(from_maggie, (Mesh*)me);
id_us_min(me);
}
BLI_remlink(&from_maggie->mesh, me); /* even if we made the copy it needs to be removed */
@@ -1447,12 +1447,12 @@ RAS_MeshObject *KX_BlenderSceneConverter::ConvertMeshSpecial(KX_Scene *kx_scene,
/* if its tagged its a replaced material */
if (mat_old && (mat_old->id.tag & LIB_TAG_DOIT) == 0) {
Material *mat_old = mesh->mat[i];
- Material *mat_new = BKE_material_copy(mat_old);
+ Material *mat_new = BKE_material_copy(from_maggie, mat_old);
mat_new->id.tag |= LIB_TAG_DOIT;
id_us_min(&mat_old->id);
- BLI_remlink(&G.main->mat, mat_new); // BKE_material_copy uses G.main, and there is no BKE_material_copy_ex
+ BLI_remlink(&from_maggie->mat, mat_new); // BKE_material_copy uses G.main, and there is no BKE_material_copy_ex
BLI_addtail(&maggie->mat, mat_new);
mesh->mat[i] = mat_new;
diff --git a/source/gameengine/Ketsji/BL_Action.cpp b/source/gameengine/Ketsji/BL_Action.cpp
index 45946f30827..7175eb877dd 100644
--- a/source/gameengine/Ketsji/BL_Action.cpp
+++ b/source/gameengine/Ketsji/BL_Action.cpp
@@ -161,7 +161,7 @@ bool BL_Action::Play(const char* name,
BKE_libblock_free(G.main, m_tmpaction);
m_tmpaction = NULL;
}
- m_tmpaction = BKE_action_copy(m_action);
+ m_tmpaction = BKE_action_copy(G.main, m_action);
// First get rid of any old controllers
ClearControllerList();