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Diffstat (limited to 'source/blender/blenkernel/intern/object.c')
-rw-r--r--source/blender/blenkernel/intern/object.c1681
1 files changed, 1681 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/object.c b/source/blender/blenkernel/intern/object.c
new file mode 100644
index 00000000000..c6c91d00609
--- /dev/null
+++ b/source/blender/blenkernel/intern/object.c
@@ -0,0 +1,1681 @@
+/* object.c MIXED MODEL
+ *
+ * jan 95
+ *
+ * $Id$
+ *
+ * ***** 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 *****
+ */
+
+
+
+#include <string.h>
+#include <math.h>
+#include <stdio.h>
+#ifdef WIN32
+#include "BLI_winstuff.h"
+#endif
+#include "MEM_guardedalloc.h"
+
+#include "DNA_action_types.h"
+#include "DNA_armature_types.h"
+#include "DNA_camera_types.h"
+#include "DNA_constraint_types.h"
+#include "DNA_curve_types.h"
+#include "DNA_group_types.h"
+#include "DNA_ika_types.h"
+#include "DNA_ipo_types.h"
+#include "DNA_lamp_types.h"
+#include "DNA_lattice_types.h"
+#include "DNA_material_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_object_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_space_types.h"
+#include "DNA_texture_types.h"
+#include "DNA_userdef_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_world_types.h"
+
+#include "BKE_armature.h"
+#include "BKE_action.h"
+#include "BKE_deform.h"
+#include "BKE_nla.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_arithb.h"
+#include "BLI_editVert.h"
+
+#include "BKE_utildefines.h"
+#include "BKE_bad_level_calls.h"
+
+#include "BKE_main.h"
+#include "BKE_global.h"
+
+#include "BKE_object.h"
+#include "BKE_blender.h"
+#include "BKE_screen.h"
+#include "BKE_ipo.h"
+#include "BKE_ika.h"
+#include "BKE_library.h"
+#include "BKE_mesh.h"
+#include "BKE_curve.h"
+#include "BKE_mball.h"
+#include "BKE_effect.h"
+#include "BKE_sca.h"
+#include "BPY_extern.h"
+#include "BKE_displist.h"
+#include "BKE_property.h"
+#include "BKE_anim.h"
+#include "BKE_group.h"
+#include "BKE_lattice.h"
+#include "BKE_constraint.h"
+#include "BKE_scene.h"
+
+/* Local function protos */
+static void solve_parenting (Object *ob, Object *par, float slowmat[][4], int simul);
+
+float originmat[3][3]; /* na where_is_object(), kan her en der gebruikt worden */
+Object workob;
+
+void clear_workob(void)
+{
+ memset(&workob, 0, sizeof(Object));
+
+ workob.size[0]= workob.size[1]= workob.size[2]= 1.0;
+
+}
+
+void copy_baseflags()
+{
+ Base *base= G.scene->base.first;
+
+ while(base) {
+ base->object->flag= base->flag;
+ base= base->next;
+ }
+}
+
+void copy_objectflags()
+{
+ Base *base= G.scene->base.first;
+
+ while(base) {
+ base->flag= base->object->flag;
+ base= base->next;
+ }
+}
+
+void update_base_layer(Object *ob)
+{
+ Base *base= G.scene->base.first;
+
+ while (base) {
+ if (base->object == ob) base->lay= ob->lay;
+ base= base->next;
+ }
+}
+
+/* niet object zelf vrijgeven */
+void free_object(Object *ob)
+{
+ int a;
+
+ /* specifieke data loskoppelen */
+ if(ob->data) {
+ ID *id= ob->data;
+ id->us--;
+ if(id->us==0) {
+ if(ob->type==OB_MESH) unlink_mesh(ob->data);
+ else if(ob->type==OB_CURVE) unlink_curve(ob->data);
+ else if(ob->type==OB_MBALL) unlink_mball(ob->data);
+ }
+ ob->data= 0;
+ }
+
+ for(a=0; a<ob->totcol; a++) {
+ if(ob->mat[a]) ob->mat[a]->id.us--;
+ }
+ if(ob->mat) MEM_freeN(ob->mat);
+ ob->mat= 0;
+ if(ob->bb) MEM_freeN(ob->bb);
+ ob->bb= 0;
+ if(ob->path) free_path(ob->path);
+ ob->path= 0;
+ if(ob->ipo) ob->ipo->id.us--;
+ if(ob->action) ob->action->id.us--;
+ if(ob->defbase.first)
+ BLI_freelistN(&ob->defbase);
+ if(ob->pose) {
+ clear_pose(ob->pose);
+ MEM_freeN(ob->pose);
+ }
+ free_effects(&ob->effect);
+ BLI_freelistN(&ob->network);
+ free_properties(&ob->prop);
+
+ free_sensors(&ob->sensors);
+ free_controllers(&ob->controllers);
+ free_actuators(&ob->actuators);
+
+ free_constraints(&ob->constraints);
+ free_constraint_channels(&ob->constraintChannels);
+ free_nlastrips(&ob->nlastrips);
+
+ freedisplist(&ob->disp);
+
+ BPY_free_scriptlink(&ob->scriptlink);
+}
+
+void unlink_object(Object *ob)
+{
+ Object *obt;
+ Material *mat;
+ World *wrld;
+ bScreen *sc;
+ Scene *sce;
+ Curve *cu;
+ Tex *tex;
+ Group *group;
+ int a;
+
+ unlink_controllers(&ob->controllers);
+ unlink_actuators(&ob->actuators);
+
+ /* alle objecten aflopen: parents en bevels */
+ obt= G.main->object.first;
+ while(obt) {
+ if(obt->id.lib==0) {
+ if(obt->parent==ob) {
+ obt->parent= 0;
+ if(ob->type==OB_LATTICE) freedisplist(&obt->disp);
+ }
+ if(obt->track==ob) obt->track= 0;
+ if ELEM(obt->type, OB_CURVE, OB_FONT) {
+ cu= obt->data;
+ if(cu->bevobj==ob) cu->bevobj= 0;
+ if(cu->textoncurve==ob) cu->textoncurve= 0;
+ }
+ if(obt->type==OB_IKA) {
+ Ika *ika= obt->data;
+ Deform *def= ika->def;
+
+ if(ika->parent==ob) ika->parent= 0;
+ a= ika->totdef;
+ while(a--) {
+ if(def->ob==ob) {
+ ika->totdef= 0;
+ MEM_freeN(ika->def);
+ ika->def= 0;
+ break;
+ }
+ def++;
+ }
+ }
+ sca_remove_ob_poin(obt, ob);
+ }
+ obt= obt->id.next;
+ }
+
+ /* materialen */
+ mat= G.main->mat.first;
+ while(mat) {
+
+ for(a=0; a<8; a++) {
+ if(mat->mtex[a] && ob==mat->mtex[a]->object) {
+ /* eigenlijk testen op lib */
+ mat->mtex[a]->object= 0;
+ }
+ }
+
+ mat= mat->id.next;
+ }
+
+ /* textures */
+ tex= G.main->tex.first;
+ while(tex) {
+ if(tex->env) {
+ if(tex->env->object == ob) tex->env->object= 0;
+ }
+ tex= tex->id.next;
+ }
+
+ /* mballs */
+ if(ob->type==OB_MBALL) {
+ obt= find_basis_mball(ob);
+ if(obt) freedisplist(&obt->disp);
+ }
+
+ /* worlds */
+ wrld= G.main->world.first;
+ while(wrld) {
+ if(wrld->id.lib==0) {
+ for(a=0; a<6; a++) {
+ if(wrld->mtex[a] && ob==wrld->mtex[a]->object)
+ wrld->mtex[a]->object =0;
+ }
+ }
+
+ wrld= wrld->id.next;
+ }
+
+ /* scene's */
+ sce= G.main->scene.first;
+ while(sce) {
+ if(sce->id.lib==0) {
+ if(sce->camera==ob) sce->camera= 0;
+ }
+ sce= sce->id.next;
+ }
+ /* keys */
+
+ /* screens */
+ sc= G.main->screen.first;
+ while(sc) {
+ ScrArea *sa= sc->areabase.first;
+ while(sa) {
+ SpaceLink *sl;
+
+ for (sl= sa->spacedata.first; sl; sl= sl->next) {
+ if(sl->spacetype==SPACE_VIEW3D) {
+ View3D *v3d= (View3D*) sl;
+
+ if(v3d->camera==ob) {
+ v3d->camera= 0;
+ if(v3d->persp>1) v3d->persp= 1;
+ }
+ if(v3d->localvd && v3d->localvd->camera==ob ) {
+ v3d->localvd->camera= 0;
+ if(v3d->localvd->persp>1) v3d->localvd->persp= 1;
+ }
+ }
+ }
+
+ sa= sa->next;
+ }
+ sc= sc->id.next;
+ }
+
+ /* groups */
+ group= G.main->group.first;
+ while(group) {
+ rem_from_group(group, ob);
+ group= group->id.next;
+ }
+}
+
+int exist_object(Object *obtest)
+{
+ Object *ob;
+
+ ob= G.main->object.first;
+ while(ob) {
+ if(ob==obtest) return 1;
+ ob= ob->id.next;
+ }
+ return 0;
+}
+
+void *add_camera()
+{
+ Camera *cam;
+
+ cam= alloc_libblock(&G.main->camera, ID_CA, "Camera");
+
+ cam->lens= 35.0f;
+ cam->clipsta= 0.1f;
+ cam->clipend= 100.0f;
+ cam->drawsize= 0.5f;
+ cam->netsta= 0.5f;
+ cam->netend= 10.0f;
+ cam->hold= 50;
+
+ return cam;
+}
+
+Camera *copy_camera(Camera *cam)
+{
+ Camera *camn;
+
+ camn= copy_libblock(cam);
+ id_us_plus((ID *)camn->ipo);
+
+ BPY_copy_scriptlink(&camn->scriptlink);
+
+ return camn;
+}
+
+
+
+void make_local_camera(Camera *cam)
+{
+ Object *ob;
+ Camera *camn;
+ int local=0, lib=0;
+
+ /* - zijn er alleen lib users: niet doen
+ * - zijn er alleen locale users: flag zetten
+ * - mixed: copy
+ */
+
+ if(cam->id.lib==0) return;
+ if(cam->id.us==1) {
+ cam->id.lib= 0;
+ cam->id.flag= LIB_LOCAL;
+ new_id(0, (ID *)cam, 0);
+ return;
+ }
+
+ ob= G.main->object.first;
+ while(ob) {
+ if(ob->data==cam) {
+ if(ob->id.lib) lib= 1;
+ else local= 1;
+ }
+ ob= ob->id.next;
+ }
+
+ if(local && lib==0) {
+ cam->id.lib= 0;
+ cam->id.flag= LIB_LOCAL;
+ new_id(0, (ID *)cam, 0);
+ }
+ else if(local && lib) {
+ camn= copy_camera(cam);
+ camn->id.us= 0;
+
+ ob= G.main->object.first;
+ while(ob) {
+ if(ob->data==cam) {
+
+ if(ob->id.lib==0) {
+ ob->data= camn;
+ camn->id.us++;
+ cam->id.us--;
+ }
+ }
+ ob= ob->id.next;
+ }
+ }
+}
+
+
+
+void *add_lamp(void)
+{
+ Lamp *la;
+
+ la= alloc_libblock(&G.main->lamp, ID_LA, "Lamp");
+
+ la->r= la->g= la->b= 1.0;
+ la->haint= la->energy= 1.0;
+ la->dist= 20.0f;
+ la->spotsize= 45.0f;
+ la->spotblend= 0.15f;
+ la->att2= 1.0f;
+ la->mode= LA_SHAD;
+ la->bufsize= 512;
+ la->clipsta= 0.5f;
+ la->clipend= 40.0f;
+ la->shadspotsize= 45.0f;
+ la->samp= 3;
+ la->bias= 1.0f;
+ la->soft= 3.0f;
+
+ return la;
+}
+
+Lamp *copy_lamp(Lamp *la)
+{
+ Lamp *lan;
+ int a;
+
+ lan= copy_libblock(la);
+
+ for(a=0; a<8; a++) {
+ if(lan->mtex[a]) {
+ lan->mtex[a]= MEM_mallocN(sizeof(MTex), "copylamptex");
+ memcpy(lan->mtex[a], la->mtex[a], sizeof(MTex));
+ id_us_plus((ID *)lan->mtex[a]->tex);
+ }
+ }
+
+ id_us_plus((ID *)lan->ipo);
+
+ BPY_copy_scriptlink(&la->scriptlink);
+
+ return lan;
+}
+
+void make_local_lamp(Lamp *la)
+{
+ Object *ob;
+ Lamp *lan;
+ int local=0, lib=0;
+
+ /* - zijn er alleen lib users: niet doen
+ * - zijn er alleen locale users: flag zetten
+ * - mixed: copy
+ */
+
+ if(la->id.lib==0) return;
+ if(la->id.us==1) {
+ la->id.lib= 0;
+ la->id.flag= LIB_LOCAL;
+ new_id(0, (ID *)la, 0);
+ return;
+ }
+
+ ob= G.main->object.first;
+ while(ob) {
+ if(ob->data==la) {
+ if(ob->id.lib) lib= 1;
+ else local= 1;
+ }
+ ob= ob->id.next;
+ }
+
+ if(local && lib==0) {
+ la->id.lib= 0;
+ la->id.flag= LIB_LOCAL;
+ new_id(0, (ID *)la, 0);
+ }
+ else if(local && lib) {
+ lan= copy_lamp(la);
+ lan->id.us= 0;
+
+ ob= G.main->object.first;
+ while(ob) {
+ if(ob->data==la) {
+
+ if(ob->id.lib==0) {
+ ob->data= lan;
+ lan->id.us++;
+ la->id.us--;
+ }
+ }
+ ob= ob->id.next;
+ }
+ }
+}
+
+void free_camera(Camera *ca)
+{
+ BPY_free_scriptlink(&ca->scriptlink);
+}
+
+void free_lamp(Lamp *la)
+{
+ MTex *mtex;
+ int a;
+
+ /* scriptlinks */
+
+ BPY_free_scriptlink(&la->scriptlink);
+
+ for(a=0; a<8; a++) {
+ mtex= la->mtex[a];
+ if(mtex && mtex->tex) mtex->tex->id.us--;
+ if(mtex) MEM_freeN(mtex);
+ }
+ la->ipo= 0;
+}
+
+void *add_wave()
+{
+ return 0;
+}
+
+
+/* *************************************************** */
+
+static void *add_obdata_from_type(int type)
+{
+ switch (type) {
+ case OB_MESH: G.totmesh++; return add_mesh();
+ case OB_CURVE: G.totcurve++; return add_curve(OB_CURVE);
+ case OB_SURF: G.totcurve++; return add_curve(OB_SURF);
+ case OB_FONT: return add_curve(OB_FONT);
+ case OB_MBALL: return add_mball();
+ case OB_CAMERA: return add_camera();
+ case OB_LAMP: G.totlamp++; return add_lamp();
+ case OB_IKA: return add_ika();
+ case OB_LATTICE: return add_lattice();
+ case OB_WAVE: return add_wave();
+ case OB_ARMATURE: return add_armature();
+ case OB_EMPTY: return NULL;
+ default:
+ printf("add_obdata_from_type: Internal error, bad type: %d\n", type);
+ return NULL;
+ }
+}
+
+static char *get_obdata_defname(int type)
+{
+ switch (type) {
+ case OB_MESH: return "Mesh";
+ case OB_CURVE: return "Curve";
+ case OB_SURF: return "Surf";
+ case OB_FONT: return "Font";
+ case OB_MBALL: return "Mball";
+ case OB_CAMERA: return "Camera";
+ case OB_LAMP: return "Lamp";
+ case OB_IKA: return "Ika";
+ case OB_LATTICE: return "Lattice";
+ case OB_WAVE: return "Wave";
+ case OB_ARMATURE: return "Armature";
+ case OB_EMPTY: return "Empty";
+ default:
+ printf("get_obdata_defname: Internal error, bad type: %d\n", type);
+ return "Empty";
+ }
+}
+
+/* algemene add: in G.scene, met layer uit area en default naam */
+/* maakt alle minimaal nodige datablokken aan, zonder vertices etc. */
+Object *add_object(int type)
+{
+ Object *ob;
+ Base *base;
+ char name[32];
+
+ if (G.obpose)
+ exit_posemode(1);
+
+ strcpy(name, get_obdata_defname(type));
+
+ ob= alloc_libblock(&G.main->object, ID_OB, name);
+ G.totobj++;
+
+ /* default object vars */
+ ob->type= type;
+ /* ob->transflag= OB_QUAT; */
+
+ QuatOne(ob->quat);
+ QuatOne(ob->dquat);
+
+ ob->col[0]= ob->col[1]= ob->col[2]= 0.0;
+ ob->col[3]= 1.0;
+
+ ob->loc[0]= ob->loc[1]= ob->loc[2]= 0.0;
+ ob->rot[0]= ob->rot[1]= ob->rot[2]= 0.0;
+ ob->size[0]= ob->size[1]= ob->size[2]= 1.0;
+
+ Mat4One(ob->parentinv);
+ Mat4One(ob->obmat);
+ ob->dt= OB_SHADED;
+ if(U.flag & MAT_ON_OB) ob->colbits= -1;
+
+ if(type==OB_CAMERA || type==OB_LAMP) {
+ ob->trackflag= OB_NEGZ;
+ ob->upflag= OB_POSY;
+ }
+ else {
+ ob->trackflag= OB_POSY;
+ ob->upflag= OB_POSZ;
+ }
+ ob->ipoflag = OB_OFFS_OB+OB_OFFS_PARENT;
+
+ ob->dupon= 1; ob->dupoff= 0;
+ ob->dupsta= 1; ob->dupend= 100;
+
+ /* Gameengine defaults*/
+ ob->mass= ob->inertia= 1.0f;
+ ob->formfactor= 0.4f;
+ ob->damping= 0.04f;
+ ob->rdamping= 0.1f;
+ ob->anisotropicFriction[0] = 1.0f;
+ ob->anisotropicFriction[1] = 1.0f;
+ ob->anisotropicFriction[2] = 1.0f;
+ ob->gameflag= OB_PROP;
+
+ ob->data= add_obdata_from_type(type);
+
+ ob->lay= G.scene->lay;
+
+ base= scene_add_base(G.scene, ob);
+ scene_select_base(G.scene, base);
+
+ return ob;
+}
+
+void base_init_from_view3d(Base *base, View3D *v3d)
+{
+ Object *ob= base->object;
+
+ if (v3d->localview) {
+ base->lay= ob->lay= v3d->layact + v3d->lay;
+ VECCOPY(ob->loc, v3d->cursor);
+ } else {
+ base->lay= ob->lay= v3d->layact;
+ VECCOPY(ob->loc, G.scene->cursor);
+ }
+
+ v3d->viewquat[0]= -v3d->viewquat[0];
+ if (ob->transflag & OB_QUAT) {
+ QUATCOPY(ob->quat, v3d->viewquat);
+ } else {
+ QuatToEul(v3d->viewquat, ob->rot);
+ }
+ v3d->viewquat[0]= -v3d->viewquat[0];
+}
+
+Object *copy_object(Object *ob)
+{
+ Object *obn;
+ int a;
+ bConstraintChannel *actcon;
+
+ obn= copy_libblock(ob);
+
+ if(ob->totcol) {
+ obn->mat= MEM_dupallocN(ob->mat);
+ }
+
+ if(ob->bb) obn->bb= MEM_dupallocN(ob->bb);
+ obn->path= 0;
+ obn->flag &= ~OB_FROMGROUP;
+
+ copy_effects(&obn->effect, &ob->effect);
+
+ obn->network.first= obn->network.last= 0;
+
+ BPY_copy_scriptlink(&ob->scriptlink);
+
+ copy_properties(&obn->prop, &ob->prop);
+ copy_sensors(&obn->sensors, &ob->sensors);
+ copy_controllers(&obn->controllers, &ob->controllers);
+ copy_actuators(&obn->actuators, &ob->actuators);
+
+ copy_pose(&obn->pose, ob->pose, 1);
+ copy_defgroups(&obn->defbase, &ob->defbase);
+ copy_nlastrips(&obn->nlastrips, &ob->nlastrips);
+ copy_constraints (&obn->constraints, &ob->constraints);
+
+ actcon = clone_constraint_channels (&obn->constraintChannels, &ob->constraintChannels, ob->activecon);
+ /* If the active constraint channel was in this list, update it */
+ if (actcon)
+ obn->activecon = actcon;
+
+ /* usernummers ophogen */
+ id_us_plus((ID *)obn->data);
+ id_us_plus((ID *)obn->ipo);
+ id_us_plus((ID *)obn->action);
+ for(a=0; a<obn->totcol; a++) id_us_plus((ID *)obn->mat[a]);
+
+ obn->disp.first= obn->disp.last= 0;
+
+ return obn;
+}
+
+void expand_local_object(Object *ob)
+{
+ int a;
+
+ id_lib_extern((ID *)ob->action);
+ id_lib_extern((ID *)ob->ipo);
+ id_lib_extern((ID *)ob->data);
+
+ for(a=0; a<ob->totcol; a++) {
+ id_lib_extern((ID *)ob->mat[a]);
+ }
+}
+
+void make_local_object(Object *ob)
+{
+ Object *obn;
+ Scene *sce;
+ Base *base;
+ int local=0, lib=0;
+
+ /* - zijn er alleen lib users: niet doen
+ * - zijn er alleen locale users: flag zetten
+ * - mixed: copy
+ */
+
+ if(ob->id.lib==0) return;
+ if(ob->id.us==1) {
+ ob->id.lib= 0;
+ ob->id.flag= LIB_LOCAL;
+ new_id(0, (ID *)ob, 0);
+
+ }
+ else {
+ sce= G.main->scene.first;
+ while(sce) {
+ base= sce->base.first;
+ while(base) {
+ if(base->object==ob) {
+ if(sce->id.lib) lib++;
+ else local++;
+ break;
+ }
+ base= base->next;
+ }
+ sce= sce->id.next;
+ }
+
+ if(local && lib==0) {
+ ob->id.lib= 0;
+ ob->id.flag= LIB_LOCAL;
+ new_id(0, (ID *)ob, 0);
+ }
+ else if(local && lib) {
+ obn= copy_object(ob);
+ obn->id.us= 0;
+
+ sce= G.main->scene.first;
+ while(sce) {
+ if(sce->id.lib==0) {
+ base= sce->base.first;
+ while(base) {
+ if(base->object==ob) {
+ base->object= obn;
+ obn->id.us++;
+ ob->id.us--;
+ }
+ base= base->next;
+ }
+ }
+ sce= sce->id.next;
+ }
+ }
+ }
+
+ expand_local_object(ob);
+}
+
+/* *************** CALC ****************** */
+
+/* er zit ook een tijdberekening in de drawobject() */
+
+float bluroffs= 0.0;
+int no_speed_curve= 0;
+
+void set_mblur_offs(int blur)
+{
+ bluroffs= R.r.blurfac*((float)blur);
+ bluroffs/= (float)R.r.osa;
+}
+
+void disable_speed_curve(int val)
+{
+ no_speed_curve= val;
+}
+
+float bsystem_time(Object *ob, Object *par, float cfra, float ofs)
+{
+ /* geeft float terug ( zie ook frame_to_float in ipo.c) */
+
+ if(no_speed_curve==0) if(ob && ob->ipo) cfra= calc_ipo_time(ob->ipo, cfra);
+
+ /* tweede field */
+ if(R.flag & R_SEC_FIELD) {
+ if(R.r.mode & R_FIELDSTILL); else cfra+= .5;
+ }
+
+ /* motion blur */
+ cfra+= bluroffs;
+
+ /* global time */
+ cfra*= G.scene->r.framelen;
+
+ /* ofset frames */
+ if(ob && (ob->ipoflag & OB_OFFS_PARENT)) {
+ if((ob->partype & PARSLOW)==0) cfra-= ob->sf;
+ }
+
+ cfra-= ofs;
+
+ return cfra;
+}
+
+void object_to_mat3(Object *ob, float mat[][3]) /* no parent */
+{
+ float smat[3][3], vec[3];
+ float rmat[3][3];
+ float q1[4];
+
+ /* size */
+ if(ob->ipo) {
+ vec[0]= ob->size[0]+ob->dsize[0];
+ vec[1]= ob->size[1]+ob->dsize[1];
+ vec[2]= ob->size[2]+ob->dsize[2];
+ SizeToMat3(vec, smat);
+ }
+ else {
+ SizeToMat3(ob->size, smat);
+ }
+
+ /* rot */
+ if(ob->transflag & OB_QUAT) {
+ if(ob->ipo) {
+ QuatMul(q1, ob->quat, ob->dquat);
+ QuatToMat3(q1, rmat);
+ }
+ else {
+ QuatToMat3(ob->quat, rmat);
+ }
+ }
+ else {
+ if(ob->ipo) {
+ vec[0]= ob->rot[0]+ob->drot[0];
+ vec[1]= ob->rot[1]+ob->drot[1];
+ vec[2]= ob->rot[2]+ob->drot[2];
+ EulToMat3(vec, rmat);
+ }
+ else {
+ EulToMat3(ob->rot, rmat);
+ }
+ }
+ Mat3MulMat3(mat, rmat, smat);
+}
+
+void object_to_mat4(Object *ob, float mat[][4])
+{
+ float tmat[3][3];
+
+ object_to_mat3(ob, tmat);
+
+ Mat4CpyMat3(mat, tmat);
+
+ VECCOPY(mat[3], ob->loc);
+ if(ob->ipo) {
+ mat[3][0]+= ob->dloc[0];
+ mat[3][1]+= ob->dloc[1];
+ mat[3][2]+= ob->dloc[2];
+ }
+}
+
+int enable_cu_speed= 1;
+
+void ob_parcurve(Object *ob, Object *par, float mat[][4])
+{
+ Curve *cu;
+ float q[4], vec[4], dir[3], *quat, x1, ctime;
+
+ Mat4One(mat);
+
+ cu= par->data;
+ if(cu->path==0 || cu->path->data==0) calc_curvepath(par);
+ if(cu->path==0) return;
+
+ /* uitzondering afvangen: curve paden die als duplicator worden gebruikt */
+ if(enable_cu_speed) {
+ ctime= bsystem_time(ob, par, (float)G.scene->r.cfra, 0.0);
+
+ if(calc_ipo_spec(cu->ipo, CU_SPEED, &ctime)==0) {
+ ctime /= cu->pathlen;
+ CLAMP(ctime, 0.0, 1.0);
+ }
+ }
+ else {
+ ctime= G.scene->r.cfra - ob->sf;
+ ctime /= cu->pathlen;
+
+ CLAMP(ctime, 0.0, 1.0);
+ }
+
+ if( where_on_path(par, ctime, vec, dir) ) {
+
+ if(cu->flag & CU_FOLLOW) {
+ quat= vectoquat(dir, ob->trackflag, ob->upflag);
+
+ Normalise(dir);
+ q[0]= (float)cos(0.5*vec[3]);
+ x1= (float)sin(0.5*vec[3]);
+ q[1]= -x1*dir[0];
+ q[2]= -x1*dir[1];
+ q[3]= -x1*dir[2];
+ QuatMul(quat, q, quat);
+
+ QuatToMat4(quat, mat);
+ }
+
+ VECCOPY(mat[3], vec);
+
+ }
+}
+
+void ob_parbone(Object *ob, Object *par, float mat[][4])
+{
+ Bone *bone;
+ bArmature *arm;
+
+ Mat4One(mat);
+ arm=get_armature(par);
+ if (!arm)
+ return;
+
+ /* Make sure the bone is still valid */
+ bone = get_named_bone(arm, ob->parsubstr);
+ if (!bone){
+ printf ("Lost bone %s\n", ob->parsubstr);
+ return;
+ }
+
+ apply_pose_armature(arm, par->pose, 1); /* Hopefully can set doit parameter in the future */
+ where_is_bone (par, bone);
+
+ /* Translate by negative bone */
+ get_objectspace_bone_matrix(bone, mat, 0, 1);
+
+}
+
+void ob_parlimb(Object *ob, Object *par, float mat[][4])
+{
+ Ika *ika;
+ Limb *li;
+ float ang=0.0;
+ int cur=0;
+
+ /* in lokale ob space */
+ Mat4One(mat);
+
+ ika= par->data;
+ li= ika->limbbase.first;
+ while(li) {
+ ang+= li->alpha;
+ if(cur==ob->par1 || li->next==0) break;
+
+ cur++;
+ li= li->next;
+ }
+
+ mat[0][0]= (float)cos(ang);
+ mat[1][0]= (float)-sin(ang);
+ mat[0][1]= (float)sin(ang);
+ mat[1][1]= (float)cos(ang);
+
+ mat[3][0]= li->eff[0];
+ mat[3][1]= li->eff[1];
+
+}
+
+void give_parvert(Object *par, int nr, float *vec)
+{
+ Mesh *me;
+ MVert *mvert;
+ EditVert *eve;
+/* extern ListBase editNurb; already in bad lev calls */
+ Nurb *nu;
+ Curve *cu;
+ BPoint *bp;
+ DispList *dl;
+ BezTriple *bezt;
+ float *fp;
+ int a, count;
+
+ vec[0]=vec[1]=vec[2]= 0.0;
+
+ if(par->type==OB_MESH) {
+ if(par==G.obedit) {
+ if(nr >= G.totvert) nr= 0;
+
+ count= 0;
+ eve= G.edve.first;
+ while(eve) {
+ if(count==nr) {
+ memcpy(vec, eve->co, 12);
+ break;
+ }
+ eve= eve->next;
+ count++;
+ }
+ }
+ else {
+ me= par->data;
+ if(me->totvert) {
+ if(nr >= me->totvert) nr= 0;
+
+ /* is er deform */
+ dl= find_displist(&par->disp, DL_VERTS);
+ if(dl) {
+ fp= dl->verts+3*nr;
+ VECCOPY(vec, fp);
+ }
+ else {
+ mvert= me->mvert + nr;
+ VECCOPY(vec, mvert->co);
+ }
+ }
+ }
+ }
+ else if ELEM(par->type, OB_CURVE, OB_SURF) {
+
+ cu= par->data;
+ nu= cu->nurb.first;
+ if(par==G.obedit) nu= editNurb.first;
+
+ count= 0;
+ while(nu) {
+ if((nu->type & 7)==CU_BEZIER) {
+ bezt= nu->bezt;
+ a= nu->pntsu;
+ while(a--) {
+ if(count==nr) {
+ VECCOPY(vec, bezt->vec[1]);
+ break;
+ }
+ count++;
+ bezt++;
+ }
+ }
+ else {
+ bp= nu->bp;
+ a= nu->pntsu*nu->pntsv;
+ while(a--) {
+ if(count==nr) {
+ memcpy(vec, bp->vec, 12);
+ break;
+ }
+ count++;
+ bp++;
+ }
+ }
+ nu= nu->next;
+ }
+
+ }
+ else if(par->type==OB_IKA) {
+ Ika *ika= par->data;
+ Limb *li= ika->limbbase.first;
+ int cur= 1;
+ if(nr) {
+ while(li) {
+ if(cur==nr || li->next==0) break;
+ cur++;
+ li= li->next;
+ }
+ vec[0]= li->eff[0];
+ vec[1]= li->eff[1];
+ }
+ }
+ else return;
+}
+
+void ob_parvert3(Object *ob, Object *par, float mat[][4])
+{
+ float cmat[3][3], v1[3], v2[3], v3[3], q[4];
+
+ /* in lokale ob space */
+ Mat4One(mat);
+
+ if ELEM3(par->type, OB_MESH, OB_SURF, OB_CURVE) {
+
+ give_parvert(par, ob->par1, v1);
+ give_parvert(par, ob->par2, v2);
+ give_parvert(par, ob->par3, v3);
+
+ triatoquat(v1, v2, v3, q);
+ QuatToMat3(q, cmat);
+ Mat4CpyMat3(mat, cmat);
+
+ if(ob->type==OB_CURVE) {
+ VECCOPY(mat[3], v1);
+ }
+ else {
+ VecAddf(mat[3], v1, v2);
+ VecAddf(mat[3], mat[3], v3);
+ VecMulf(mat[3], 0.3333333f);
+ }
+ }
+}
+
+static int no_parent_ipo=0;
+void set_no_parent_ipo(int val)
+{
+ no_parent_ipo= val;
+}
+
+static float timefac= 1.0; /* 50 Hz, dtime:2 */
+void set_dtime(int dtime)
+{
+ timefac= ((float)(dtime-1))/2.0f;
+}
+
+static int during_script_flag=0;
+void disable_where_script(short on)
+{
+ during_script_flag= on;
+}
+
+int during_script(void) {
+ return during_script_flag;
+}
+
+void where_is_object_time(Object *ob, float ctime)
+{
+ Object *par;
+ float *fp1, *fp2, slowmat[4][4] = MAT4_UNITY;
+ float stime, fac1, fac2;
+ int a;
+ int pop;
+
+ /* nieuwe versie: correcte parent+vertexparent en track+parent */
+ /* deze berekent alleen de directe relatie met de parent en track */
+ /* hij is sneller, maar moet wel de timeoffs in de gaten houden */
+
+ if(ob==0) return;
+
+ if( ctime != ob->ctime) {
+ ob->ctime= ctime;
+
+ if(ob->ipo) {
+
+ stime= bsystem_time(ob, 0, ctime, 0.0);
+
+ calc_ipo(ob->ipo, stime);
+ execute_ipo((ID *)ob, ob->ipo);
+ }
+ }
+
+
+ if(ob->type==OB_IKA) {
+ Ika *ika= ob->data;
+ if(ika->parent) where_is_object_time(ika->parent, ctime);
+ }
+
+ if(ob->parent) {
+ par= ob->parent;
+
+ if(ob->ipoflag & OB_OFFS_PARENT) ctime-= ob->sf;
+
+ pop= 0;
+ if(no_parent_ipo==0 && ctime != par->ctime) {
+
+ // alleen voor ipo systemen?
+ pushdata(par, sizeof(Object));
+ pop= 1;
+
+ where_is_object_time(par, ctime);
+ }
+
+ solve_parenting(ob, par, slowmat, 0);
+
+ if(pop) {
+ poplast(par);
+ }
+
+ if(ob->partype & PARSLOW) {
+ // framerate meetellen
+
+ fac1= (float)(timefac/(1.0+ fabs(ob->sf)));
+ if(fac1>=1.0) return;
+ fac2= 1.0f-fac1;
+
+ fp1= ob->obmat[0];
+ fp2= slowmat[0];
+ for(a=0; a<16; a++, fp1++, fp2++) {
+ fp1[0]= fac1*fp1[0] + fac2*fp2[0];
+ }
+ }
+
+ }
+ else {
+ object_to_mat4(ob, ob->obmat);
+ }
+
+ /* Handle tracking */
+ if(ob->track) {
+ if( ctime != ob->track->ctime) where_is_object_time(ob->track, ctime);
+ solve_tracking (ob, ob->track->obmat);
+
+ }
+
+ solve_constraints (ob, TARGET_OBJECT, NULL, ctime);
+
+ if(ob->scriptlink.totscript && !during_script()) {
+ BPY_do_pyscript((ID *)ob, SCRIPT_REDRAW);
+ }
+}
+
+static void solve_parenting (Object *ob, Object *par, float slowmat[][4], int simul)
+{
+ float totmat[4][4];
+ float tmat[4][4];
+ float obmat[4][4];
+ float vec[3];
+ int ok;
+
+ object_to_mat4(ob, obmat);
+
+ if(ob->partype & PARSLOW) Mat4CpyMat4(slowmat, ob->obmat);
+
+
+ switch(ob->partype & PARTYPE) {
+ case PAROBJECT:
+ ok= 0;
+ if(par->type==OB_CURVE) {
+ if( ((Curve *)par->data)->flag & CU_PATH ) {
+ ob_parcurve(ob, par, tmat);
+ ok= 1;
+ }
+ }
+
+ if(ok) Mat4MulSerie(totmat, par->obmat, tmat,
+ NULL, NULL, NULL, NULL, NULL, NULL);
+ else Mat4CpyMat4(totmat, par->obmat);
+
+ break;
+ case PARBONE:
+ ob_parbone(ob, par, tmat);
+ Mat4MulSerie(totmat, par->obmat, tmat,
+ NULL, NULL, NULL, NULL, NULL, NULL);
+ break;
+ case PARLIMB:
+ ob_parlimb(ob, par, tmat);
+ Mat4MulSerie(totmat, par->obmat, tmat,
+ NULL, NULL, NULL, NULL, NULL, NULL);
+ break;
+
+ case PARVERT1:
+ Mat4One(totmat);
+ if (simul){
+ VECCOPY(totmat[3], par->obmat[3]);
+ }
+ else{
+ give_parvert(par, ob->par1, vec);
+ VecMat4MulVecfl(totmat[3], par->obmat, vec);
+ }
+ break;
+ case PARVERT3:
+ ob_parvert3(ob, par, tmat);
+
+ Mat4MulSerie(totmat, par->obmat, tmat,
+ NULL, NULL, NULL, NULL, NULL, NULL);
+ break;
+
+ case PARSKEL:
+#if 0
+ if (ob!=G.obedit)
+ Mat4One(totmat);
+ else
+ Mat4CpyMat4(totmat, par->obmat);
+ break;
+#else
+ Mat4CpyMat4(totmat, par->obmat);
+#endif
+ }
+
+ // totaal
+ Mat4MulSerie(tmat, totmat, ob->parentinv,
+ NULL, NULL, NULL, NULL, NULL, NULL);
+ Mat4MulSerie(ob->obmat, tmat, obmat,
+ NULL, NULL, NULL, NULL, NULL, NULL);
+
+ if (simul){
+
+ }
+ else{
+ // >>>>>>>>>>>>>>>>>>
+ // dit is een extern bruikbare originmat
+ Mat3CpyMat4(originmat, tmat);
+
+ // origin, voor hulplijntje
+ if( (ob->partype & 15)==PARSKEL ) {
+ VECCOPY(ob->orig, par->obmat[3]);
+ }
+ else {
+ VECCOPY(ob->orig, totmat[3]);
+ }
+ }
+
+}
+void solve_tracking (Object *ob, float targetmat[][4])
+{
+ float *quat;
+ float vec[3];
+ float totmat[3][3];
+ float tmat[4][4];
+
+ VecSubf(vec, ob->obmat[3], targetmat[3]);
+ quat= vectoquat(vec, ob->trackflag, ob->upflag);
+ QuatToMat3(quat, totmat);
+
+ if(ob->parent && (ob->transflag & OB_POWERTRACK)) {
+ /* 'tijdelijk' : parent info wissen */
+ object_to_mat4(ob, tmat);
+ tmat[0][3]= ob->obmat[0][3];
+ tmat[1][3]= ob->obmat[1][3];
+ tmat[2][3]= ob->obmat[2][3];
+ tmat[3][0]= ob->obmat[3][0];
+ tmat[3][1]= ob->obmat[3][1];
+ tmat[3][2]= ob->obmat[3][2];
+ tmat[3][3]= ob->obmat[3][3];
+ }
+ else Mat4CpyMat4(tmat, ob->obmat);
+
+ Mat4MulMat34(ob->obmat, totmat, tmat);
+
+}
+
+void where_is_object(Object *ob)
+{
+
+ /* deze zijn gememcopied */
+ if(ob->flag & OB_FROMDUPLI) return;
+
+ where_is_object_time(ob, (float)G.scene->r.cfra);
+}
+
+
+void where_is_object_simul(Object *ob)
+/* It seems that this function is only called
+for a lamp that is the child of another object */
+{
+ Object *par;
+ Ipo *ipo;
+ float *fp1, *fp2;
+ float slowmat[4][4];
+ float fac1, fac2;
+ int a;
+
+ /* nieuwe versie: correcte parent+vertexparent en track+parent */
+ /* deze berekent alleen de directe relatie met de parent en track */
+ /* GEEN TIMEOFFS */
+
+ /* geen ipo! (ivm dloc en realtime-ipos) */
+ ipo= ob->ipo;
+ ob->ipo= NULL;
+
+ if(ob->parent) {
+ par= ob->parent;
+
+ solve_parenting(ob, par, slowmat, 1);
+
+ if(ob->partype & PARSLOW) {
+
+ fac1= (float)(1.0/(1.0+ fabs(ob->sf)));
+ fac2= 1.0f-fac1;
+ fp1= ob->obmat[0];
+ fp2= slowmat[0];
+ for(a=0; a<16; a++, fp1++, fp2++) {
+ fp1[0]= fac1*fp1[0] + fac2*fp2[0];
+ }
+ }
+
+ }
+ else {
+ object_to_mat4(ob, ob->obmat);
+ }
+
+ if(ob->track)
+ solve_tracking(ob, ob->track->obmat);
+
+ solve_constraints(ob, TARGET_OBJECT, NULL, G.scene->r.cfra);
+
+ /* LET OP!!! */
+ ob->ipo= ipo;
+
+}
+extern void Mat4BlendMat4(float out[][4], float dst[][4], float src[][4], float srcweight);
+
+void solve_constraints (Object *ob, short obtype, void *obdata, float ctime)
+{
+ bConstraint *con;
+ float tmat[4][4], focusmat[4][4], lastmat[4][4];
+ int i, clear=1, tot=0;
+ float a;
+ float aquat[4], quat[4];
+ float aloc[3], loc[3];
+ float asize[3], size[3];
+ float oldmat[4][4];
+ float smat[3][3], rmat[3][3], mat[3][3];
+ float enf;
+
+ for (con = ob->constraints.first; con; con=con->next){
+ /* Clear accumulators if necessary*/
+ if (clear){
+ clear=0;
+ a=0;
+ tot=0;
+ memset(aquat, 0, sizeof(float)*4);
+ memset(aloc, 0, sizeof(float)*3);
+ memset(asize, 0, sizeof(float)*3);
+ }
+
+ /* Check this constraint only if it has some enforcement */
+ // if (con->enforce > 0)
+ if (!(con->flag & CONSTRAINT_DISABLE))
+ {
+ if (con->enforce==0)
+ enf = 0.001f;
+ enf = con->enforce;
+
+ /* Get the targetmat */
+ get_constraint_target(con, obtype, obdata, tmat, size, ctime);
+
+ Mat4CpyMat4(focusmat, tmat);
+
+ /* Extract the components & accumulate */
+ Mat4ToQuat(focusmat, quat);
+ VECCOPY(loc, focusmat[3]);
+
+ a+=enf;
+ tot++;
+
+ for(i=0; i<3; i++){
+ aquat[i+1]+=(quat[i+1]) * enf;
+ aloc[i]+=(loc[i]) * enf;
+ asize[i]+=(size[i]-1.0f) * enf;
+ }
+ aquat[0]+=(quat[0])*enf;
+ Mat4CpyMat4(lastmat, focusmat);
+ }
+
+ /* If the next constraint is not the same type (or there isn't one),
+ * then evaluate the accumulator & request a clear */
+ if ((!con->next)||(con->next && con->next->type!=con->type))
+ {
+ clear=1;
+ Mat4CpyMat4(oldmat, ob->obmat);
+
+ /* If we have several inputs, do a blend of them */
+ if (tot){
+ if (tot>1){
+ if (a){
+ for (i=0; i<3; i++){
+ asize[i]=1.0f + (asize[i]/(a));
+ aloc[i]=(aloc[i]/a);
+ }
+
+ NormalQuat(aquat);
+
+ QuatToMat3(aquat, rmat);
+ SizeToMat3(asize, smat);
+ Mat3MulMat3(mat, rmat, smat);
+ Mat4CpyMat3(focusmat, mat);
+ VECCOPY(focusmat[3], aloc);
+
+ evaluate_constraint(con, ob, obtype, obdata, focusmat);
+ }
+
+ }
+ /* If we only have one, blend with the current obmat */
+ else{
+ float solution[4][4];
+ float delta[4][4];
+ float imat[4][4];
+ float identity[4][4];
+ float worldmat[4][4];
+
+ if (con->type!=CONSTRAINT_TYPE_KINEMATIC){
+ /* If we're not an IK constraint, solve the constraint then blend it to the previous one */
+ evaluate_constraint(con, ob, obtype, obdata, lastmat);
+
+ Mat4CpyMat4 (solution, ob->obmat);
+
+ /* Interpolate the enforcement */
+ Mat4Invert (imat, oldmat);
+ Mat4MulMat4 (delta, solution, imat);
+
+ Mat4One(identity);
+ Mat4BlendMat4(delta, identity, delta, a);
+ Mat4MulMat4 (ob->obmat, delta, oldmat);
+
+ }
+ else{
+ /* Interpolate the target between the chain's unconstrained endpoint and the effector loc */
+ if (obtype==TARGET_BONE){
+ get_objectspace_bone_matrix(obdata, oldmat, 1, 1);
+
+ Mat4MulMat4(worldmat, oldmat, ob->parent->obmat);
+
+ Mat4BlendMat4(focusmat, worldmat, lastmat, a);
+
+ evaluate_constraint(con, ob, obtype, obdata, focusmat);
+ }
+ }
+ }
+ }
+ }
+ }
+}
+void what_does_parent1(Object *par, int partype, int par1, int par2, int par3)
+{
+
+ clear_workob();
+ Mat4One(workob.parentinv);
+ workob.parent= par;
+ if(par)
+ workob.track= par->track; /* LET OP: NIET ECHT NETJES */
+ workob.partype= partype;
+ workob.par1= par1;
+ workob.par2= par2;
+ workob.par3= par3;
+
+ if (par){
+ workob.constraints.first = par->constraints.first;
+ workob.constraints.last = par->constraints.last;
+ }
+
+ where_is_object(&workob);
+}
+
+
+void what_does_parent(Object *ob)
+{
+
+ clear_workob();
+ Mat4One(workob.obmat);
+ Mat4One(workob.parentinv);
+ workob.parent= ob->parent;
+ workob.track= ob->track;
+
+ workob.trackflag= ob->trackflag;
+ workob.upflag= ob->upflag;
+
+ workob.partype= ob->partype;
+ workob.par1= ob->par1;
+ workob.par2= ob->par2;
+ workob.par3= ob->par3;
+
+ workob.constraints.first = ob->constraints.first;
+ workob.constraints.last = ob->constraints.last;
+
+ strcpy (workob.parsubstr, ob->parsubstr);
+
+ where_is_object(&workob);
+}
+
+BoundBox *unit_boundbox()
+{
+ BoundBox *bb;
+
+ bb= MEM_mallocN(sizeof(BoundBox), "bb");
+
+ bb->vec[0][0]=bb->vec[1][0]=bb->vec[2][0]=bb->vec[3][0]= -1.0;
+ bb->vec[4][0]=bb->vec[5][0]=bb->vec[6][0]=bb->vec[7][0]= 1.0;
+
+ bb->vec[0][1]=bb->vec[1][1]=bb->vec[4][1]=bb->vec[5][1]= -1.0;
+ bb->vec[2][1]=bb->vec[3][1]=bb->vec[6][1]=bb->vec[7][1]= 1.0;
+
+ bb->vec[0][2]=bb->vec[3][2]=bb->vec[4][2]=bb->vec[7][2]= -1.0;
+ bb->vec[1][2]=bb->vec[2][2]=bb->vec[5][2]=bb->vec[6][2]= 1.0;
+
+ return bb;
+}
+
+void minmax_object(Object *ob, float *min, float *max)
+{
+ BoundBox bb;
+ Mesh *me;
+ Curve *cu;
+ float vec[3];
+ int a;
+
+ switch(ob->type) {
+
+ case OB_CURVE:
+ case OB_FONT:
+ case OB_SURF:
+ cu= ob->data;
+
+ if(cu->bb==0) tex_space_curve(cu);
+ bb= *(cu->bb);
+
+ for(a=0; a<8; a++) {
+ Mat4MulVecfl(ob->obmat, bb.vec[a]);
+ DO_MINMAX(bb.vec[a], min, max);
+ }
+ break;
+
+ case OB_MESH:
+ me= get_mesh(ob);
+
+ if(me) {
+ if(me->bb==0) tex_space_mesh(me);
+ bb= *(me->bb);
+
+ for(a=0; a<8; a++) {
+ Mat4MulVecfl(ob->obmat, bb.vec[a]);
+ DO_MINMAX(bb.vec[a], min, max);
+ }
+ }
+ if(min[0] < max[0] ) break;
+
+ /* else here no break!!!, mesh can be zero sized */
+
+ default:
+ DO_MINMAX(ob->obmat[3], min, max);
+
+ VECCOPY(vec, ob->obmat[3]);
+ VecAddf(vec, vec, ob->size);
+ DO_MINMAX(vec, min, max);
+
+ VECCOPY(vec, ob->obmat[3]);
+ VecSubf(vec, vec, ob->size);
+ DO_MINMAX(vec, min, max);
+ break;
+ }
+}
+
+