/* * $Id$ * * ***** BEGIN GPL 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. * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK ***** * these all are linked to objects (listbase) * all data is 'direct data', not Blender lib data. */ /** \file blender/blenkernel/intern/sca.c * \ingroup bke */ #include #include #include #include "MEM_guardedalloc.h" #include "DNA_controller_types.h" #include "DNA_sensor_types.h" #include "DNA_actuator_types.h" #include "DNA_object_types.h" #include "BLI_blenlib.h" #include "BKE_utildefines.h" #include "BKE_global.h" #include "BKE_main.h" #include "BKE_library.h" #include "BKE_sca.h" /* ******************* SENSORS ************************ */ void free_sensor(bSensor *sens) { if(sens->links) MEM_freeN(sens->links); if(sens->data) MEM_freeN(sens->data); MEM_freeN(sens); } void free_sensors(ListBase *lb) { bSensor *sens; while((sens= lb->first)) { BLI_remlink(lb, sens); free_sensor(sens); } } bSensor *copy_sensor(bSensor *sens) { bSensor *sensn; sensn= MEM_dupallocN(sens); sensn->flag |= SENS_NEW; if(sens->data) { sensn->data= MEM_dupallocN(sens->data); } if(sens->links) sensn->links= MEM_dupallocN(sens->links); return sensn; } void copy_sensors(ListBase *lbn, ListBase *lbo) { bSensor *sens, *sensn; lbn->first= lbn->last= NULL; sens= lbo->first; while(sens) { sensn= copy_sensor(sens); BLI_addtail(lbn, sensn); sens= sens->next; } } void init_sensor(bSensor *sens) { /* also use when sensor changes type */ bNearSensor *ns; bMouseSensor *ms; bJoystickSensor *js; bRaySensor *rs; if(sens->data) MEM_freeN(sens->data); sens->data= NULL; sens->pulse = 0; switch(sens->type) { case SENS_ALWAYS: sens->pulse = 0; break; case SENS_TOUCH: sens->data= MEM_callocN(sizeof(bTouchSensor), "touchsens"); break; case SENS_NEAR: ns=sens->data= MEM_callocN(sizeof(bNearSensor), "nearsens"); ns->dist= 1.0; ns->resetdist= 2.0; break; case SENS_KEYBOARD: sens->data= MEM_callocN(sizeof(bKeyboardSensor), "keysens"); break; case SENS_PROPERTY: sens->data= MEM_callocN(sizeof(bPropertySensor), "propsens"); break; case SENS_ARMATURE: sens->data= MEM_callocN(sizeof(bArmatureSensor), "armsens"); break; case SENS_ACTUATOR: sens->data= MEM_callocN(sizeof(bActuatorSensor), "actsens"); break; case SENS_DELAY: sens->data= MEM_callocN(sizeof(bDelaySensor), "delaysens"); break; case SENS_MOUSE: ms=sens->data= MEM_callocN(sizeof(bMouseSensor), "mousesens"); ms->type= 1; // LEFTMOUSE workaround because Mouse Sensor types enum starts in 1 break; case SENS_COLLISION: sens->data= MEM_callocN(sizeof(bCollisionSensor), "colsens"); break; case SENS_RADAR: sens->data= MEM_callocN(sizeof(bRadarSensor), "radarsens"); break; case SENS_RANDOM: sens->data= MEM_callocN(sizeof(bRandomSensor), "randomsens"); break; case SENS_RAY: sens->data= MEM_callocN(sizeof(bRaySensor), "raysens"); rs = sens->data; rs->range = 0.01f; break; case SENS_MESSAGE: sens->data= MEM_callocN(sizeof(bMessageSensor), "messagesens"); break; case SENS_JOYSTICK: sens->data= MEM_callocN(sizeof(bJoystickSensor), "joysticksens"); js= sens->data; js->hatf = SENS_JOY_HAT_UP; js->axis = 1; js->hat = 1; break; default: ; /* this is very severe... I cannot make any memory for this */ /* logic brick... */ } } bSensor *new_sensor(int type) { bSensor *sens; sens= MEM_callocN(sizeof(bSensor), "Sensor"); sens->type= type; sens->flag= SENS_SHOW; init_sensor(sens); strcpy(sens->name, "sensor"); // XXX make_unique_prop_names(sens->name); return sens; } /* ******************* CONTROLLERS ************************ */ void unlink_controller(bController *cont) { bSensor *sens; Object *ob; /* check for controller pointers in sensors */ ob= G.main->object.first; while(ob) { sens= ob->sensors.first; while(sens) { unlink_logicbricks((void **)&cont, (void ***)&(sens->links), &sens->totlinks); sens= sens->next; } ob= ob->id.next; } } void unlink_controllers(ListBase *lb) { bController *cont; for (cont= lb->first; cont; cont= cont->next) unlink_controller(cont); } void free_controller(bController *cont) { if(cont->links) MEM_freeN(cont->links); /* the controller itself */ if(cont->data) MEM_freeN(cont->data); MEM_freeN(cont); } void free_controllers(ListBase *lb) { bController *cont; while((cont= lb->first)) { BLI_remlink(lb, cont); if(cont->slinks) MEM_freeN(cont->slinks); free_controller(cont); } } bController *copy_controller(bController *cont) { bController *contn; cont->mynew=contn= MEM_dupallocN(cont); contn->flag |= CONT_NEW; if(cont->data) { contn->data= MEM_dupallocN(cont->data); } if(cont->links) contn->links= MEM_dupallocN(cont->links); contn->slinks= NULL; contn->totslinks= 0; return contn; } void copy_controllers(ListBase *lbn, ListBase *lbo) { bController *cont, *contn; lbn->first= lbn->last= NULL; cont= lbo->first; while(cont) { contn= copy_controller(cont); BLI_addtail(lbn, contn); cont= cont->next; } } void init_controller(bController *cont) { /* also use when controller changes type, leave actuators... */ if(cont->data) MEM_freeN(cont->data); cont->data= NULL; switch(cont->type) { case CONT_EXPRESSION: cont->data= MEM_callocN(sizeof(bExpressionCont), "expcont"); break; case CONT_PYTHON: cont->data= MEM_callocN(sizeof(bPythonCont), "pycont"); break; } } bController *new_controller(int type) { bController *cont; cont= MEM_callocN(sizeof(bController), "Controller"); cont->type= type; cont->flag= CONT_SHOW; init_controller(cont); strcpy(cont->name, "cont"); // XXX make_unique_prop_names(cont->name); return cont; } /* ******************* ACTUATORS ************************ */ void unlink_actuator(bActuator *act) { bController *cont; Object *ob; /* check for actuator pointers in controllers */ ob= G.main->object.first; while(ob) { cont= ob->controllers.first; while(cont) { unlink_logicbricks((void **)&act, (void ***)&(cont->links), &cont->totlinks); cont= cont->next; } ob= ob->id.next; } } void unlink_actuators(ListBase *lb) { bActuator *act; for (act= lb->first; act; act= act->next) unlink_actuator(act); } void free_actuator(bActuator *act) { bSoundActuator *sa; if(act->data) { switch (act->type) { case ACT_SOUND: sa = (bSoundActuator *) act->data; if(sa->sound) id_us_min((ID *) sa->sound); break; } MEM_freeN(act->data); } MEM_freeN(act); } void free_actuators(ListBase *lb) { bActuator *act; while((act= lb->first)) { BLI_remlink(lb, act); free_actuator(act); } } bActuator *copy_actuator(bActuator *act) { bActuator *actn; bSoundActuator *sa; act->mynew=actn= MEM_dupallocN(act); actn->flag |= ACT_NEW; if(act->data) { actn->data= MEM_dupallocN(act->data); } switch (act->type) { case ACT_SOUND: sa= (bSoundActuator *)act->data; if(sa->sound) id_us_plus((ID *) sa->sound); break; } return actn; } void copy_actuators(ListBase *lbn, ListBase *lbo) { bActuator *act, *actn; lbn->first= lbn->last= NULL; act= lbo->first; while(act) { actn= copy_actuator(act); BLI_addtail(lbn, actn); act= act->next; } } void init_actuator(bActuator *act) { /* also use when actuator changes type */ bCameraActuator *ca; bObjectActuator *oa; bRandomActuator *ra; bSoundActuator *sa; if(act->data) MEM_freeN(act->data); act->data= NULL; switch(act->type) { case ACT_ACTION: case ACT_SHAPEACTION: act->data= MEM_callocN(sizeof(bActionActuator), "actionact"); break; case ACT_SOUND: sa = act->data= MEM_callocN(sizeof(bSoundActuator), "soundact"); sa->volume = 1.0f; sa->sound3D.rolloff_factor = 1.0f; sa->sound3D.reference_distance = 1.0f; sa->sound3D.max_gain = 1.0f; sa->sound3D.cone_inner_angle = 360.0f; sa->sound3D.cone_outer_angle = 360.0f; sa->sound3D.max_distance = FLT_MAX; break; case ACT_OBJECT: act->data= MEM_callocN(sizeof(bObjectActuator), "objectact"); oa= act->data; oa->flag= 15; break; case ACT_IPO: act->data= MEM_callocN(sizeof(bIpoActuator), "ipoact"); break; case ACT_PROPERTY: act->data= MEM_callocN(sizeof(bPropertyActuator), "propact"); break; case ACT_CAMERA: act->data= MEM_callocN(sizeof(bCameraActuator), "camact"); ca = act->data; ca->axis = ACT_CAMERA_X; break; case ACT_EDIT_OBJECT: act->data= MEM_callocN(sizeof(bEditObjectActuator), "editobact"); break; case ACT_CONSTRAINT: act->data= MEM_callocN(sizeof(bConstraintActuator), "cons act"); break; case ACT_SCENE: act->data= MEM_callocN(sizeof(bSceneActuator), "scene act"); break; case ACT_GROUP: act->data= MEM_callocN(sizeof(bGroupActuator), "group act"); break; case ACT_RANDOM: act->data= MEM_callocN(sizeof(bRandomActuator), "random act"); ra=act->data; ra->float_arg_1 = 0.1f; break; case ACT_MESSAGE: act->data= MEM_callocN(sizeof(bMessageActuator), "message act"); break; case ACT_GAME: act->data= MEM_callocN(sizeof(bGameActuator), "game act"); break; case ACT_VISIBILITY: act->data= MEM_callocN(sizeof(bVisibilityActuator), "visibility act"); break; case ACT_2DFILTER: act->data = MEM_callocN(sizeof( bTwoDFilterActuator ), "2d filter act"); break; case ACT_PARENT: act->data = MEM_callocN(sizeof( bParentActuator ), "parent act"); break; case ACT_STATE: act->data = MEM_callocN(sizeof( bStateActuator ), "state act"); break; case ACT_ARMATURE: act->data = MEM_callocN(sizeof( bArmatureActuator ), "armature act"); break; default: ; /* this is very severe... I cannot make any memory for this */ /* logic brick... */ } } bActuator *new_actuator(int type) { bActuator *act; act= MEM_callocN(sizeof(bActuator), "Actuator"); act->type= type; act->flag= ACT_SHOW; init_actuator(act); strcpy(act->name, "act"); // XXX make_unique_prop_names(act->name); return act; } /* ******************** GENERAL ******************* */ void clear_sca_new_poins_ob(Object *ob) { bSensor *sens; bController *cont; bActuator *act; sens= ob->sensors.first; while(sens) { sens->flag &= ~SENS_NEW; sens= sens->next; } cont= ob->controllers.first; while(cont) { cont->mynew= NULL; cont->flag &= ~CONT_NEW; cont= cont->next; } act= ob->actuators.first; while(act) { act->mynew= NULL; act->flag &= ~ACT_NEW; act= act->next; } } void clear_sca_new_poins(void) { Object *ob; ob= G.main->object.first; while(ob) { clear_sca_new_poins_ob(ob); ob= ob->id.next; } } void set_sca_new_poins_ob(Object *ob) { bSensor *sens; bController *cont; bActuator *act; int a; sens= ob->sensors.first; while(sens) { if(sens->flag & SENS_NEW) { for(a=0; atotlinks; a++) { if(sens->links[a] && sens->links[a]->mynew) sens->links[a]= sens->links[a]->mynew; } } sens= sens->next; } cont= ob->controllers.first; while(cont) { if(cont->flag & CONT_NEW) { for(a=0; atotlinks; 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_MESSAGE) { bMessageActuator *ma= act->data; ID_NEW(ma->toObject); } else if(act->type==ACT_PARENT) { bParentActuator *para = act->data; ID_NEW(para->ob); } else if(act->type==ACT_ARMATURE) { bArmatureActuator *aa = act->data; ID_NEW(aa->target); ID_NEW(aa->subtarget); } else if(act->type==ACT_PROPERTY) { bPropertyActuator *pa= act->data; ID_NEW(pa->ob); } } act= act->next; } } void set_sca_new_poins(void) { 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; bParentActuator *para; bArmatureActuator *aa; 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; case ACT_PARENT: para = act->data; if (para->ob==ob) para->ob = NULL; break; case ACT_ARMATURE: aa = act->data; if (aa->target == ob) aa->target = NULL; if (aa->subtarget == ob) aa->subtarget = NULL; break; } act= act->next; } } /* ******************** INTERFACE ******************* */ void sca_move_sensor(bSensor *sens_to_move, Object *ob, int move_up) { bSensor *sens, *tmp; int val; val = move_up ? 1:2; /* make sure this sensor belongs to this object */ sens= ob->sensors.first; while(sens) { if(sens == sens_to_move) break; sens= sens->next; } if(!sens) return; /* move up */ if( val==1 && sens->prev) { for (tmp=sens->prev; tmp; tmp=tmp->prev) { if (tmp->flag & SENS_VISIBLE) break; } if (tmp) { BLI_remlink(&ob->sensors, sens); BLI_insertlinkbefore(&ob->sensors, tmp, sens); } } /* move down */ else if( val==2 && sens->next) { for (tmp=sens->next; tmp; tmp=tmp->next) { if (tmp->flag & SENS_VISIBLE) break; } if (tmp) { BLI_remlink(&ob->sensors, sens); BLI_insertlink(&ob->sensors, tmp, sens); } } } void sca_move_controller(bController *cont_to_move, Object *ob, int move_up) { bController *cont, *tmp; int val; val = move_up ? 1:2; /* make sure this controller belongs to this object */ cont= ob->controllers.first; while(cont) { if(cont == cont_to_move) break; cont= cont->next; } if(!cont) return; /* move up */ if( val==1 && cont->prev) { /* locate the controller that has the same state mask but is earlier in the list */ tmp = cont->prev; while(tmp) { if(tmp->state_mask & cont->state_mask) break; tmp = tmp->prev; } if (tmp) { BLI_remlink(&ob->controllers, cont); BLI_insertlinkbefore(&ob->controllers, tmp, cont); } } /* move down */ else if( val==2 && cont->next) { tmp = cont->next; while(tmp) { if(tmp->state_mask & cont->state_mask) break; tmp = tmp->next; } BLI_remlink(&ob->controllers, cont); BLI_insertlink(&ob->controllers, tmp, cont); } } void sca_move_actuator(bActuator *act_to_move, Object *ob, int move_up) { bActuator *act, *tmp; int val; val = move_up ? 1:2; /* make sure this actuator belongs to this object */ act= ob->actuators.first; while(act) { if(act == act_to_move) break; act= act->next; } if(!act) return; /* move up */ if( val==1 && act->prev) { /* locate the first visible actuators before this one */ for (tmp = act->prev; tmp; tmp=tmp->prev) { if (tmp->flag & ACT_VISIBLE) break; } if (tmp) { BLI_remlink(&ob->actuators, act); BLI_insertlinkbefore(&ob->actuators, tmp, act); } } /* move down */ else if( val==2 && act->next) { /* locate the first visible actuators after this one */ for (tmp=act->next; tmp; tmp=tmp->next) { if (tmp->flag & ACT_VISIBLE) break; } if (tmp) { BLI_remlink(&ob->actuators, act); BLI_insertlink(&ob->actuators, tmp, act); } } } void link_logicbricks(void **poin, void ***ppoin, short *tot, short size) { void **old_links= NULL; int ibrick; /* check if the bricks are already linked */ for (ibrick=0; ibrick < *tot; ibrick++) { if ((*ppoin)[ibrick] == *poin) return; } if (*ppoin) { old_links= *ppoin; (*tot) ++; *ppoin = MEM_callocN((*tot)*size, "new link"); for (ibrick=0; ibrick < *(tot) - 1; ibrick++) { (*ppoin)[ibrick] = old_links[ibrick]; } (*ppoin)[ibrick] = *poin; if(old_links) MEM_freeN(old_links); } else { (*tot) = 1; *ppoin = MEM_callocN((*tot)*size, "new link"); (*ppoin)[0] = *poin; } } void unlink_logicbricks(void **poin, void ***ppoin, short *tot) { int ibrick, removed; removed= 0; for (ibrick=0; ibrick < *tot; ibrick++) { if(removed) (*ppoin)[ibrick - removed] = (*ppoin)[ibrick]; else if((*ppoin)[ibrick] == *poin) removed = 1; } if (removed) { (*tot) --; if(*tot == 0) { MEM_freeN(*ppoin); (*ppoin)= NULL; } return; } }