// does copy_fcurve... void BKE_action_make_local(bAction *act) { tMakeLocalActionContext mlac = {act, NULL, false, false}; Main *bmain = G.main; if (act->id.lib == NULL) return; /* XXX: double-check this; it used to be just single-user check, but that was when fake-users were still default */ if ((act->id.flag & LIB_FAKEUSER) && (act->id.us <= 1)) { id_clear_lib_data(bmain, &act->id); return; } BKE_animdata_main_cb(bmain, make_localact_init_cb, &mlac); if (mlac.is_local && mlac.is_lib == false) { id_clear_lib_data(bmain, &act->id); } else if (mlac.is_local && mlac.is_lib) { mlac.act_new = BKE_action_copy(act); mlac.act_new->id.us = 0; BKE_id_lib_local_paths(bmain, act->id.lib, &mlac.act_new->id); BKE_animdata_main_cb(bmain, make_localact_apply_cb, &mlac); } }
static int act_new_exec(bContext *C, wmOperator *UNUSED(op)) { PointerRNA ptr, idptr; PropertyRNA *prop; /* hook into UI */ uiIDContextProperty(C, &ptr, &prop); if (prop) { bAction *action = NULL, *oldact = NULL; PointerRNA oldptr; /* create action - the way to do this depends on whether we've got an * existing one there already, in which case we make a copy of it * (which is useful for "versioning" actions within the same file) */ oldptr = RNA_property_pointer_get(&ptr, prop); oldact = (bAction *)oldptr.id.data; if (oldact && GS(oldact->id.name) == ID_AC) { /* make a copy of the existing action */ action = BKE_action_copy(oldact); } else { Main *bmain = CTX_data_main(C); /* just make a new (empty) action */ action = add_empty_action(bmain, "Action"); } /* when creating new ID blocks, use is already 1 (fake user), * but RNA pointer use also increases user, so this compensates it */ action->id.us--; RNA_id_pointer_create(&action->id, &idptr); RNA_property_pointer_set(&ptr, prop, idptr); RNA_property_update(C, &ptr, prop); } /* set notifier that keyframes have changed */ WM_event_add_notifier(C, NC_ANIMATION | ND_KEYFRAME | NA_EDITED, NULL); return OPERATOR_FINISHED; }
/* Create new action */ static bAction *action_create_new(bContext *C, bAction *oldact) { ScrArea *sa = CTX_wm_area(C); bAction *action; /* create action - the way to do this depends on whether we've got an * existing one there already, in which case we make a copy of it * (which is useful for "versioning" actions within the same file) */ if (oldact && GS(oldact->id.name) == ID_AC) { /* make a copy of the existing action */ action = BKE_action_copy(CTX_data_main(C), oldact); } else { /* just make a new (empty) action */ action = add_empty_action(CTX_data_main(C), "Action"); } /* when creating new ID blocks, there is already 1 user (as for all new datablocks), * but the RNA pointer code will assign all the proper users instead, so we compensate * for that here */ BLI_assert(action->id.us == 1); id_us_min(&action->id); /* set ID-Root type */ if (sa->spacetype == SPACE_ACTION) { SpaceAction *saction = (SpaceAction *)sa->spacedata.first; if (saction->mode == SACTCONT_SHAPEKEY) action->idroot = ID_KE; else action->idroot = ID_OB; } return action; }
/* returns 1 if its OK */ static int node_group_ungroup(bNodeTree *ntree, bNode *gnode) { bNodeLink *link, *linkn, *tlink; bNode *node, *nextnode; bNodeTree *ngroup, *wgroup; ListBase anim_basepaths = {NULL, NULL}; ngroup = (bNodeTree *)gnode->id; /* clear new pointers, set in copytree */ for (node = ntree->nodes.first; node; node = node->next) node->new_node = NULL; /* wgroup is a temporary copy of the NodeTree we're merging in * - all of wgroup's nodes are transferred across to their new home * - ngroup (i.e. the source NodeTree) is left unscathed * - temp copy. don't change ID usercount */ wgroup = ntreeCopyTree_ex(ngroup, FALSE); /* Add the nodes into the ntree */ for (node = wgroup->nodes.first; node; node = nextnode) { nextnode = node->next; /* Remove interface nodes. * This also removes remaining links to and from interface nodes. */ if (ELEM(node->type, NODE_GROUP_INPUT, NODE_GROUP_OUTPUT)) { nodeFreeNode(wgroup, node); continue; } /* keep track of this node's RNA "base" path (the part of the path identifying the node) * if the old nodetree has animation data which potentially covers this node */ if (wgroup->adt) { PointerRNA ptr; char *path; RNA_pointer_create(&wgroup->id, &RNA_Node, node, &ptr); path = RNA_path_from_ID_to_struct(&ptr); if (path) BLI_addtail(&anim_basepaths, BLI_genericNodeN(path)); } /* migrate node */ BLI_remlink(&wgroup->nodes, node); BLI_addtail(&ntree->nodes, node); /* ensure unique node name in the node tree */ nodeUniqueName(ntree, node); if (!node->parent) { node->locx += gnode->locx; node->locy += gnode->locy; } node->flag |= NODE_SELECT; } /* Add internal links to the ntree */ for (link = wgroup->links.first; link; link = linkn) { linkn = link->next; BLI_remlink(&wgroup->links, link); BLI_addtail(&ntree->links, link); } /* and copy across the animation, * note that the animation data's action can be NULL here */ if (wgroup->adt) { LinkData *ld, *ldn = NULL; bAction *waction; /* firstly, wgroup needs to temporary dummy action that can be destroyed, as it shares copies */ waction = wgroup->adt->action = BKE_action_copy(wgroup->adt->action); /* now perform the moving */ BKE_animdata_separate_by_basepath(&wgroup->id, &ntree->id, &anim_basepaths); /* paths + their wrappers need to be freed */ for (ld = anim_basepaths.first; ld; ld = ldn) { ldn = ld->next; MEM_freeN(ld->data); BLI_freelinkN(&anim_basepaths, ld); } /* free temp action too */ if (waction) { BKE_libblock_free(&G.main->action, waction); } } /* free the group tree (takes care of user count) */ BKE_libblock_free(&G.main->nodetree, wgroup); /* restore external links to and from the gnode */ /* note: the nodes have been copied to intermediate wgroup first (so need to use new_node), * then transferred to ntree (new_node pointers remain valid). */ /* input links */ for (link = ngroup->links.first; link; link = link->next) { if (link->fromnode->type == NODE_GROUP_INPUT) { const char *identifier = link->fromsock->identifier; int num_external_links = 0; /* find external links to this input */ for (tlink = ntree->links.first; tlink; tlink = tlink->next) { if (tlink->tonode == gnode && STREQ(tlink->tosock->identifier, identifier)) { nodeAddLink(ntree, tlink->fromnode, tlink->fromsock, link->tonode->new_node, link->tosock->new_sock); ++num_external_links; } } /* if group output is not externally linked, * convert the constant input value to ensure somewhat consistent behavior */ if (num_external_links == 0) { /* XXX TODO bNodeSocket *sock = node_group_find_input_socket(gnode, identifier); BLI_assert(sock);*/ /* XXX TODO nodeSocketCopy(ntree, link->tosock->new_sock, link->tonode->new_node, ntree, sock, gnode);*/ } } } /* output links */ for (link = ntree->links.first; link; link = link->next) { if (link->fromnode == gnode) { const char *identifier = link->fromsock->identifier; int num_internal_links = 0; /* find internal links to this output */ for (tlink = ngroup->links.first; tlink; tlink = tlink->next) { /* only use active output node */ if (tlink->tonode->type == NODE_GROUP_OUTPUT && (tlink->tonode->flag & NODE_DO_OUTPUT)) { if (STREQ(tlink->tosock->identifier, identifier)) { nodeAddLink(ntree, tlink->fromnode->new_node, tlink->fromsock->new_sock, link->tonode, link->tosock); ++num_internal_links; } } } /* if group output is not internally linked, * convert the constant output value to ensure somewhat consistent behavior */ if (num_internal_links == 0) { /* XXX TODO bNodeSocket *sock = node_group_find_output_socket(gnode, identifier); BLI_assert(sock);*/ /* XXX TODO nodeSocketCopy(ntree, link->tosock, link->tonode, ntree, sock, gnode); */ } } } /* delete the group instance */ nodeFreeNode(ntree, gnode); ntree->update |= NTREE_UPDATE_NODES | NTREE_UPDATE_LINKS; return 1; }
int id_copy(ID *id, ID **newid, int test) { if (!test) *newid = NULL; /* conventions: * - make shallow copy, only this ID block * - id.us of the new ID is set to 1 */ switch (GS(id->name)) { case ID_SCE: return 0; /* can't be copied from here */ case ID_LI: return 0; /* can't be copied from here */ case ID_OB: if (!test) *newid = (ID *)BKE_object_copy((Object *)id); return 1; case ID_ME: if (!test) *newid = (ID *)BKE_mesh_copy((Mesh *)id); return 1; case ID_CU: if (!test) *newid = (ID *)BKE_curve_copy((Curve *)id); return 1; case ID_MB: if (!test) *newid = (ID *)BKE_mball_copy((MetaBall *)id); return 1; case ID_MA: if (!test) *newid = (ID *)BKE_material_copy((Material *)id); return 1; case ID_TE: if (!test) *newid = (ID *)BKE_texture_copy((Tex *)id); return 1; case ID_IM: if (!test) *newid = (ID *)BKE_image_copy((Image *)id); return 1; case ID_LT: if (!test) *newid = (ID *)BKE_lattice_copy((Lattice *)id); return 1; case ID_LA: if (!test) *newid = (ID *)BKE_lamp_copy((Lamp *)id); return 1; case ID_SPK: if (!test) *newid = (ID *)BKE_speaker_copy((Speaker *)id); return 1; case ID_CA: if (!test) *newid = (ID *)BKE_camera_copy((Camera *)id); return 1; case ID_IP: return 0; /* deprecated */ case ID_KE: if (!test) *newid = (ID *)BKE_key_copy((Key *)id); return 1; case ID_WO: if (!test) *newid = (ID *)BKE_world_copy((World *)id); return 1; case ID_SCR: return 0; /* can't be copied from here */ case ID_VF: return 0; /* not implemented */ case ID_TXT: if (!test) *newid = (ID *)BKE_text_copy((Text *)id); return 1; case ID_SCRIPT: return 0; /* deprecated */ case ID_SO: return 0; /* not implemented */ case ID_GR: if (!test) *newid = (ID *)BKE_group_copy((Group *)id); return 1; case ID_AR: if (!test) *newid = (ID *)BKE_armature_copy((bArmature *)id); return 1; case ID_AC: if (!test) *newid = (ID *)BKE_action_copy((bAction *)id); return 1; case ID_NT: if (!test) *newid = (ID *)ntreeCopyTree((bNodeTree *)id); return 1; case ID_BR: if (!test) *newid = (ID *)BKE_brush_copy((Brush *)id); return 1; case ID_PA: if (!test) *newid = (ID *)BKE_particlesettings_copy((ParticleSettings *)id); return 1; case ID_WM: return 0; /* can't be copied from here */ case ID_GD: return 0; /* not implemented */ } return 0; }
bool BL_Action::Play(const std::string& name, float start, float end, short priority, float blendin, short play_mode, float layer_weight, short ipo_flags, float playback_speed, short blend_mode) { // Only start playing a new action if we're done, or if // the new action has a higher priority if (!IsDone() && priority > m_priority) return false; m_priority = priority; bAction* prev_action = m_action; KX_Scene* kxscene = m_obj->GetScene(); // First try to load the action m_action = (bAction*)kxscene->GetLogicManager()->GetActionByName(name); if (!m_action) { CM_Error("failed to load action: " << name); m_done = true; return false; } // If we have the same settings, don't play again // This is to resolve potential issues with pulses on sensors such as the ones // reported in bug #29412. The fix is here so it works for both logic bricks and Python. // However, this may eventually lead to issues where a user wants to override an already // playing action with the same action and settings. If this becomes an issue, // then this fix may have to be re-evaluated. if (!IsDone() && m_action == prev_action && m_startframe == start && m_endframe == end && m_priority == priority && m_speed == playback_speed) return false; // Keep a copy of the action for threading purposes if (m_tmpaction) { BKE_libblock_free(G.main, m_tmpaction); m_tmpaction = NULL; } m_tmpaction = BKE_action_copy(G.main, m_action); // First get rid of any old controllers ClearControllerList(); // Create an SG_Controller SG_Controller *sg_contr = BL_CreateIPO(m_action, m_obj, kxscene->GetSceneConverter()); m_sg_contr_list.push_back(sg_contr); m_obj->GetSGNode()->AddSGController(sg_contr); sg_contr->SetObject(m_obj->GetSGNode()); // World sg_contr = BL_CreateWorldIPO(m_action, kxscene->GetBlenderScene()->world, kxscene->GetSceneConverter()); if (sg_contr) { m_sg_contr_list.push_back(sg_contr); m_obj->GetSGNode()->AddSGController(sg_contr); sg_contr->SetObject(m_obj->GetSGNode()); } // Try obcolor sg_contr = BL_CreateObColorIPO(m_action, m_obj, kxscene->GetSceneConverter()); if (sg_contr) { m_sg_contr_list.push_back(sg_contr); m_obj->GetSGNode()->AddSGController(sg_contr); sg_contr->SetObject(m_obj->GetSGNode()); } // Now try materials for (int matidx = 1; matidx <= m_obj->GetBlenderObject()->totcol; ++matidx) { Material *mat = give_current_material(m_obj->GetBlenderObject(), matidx); if (!mat) { continue; } KX_BlenderSceneConverter *converter = kxscene->GetSceneConverter(); RAS_IPolyMaterial *polymat = converter->FindCachedPolyMaterial(kxscene, mat); if (!polymat) { continue; } sg_contr = BL_CreateMaterialIpo(m_action, mat, polymat, m_obj, converter); if (sg_contr) { m_sg_contr_list.push_back(sg_contr); m_obj->GetSGNode()->AddSGController(sg_contr); sg_contr->SetObject(m_obj->GetSGNode()); } } // Extra controllers if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_LIGHT) { sg_contr = BL_CreateLampIPO(m_action, m_obj, kxscene->GetSceneConverter()); m_sg_contr_list.push_back(sg_contr); m_obj->GetSGNode()->AddSGController(sg_contr); sg_contr->SetObject(m_obj->GetSGNode()); } else if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_CAMERA) { sg_contr = BL_CreateCameraIPO(m_action, m_obj, kxscene->GetSceneConverter()); m_sg_contr_list.push_back(sg_contr); m_obj->GetSGNode()->AddSGController(sg_contr); sg_contr->SetObject(m_obj->GetSGNode()); } m_ipo_flags = ipo_flags; InitIPO(); // Setup blendin shapes/poses if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE) { BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj; obj->GetPose(&m_blendinpose); } else { BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj; BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer()); if (shape_deformer && shape_deformer->GetKey()) { obj->GetShape(m_blendinshape); // Now that we have the previous blend shape saved, we can clear out the key to avoid any // further interference. KeyBlock *kb; for (kb=(KeyBlock *)shape_deformer->GetKey()->block.first; kb; kb=(KeyBlock *)kb->next) kb->curval = 0.f; } } // Now that we have an action, we have something we can play m_starttime = KX_GetActiveEngine()->GetFrameTime() - kxscene->getSuspendedDelta(); m_startframe = m_localframe = start; m_endframe = end; m_blendin = blendin; m_playmode = play_mode; m_blendmode = blend_mode; m_blendframe = 0.f; m_blendstart = 0.f; m_speed = playback_speed; m_layer_weight = layer_weight; m_done = false; m_appliedToObject = false; m_prevUpdate = -1.0f; return true; }