- fix for eternal loop with metaballs in set scenes.

- next_object() now loops through all set scenes, not just the first one.
- removed F_SET, rather them having a mode for looping on a set, just use the set when the first scene ends.
- metaballs can now glob between scenes however there are still some depsgraph issues that existed before.
This commit is contained in:
Campbell Barton
2010-07-13 16:06:51 +00:00
parent ea143875f7
commit 8ee36e1da5
4 changed files with 33 additions and 21 deletions

View File

@@ -63,7 +63,7 @@ struct Scene *set_scene_name(char *name);
struct Scene *copy_scene(struct Main *bmain, struct Scene *sce, int type);
void unlink_scene(struct Main *bmain, struct Scene *sce, struct Scene *newsce);
int next_object(struct Scene *scene, int val, struct Base **base, struct Object **ob);
int next_object(struct Scene **scene, int val, struct Base **base, struct Object **ob);
struct Object *scene_find_camera(struct Scene *sc);
struct Object *scene_camera_switch_find(struct Scene *scene); // DURIAN_CAMERA_SWITCH
int scene_camera_switch_update(struct Scene *scene);

View File

@@ -296,6 +296,7 @@ int is_mball_basis_for(Object *ob1, Object *ob2)
* because this metaball influence polygonisation of metaballs. */
void copy_mball_properties(Scene *scene, Object *active_object)
{
Scene *sce_iter= scene;
Base *base;
Object *ob;
MetaBall *active_mball = (MetaBall*)active_object->data;
@@ -305,10 +306,10 @@ void copy_mball_properties(Scene *scene, Object *active_object)
splitIDname(active_object->id.name+2, basisname, &basisnr);
/* XXX recursion check, see scene.c, just too simple code this next_object() */
if(F_ERROR==next_object(scene, 0, 0, 0))
if(F_ERROR==next_object(&sce_iter, 0, 0, 0))
return;
while(next_object(scene, 1, &base, &ob)) {
while(next_object(&sce_iter, 1, &base, &ob)) {
if (ob->type==OB_MBALL) {
if(ob!=active_object){
splitIDname(ob->id.name+2, obname, &obnr);
@@ -338,6 +339,7 @@ void copy_mball_properties(Scene *scene, Object *active_object)
*/
Object *find_basis_mball(Scene *scene, Object *basis)
{
Scene *sce_iter= scene;
Base *base;
Object *ob,*bob= basis;
MetaElem *ml=NULL;
@@ -348,10 +350,10 @@ Object *find_basis_mball(Scene *scene, Object *basis)
totelem= 0;
/* XXX recursion check, see scene.c, just too simple code this next_object() */
if(F_ERROR==next_object(scene, 0, 0, 0))
if(F_ERROR==next_object(&sce_iter, 0, 0, 0))
return NULL;
while(next_object(scene, 1, &base, &ob)) {
while(next_object(&sce_iter, 1, &base, &ob)) {
if (ob->type==OB_MBALL) {
if(ob==bob){
@@ -1507,6 +1509,7 @@ void polygonize(PROCESS *mbproc, MetaBall *mb)
float init_meta(Scene *scene, Object *ob) /* return totsize */
{
Scene *sce_iter= scene;
Base *base;
Object *bob;
MetaBall *mb;
@@ -1523,9 +1526,8 @@ float init_meta(Scene *scene, Object *ob) /* return totsize */
splitIDname(ob->id.name+2, obname, &obnr);
/* make main array */
next_object(scene, 0, 0, 0);
while(next_object(scene, 1, &base, &bob)) {
next_object(&sce_iter, 0, 0, 0);
while(next_object(&sce_iter, 1, &base, &bob)) {
if(bob->type==OB_MBALL) {
zero_size= 0;

View File

@@ -593,7 +593,7 @@ void unlink_scene(Main *bmain, Scene *sce, Scene *newsce)
/* used by metaballs
* doesnt return the original duplicated object, only dupli's
*/
int next_object(Scene *scene, int val, Base **base, Object **ob)
int next_object(Scene **scene, int val, Base **base, Object **ob)
{
static ListBase *duplilist= NULL;
static DupliObject *dupob;
@@ -622,17 +622,21 @@ int next_object(Scene *scene, int val, Base **base, Object **ob)
/* the first base */
if(fase==F_START) {
*base= scene->base.first;
*base= (*scene)->base.first;
if(*base) {
*ob= (*base)->object;
fase= F_SCENE;
}
else {
/* exception: empty scene */
if(scene->set && scene->set->base.first) {
*base= scene->set->base.first;
*ob= (*base)->object;
fase= F_SET;
while((*scene)->set) {
(*scene)= (*scene)->set;
if((*scene)->base.first) {
*base= (*scene)->base.first;
*ob= (*base)->object;
fase= F_SCENE;
break;
}
}
}
}
@@ -642,11 +646,14 @@ int next_object(Scene *scene, int val, Base **base, Object **ob)
if(*base) *ob= (*base)->object;
else {
if(fase==F_SCENE) {
/* scene is finished, now do the set */
if(scene->set && scene->set->base.first) {
*base= scene->set->base.first;
*ob= (*base)->object;
fase= F_SET;
/* (*scene) is finished, now do the set */
while((*scene)->set) {
(*scene)= (*scene)->set;
if((*scene)->base.first) {
*base= (*scene)->base.first;
*ob= (*base)->object;
break;
}
}
}
}
@@ -661,7 +668,7 @@ int next_object(Scene *scene, int val, Base **base, Object **ob)
this enters eternal loop because of
makeDispListMBall getting called inside of group_duplilist */
if((*base)->object->dup_group == NULL) {
duplilist= object_duplilist(scene, (*base)->object);
duplilist= object_duplilist((*scene), (*base)->object);
dupob= duplilist->first;
@@ -697,6 +704,10 @@ int next_object(Scene *scene, int val, Base **base, Object **ob)
}
}
/* if(ob && *ob) {
printf("Scene: '%s', '%s'\n", (*scene)->id.name+2, (*ob)->id.name+2);
} */
/* reset recursion test */
in_next_object= 0;

View File

@@ -1093,7 +1093,6 @@ typedef struct Scene {
#define F_ERROR -1
#define F_START 0
#define F_SCENE 1
#define F_SET 2
#define F_DUPLI 3
/* audio->flag */