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Diffstat (limited to 'source/blender/bpython/intern/b_interface.c')
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+/** 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;
+}
+