Exemple #1
0
Mesh *BKE_mesh_copy(Mesh *me)
{
	return BKE_mesh_copy_ex(G.main, me);
}
/* This function merges a mesh from the current scene into another main
 * it does not convert */
RAS_MeshObject *KX_BlenderSceneConverter::ConvertMeshSpecial(KX_Scene *kx_scene, Main *maggie, const char *name)
{
	/* Find a mesh in the current main */
	ID *me= static_cast<ID *>(BLI_findstring(&m_maggie->mesh, name, offsetof(ID, name) + 2));
	Main *from_maggie = m_maggie;

	if (me == NULL) {
		// The mesh wasn't in the current main, try any dynamic (i.e., LibLoaded) ones
		vector<Main *>::iterator it;

		for (it = GetMainDynamic().begin(); it != GetMainDynamic().end(); it++) {
			me = static_cast<ID *>(BLI_findstring(&(*it)->mesh, name, offsetof(ID, name) + 2));
			from_maggie = *it;

			if (me)
				break;
		}
	}

	if (me == NULL) {
		printf("Could not be found \"%s\"\n", name);
		return NULL;
	}

	/* Watch this!, if its used in the original scene can cause big troubles */
	if (me->us > 0) {
#ifdef DEBUG
		printf("Mesh has a user \"%s\"\n", name);
#endif
		me = (ID*)BKE_mesh_copy_ex(from_maggie, (Mesh*)me);
		id_us_min(me);
	}
	BLI_remlink(&from_maggie->mesh, me); /* even if we made the copy it needs to be removed */
	BLI_addtail(&maggie->mesh, me);

	/* Must copy the materials this uses else we cant free them */
	{
		Mesh *mesh = (Mesh *)me;

		/* ensure all materials are tagged */
		for (int i = 0; i < mesh->totcol; i++) {
			if (mesh->mat[i])
				mesh->mat[i]->id.tag &= ~LIB_TAG_DOIT;
		}

		for (int i = 0; i < mesh->totcol; i++) {
			Material *mat_old = mesh->mat[i];

			/* if its tagged its a replaced material */
			if (mat_old && (mat_old->id.tag & LIB_TAG_DOIT) == 0) {
				Material *mat_old = mesh->mat[i];
				Material *mat_new = BKE_material_copy(mat_old);

				mat_new->id.tag |= LIB_TAG_DOIT;
				id_us_min(&mat_old->id);

				BLI_remlink(&G.main->mat, mat_new); // BKE_material_copy uses G.main, and there is no BKE_material_copy_ex
				BLI_addtail(&maggie->mat, mat_new);

				mesh->mat[i] = mat_new;

				/* the same material may be used twice */
				for (int j = i + 1; j < mesh->totcol; j++) {
					if (mesh->mat[j] == mat_old) {
						mesh->mat[j] = mat_new;
						id_us_plus(&mat_new->id);
						id_us_min(&mat_old->id);
					}
				}
			}
		}
	}

	m_currentScene = kx_scene; // This needs to be set in case we LibLoaded earlier
	RAS_MeshObject *meshobj = BL_ConvertMesh((Mesh *)me, NULL, kx_scene, this, false);
	kx_scene->GetLogicManager()->RegisterMeshName(meshobj->GetName(),meshobj);
	m_map_mesh_to_gamemesh.clear(); /* This is at runtime so no need to keep this, BL_ConvertMesh adds */
	return meshobj;
}