From daa4feaaeae4312eb23f66b948b668a7e9dc1959 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Mon, 1 Nov 2010 07:19:41 +0000 Subject: bugfix [#24477] Can easily create bones with duplicate names - fixed this error 7 different functions (deform groups, uv layers & similar). - support for numbers over 999. - renamed splitIDname() to BLI_split_name_num(), moved to BLI_path_utils --- source/blender/blenkernel/intern/mball.c | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) (limited to 'source/blender/blenkernel/intern/mball.c') diff --git a/source/blender/blenkernel/intern/mball.c b/source/blender/blenkernel/intern/mball.c index e6f38e04d76..fd3bc47da9e 100644 --- a/source/blender/blenkernel/intern/mball.c +++ b/source/blender/blenkernel/intern/mball.c @@ -330,8 +330,8 @@ int is_mball_basis_for(Object *ob1, Object *ob2) int basis1nr, basis2nr; char basis1name[32], basis2name[32]; - splitIDname(ob1->id.name+2, basis1name, &basis1nr); - splitIDname(ob2->id.name+2, basis2name, &basis2nr); + BLI_split_name_num(basis1name, &basis1nr, ob1->id.name+2); + BLI_split_name_num(basis2name, &basis2nr, ob2->id.name+2); if(!strcmp(basis1name, basis2name)) return is_basis_mball(ob1); else return 0; @@ -352,7 +352,7 @@ void copy_mball_properties(Scene *scene, Object *active_object) int basisnr, obnr; char basisname[32], obname[32]; - splitIDname(active_object->id.name+2, basisname, &basisnr); + BLI_split_name_num(basisname, &basisnr, active_object->id.name+2); /* XXX recursion check, see scene.c, just too simple code this next_object() */ if(F_ERROR==next_object(&sce_iter, 0, 0, 0)) @@ -361,7 +361,7 @@ void copy_mball_properties(Scene *scene, Object *active_object) while(next_object(&sce_iter, 1, &base, &ob)) { if (ob->type==OB_MBALL) { if(ob!=active_object){ - splitIDname(ob->id.name+2, obname, &obnr); + BLI_split_name_num(obname, &obnr, ob->id.name+2); /* Object ob has to be in same "group" ... it means, that it has to have * same base of its name */ @@ -394,8 +394,8 @@ Object *find_basis_mball(Scene *scene, Object *basis) MetaElem *ml=NULL; int basisnr, obnr; char basisname[32], obname[32]; - - splitIDname(basis->id.name+2, basisname, &basisnr); + + BLI_split_name_num(basisname, &basisnr, basis->id.name+2); totelem= 0; /* XXX recursion check, see scene.c, just too simple code this next_object() */ @@ -415,7 +415,7 @@ Object *find_basis_mball(Scene *scene, Object *basis) else ml= mb->elems.first; } else{ - splitIDname(ob->id.name+2, obname, &obnr); + BLI_split_name_num(obname, &obnr, ob->id.name+2); /* object ob has to be in same "group" ... it means, that it has to have * same base of its name */ @@ -1572,7 +1572,7 @@ float init_meta(Scene *scene, Object *ob) /* return totsize */ invert_m4_m4(obinv, ob->obmat); a= 0; - splitIDname(ob->id.name+2, obname, &obnr); + BLI_split_name_num(obname, &obnr, ob->id.name+2); /* make main array */ next_object(&sce_iter, 0, 0, 0); @@ -1593,7 +1593,7 @@ float init_meta(Scene *scene, Object *ob) /* return totsize */ char name[32]; int nr; - splitIDname(bob->id.name+2, name, &nr); + BLI_split_name_num(name, &nr, bob->id.name+2); if( strcmp(obname, name)==0 ) { mb= bob->data; -- cgit v1.2.3