gameObject -> blenderObject mapping was being created but wasnt needed.

Added utility func tag_main for (un)tagging every ID in a Main database with LIB_DOIT.
This commit is contained in:
Campbell Barton 2009-08-07 03:51:28 +00:00
parent a791cfc5d3
commit e7c53e20a1
6 changed files with 41 additions and 45 deletions

@ -55,6 +55,7 @@ int set_listbasepointers(struct Main *main, struct ListBase **lb);
void free_libblock(struct ListBase *lb, void *idv);
void free_libblock_us(struct ListBase *lb, void *idv);
void free_main(struct Main *mainvar);
void tag_main(struct Main *mainvar, int tag);
void splitIDname(char *name, char *left, int *nr);
void rename_id(struct ID *id, char *name);

@ -1020,6 +1020,20 @@ static void lib_indirect_test_id(ID *id)
}
}
void tag_main(struct Main *mainvar, int tag)
{
ListBase *lbarray[MAX_LIBARRAY];
ID *id;
int a;
a= set_listbasepointers(mainvar, lbarray);
while(a--) {
for(id= lbarray[a]->first; id; id= id->next) {
if(tag) id->flag |= LIB_DOIT;
else id->flag &= ~LIB_DOIT;
}
}
}
/* if lib!=NULL, only all from lib local */
void all_local(Library *lib, int untagged_only)

@ -2520,7 +2520,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
for (i=0;i<sumolist->GetCount();i++)
{
KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
struct Object* blenderobject = converter->FindBlenderObject(gameobj);
struct Object* blenderobject = gameobj->GetBlenderObject();
int nummeshes = gameobj->GetMeshCount();
RAS_MeshObject* meshobj = 0;
if (nummeshes > 0)
@ -2536,7 +2536,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
for (i=0;i<sumolist->GetCount();i++)
{
KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
struct Object* blenderobject = converter->FindBlenderObject(gameobj);
struct Object* blenderobject = gameobj->GetBlenderObject();
int nummeshes = gameobj->GetMeshCount();
RAS_MeshObject* meshobj = 0;
if (nummeshes > 0)
@ -2564,7 +2564,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
for (i=0;i<sumolist->GetCount();i++)
{
KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
struct Object* blenderobject = converter->FindBlenderObject(gameobj);
struct Object* blenderobject = gameobj->GetBlenderObject();
ListBase *conlist;
bConstraint *curcon;
conlist = get_active_constraints2(blenderobject);
@ -2661,7 +2661,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
for (i=0;i<logicbrick_conversionlist->GetCount();i++)
{
KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
struct Object* blenderobj = converter->FindBlenderObject(gameobj);
struct Object* blenderobj = gameobj->GetBlenderObject();
int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0;
bool isInActiveLayer = (blenderobj->lay & layerMask)!=0;
BL_ConvertActuators(maggie->name, blenderobj,gameobj,logicmgr,kxscene,ketsjiEngine,layerMask,isInActiveLayer,rendertools,converter);
@ -2669,7 +2669,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
for ( i=0;i<logicbrick_conversionlist->GetCount();i++)
{
KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
struct Object* blenderobj = converter->FindBlenderObject(gameobj);
struct Object* blenderobj = gameobj->GetBlenderObject();
int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0;
bool isInActiveLayer = (blenderobj->lay & layerMask)!=0;
BL_ConvertControllers(blenderobj,gameobj,logicmgr,pythondictionary,layerMask,isInActiveLayer,converter);
@ -2677,7 +2677,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
for ( i=0;i<logicbrick_conversionlist->GetCount();i++)
{
KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
struct Object* blenderobj = converter->FindBlenderObject(gameobj);
struct Object* blenderobj = gameobj->GetBlenderObject();
int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0;
bool isInActiveLayer = (blenderobj->lay & layerMask)!=0;
BL_ConvertSensors(blenderobj,gameobj,logicmgr,kxscene,ketsjiEngine,layerMask,isInActiveLayer,canvas,converter);

@ -375,10 +375,6 @@ void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene,
//This cache mecanism is buggy so I leave it disable and the memory leak
//that would result from this is fixed in RemoveScene()
m_map_mesh_to_gamemesh.clear();
//Don't clear this lookup, it is needed for the baking physics into ipo animation
//To avoid it's infinite grows, object will be unregister when they are deleted
//see KX_Scene::NewRemoveObject
//m_map_gameobject_to_blender.clear();
}
// This function removes all entities stored in the converter for that scene
@ -492,27 +488,28 @@ void KX_BlenderSceneConverter::RegisterGameObject(
KX_GameObject *gameobject,
struct Object *for_blenderobject)
{
m_map_gameobject_to_blender.insert(CHashedPtr(gameobject),for_blenderobject);
/* only maintained while converting, freed during game runtime */
m_map_blender_to_gameobject.insert(CHashedPtr(for_blenderobject),gameobject);
}
void KX_BlenderSceneConverter::UnregisterGameObject(
KX_GameObject *gameobject)
{
CHashedPtr gptr(gameobject);
struct Object **bobp= m_map_gameobject_to_blender[gptr];
#if 0
struct Object *bobp= gameobject->GetBlenderObject();
if (bobp) {
CHashedPtr bptr(*bobp);
CHashedPtr bptr(bobp);
KX_GameObject **gobp= m_map_blender_to_gameobject[bptr];
if (gobp && *gobp == gameobject)
{
// also maintain m_map_blender_to_gameobject if the gameobject
// being removed is matching the blender object
m_map_blender_to_gameobject.remove(bptr);
m_map_gameobject_to_blender.remove(gptr);
}
}
#endif
}
KX_GameObject *KX_BlenderSceneConverter::FindGameObject(
struct Object *for_blenderobject)
{
@ -521,18 +518,6 @@ KX_GameObject *KX_BlenderSceneConverter::FindGameObject(
return obp?*obp:NULL;
}
struct Object *KX_BlenderSceneConverter::FindBlenderObject(
KX_GameObject *for_gameobject)
{
struct Object **obp= m_map_gameobject_to_blender[CHashedPtr(for_gameobject)];
return obp?*obp:NULL;
}
void KX_BlenderSceneConverter::RegisterGameMesh(
RAS_MeshObject *gamemesh,
struct Mesh *for_blendermesh)
@ -717,7 +702,7 @@ void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo)
{
//KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
Object* blenderObject = FindBlenderObject(gameObj);
Object* blenderObject = gameObj->GetBlenderObject();
if (blenderObject)
{
//erase existing ipo's
@ -781,7 +766,7 @@ void KX_BlenderSceneConverter::resetNoneDynamicObjectToIpo(){
for (int ix=0;ix<parentList->GetCount();ix++){
KX_GameObject* gameobj = (KX_GameObject*)parentList->GetValue(ix);
if (!gameobj->IsDynamic()){
Object* blenderobject = FindBlenderObject(gameobj);
Object* blenderobject = gameobj->GetBlenderObject();
if (!blenderobject)
continue;
if (blenderobject->type==OB_ARMATURE)
@ -835,7 +820,7 @@ void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber)
{
//KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
Object* blenderObject = FindBlenderObject(gameObj);
Object* blenderObject = gameObj->GetBlenderObject();
if (blenderObject && blenderObject->ipo)
{
const MT_Point3& position = gameObj->NodeGetWorldPosition();
@ -933,7 +918,7 @@ void KX_BlenderSceneConverter::TestHandlesPhysicsObjectToAnimationIpo()
{
//KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
Object* blenderObject = FindBlenderObject(gameObj);
Object* blenderObject = gameObj->GetBlenderObject();
if (blenderObject && blenderObject->ipo)
{
Ipo* ipo = blenderObject->ipo;

@ -56,16 +56,12 @@ class KX_BlenderSceneConverter : public KX_ISceneConverter
// Should also have a list of collision shapes.
// For the time being this is held in KX_Scene::m_shapes
GEN_Map<CHashedPtr,struct Object*> m_map_gameobject_to_blender;
GEN_Map<CHashedPtr,KX_GameObject*> m_map_blender_to_gameobject;
GEN_Map<CHashedPtr,KX_GameObject*> m_map_blender_to_gameobject; /* cleared after conversion */
GEN_Map<CHashedPtr,RAS_MeshObject*> m_map_mesh_to_gamemesh; /* cleared after conversion */
GEN_Map<CHashedPtr,SCA_IActuator*> m_map_blender_to_gameactuator; /* cleared after conversion */
GEN_Map<CHashedPtr,SCA_IController*>m_map_blender_to_gamecontroller; /* cleared after conversion */
GEN_Map<CHashedPtr,RAS_MeshObject*> m_map_mesh_to_gamemesh;
// GEN_Map<CHashedPtr,DT_ShapeHandle> m_map_gamemesh_to_sumoshape;
GEN_Map<CHashedPtr,SCA_IActuator*> m_map_blender_to_gameactuator;
GEN_Map<CHashedPtr,SCA_IController*> m_map_blender_to_gamecontroller;
GEN_Map<CHashedPtr,BL_InterpolatorList*> m_map_blender_to_gameipolist;
GEN_Map<CHashedPtr,BL_InterpolatorList*> m_map_blender_to_gameipolist; /* kept, should be freed, TODO */
Main* m_maggie;
@ -107,14 +103,10 @@ public:
void RegisterGameObject(KX_GameObject *gameobject, struct Object *for_blenderobject);
void UnregisterGameObject(KX_GameObject *gameobject);
KX_GameObject *FindGameObject(struct Object *for_blenderobject);
struct Object *FindBlenderObject(KX_GameObject *for_gameobject);
void RegisterGameMesh(RAS_MeshObject *gamemesh, struct Mesh *for_blendermesh);
RAS_MeshObject *FindGameMesh(struct Mesh *for_blendermesh/*, unsigned int onlayer*/);
// void RegisterSumoShape(DT_ShapeHandle shape, RAS_MeshObject *for_gamemesh);
// DT_ShapeHandle FindSumoShape(RAS_MeshObject *for_gamemesh);
void RegisterPolyMaterial(RAS_IPolyMaterial *polymat);
void RegisterBlenderMaterial(BL_Material *mat);

@ -1008,8 +1008,12 @@ int KX_Scene::NewRemoveObject(class CValue* gameobj)
// in case this is a camera
m_cameras.remove((KX_Camera*)newobj);
/* currently does nothing, keep incase we need to Unregister something */
#if 0
if (m_sceneConverter)
m_sceneConverter->UnregisterGameObject(newobj);
#endif
// return value will be 0 if the object is actually deleted (all reference gone)
return ret;