コード例 #1
0
ファイル: library_remap.c プロジェクト: diekev/blender
/**
 * used in headerbuttons.c image.c mesh.c screen.c sound.c and library.c
 *
 * \param do_id_user: if \a true, try to release other ID's 'references' hold by \a idv.
 */
void BKE_libblock_free_ex(Main *bmain, void *idv, const bool do_id_user)
{
	ID *id = idv;
	short type = GS(id->name);
	ListBase *lb = which_libbase(bmain, type);

	DAG_id_type_tag(bmain, type);

#ifdef WITH_PYTHON
	BPY_id_release(id);
#endif

	if (do_id_user) {
		BKE_libblock_relink_ex(bmain, id, NULL, NULL, true);
	}

	switch (type) {
		case ID_SCE:
			BKE_scene_free((Scene *)id);
			break;
		case ID_LI:
			BKE_library_free((Library *)id);
			break;
		case ID_OB:
			BKE_object_free((Object *)id);
			break;
		case ID_ME:
			BKE_mesh_free((Mesh *)id);
			break;
		case ID_CU:
			BKE_curve_free((Curve *)id);
			break;
		case ID_MB:
			BKE_mball_free((MetaBall *)id);
			break;
		case ID_MA:
			BKE_material_free((Material *)id);
			break;
		case ID_TE:
			BKE_texture_free((Tex *)id);
			break;
		case ID_IM:
			BKE_image_free((Image *)id);
			break;
		case ID_LT:
			BKE_lattice_free((Lattice *)id);
			break;
		case ID_LA:
			BKE_lamp_free((Lamp *)id);
			break;
		case ID_CA:
			BKE_camera_free((Camera *) id);
			break;
		case ID_IP:  /* Deprecated. */
			BKE_ipo_free((Ipo *)id);
			break;
		case ID_KE:
			BKE_key_free((Key *)id);
			break;
		case ID_WO:
			BKE_world_free((World *)id);
			break;
		case ID_SCR:
			BKE_screen_free((bScreen *)id);
			break;
		case ID_VF:
			BKE_vfont_free((VFont *)id);
			break;
		case ID_TXT:
			BKE_text_free((Text *)id);
			break;
		case ID_SPK:
			BKE_speaker_free((Speaker *)id);
			break;
		case ID_SO:
			BKE_sound_free((bSound *)id);
			break;
		case ID_GR:
			BKE_group_free((Group *)id);
			break;
		case ID_AR:
			BKE_armature_free((bArmature *)id);
			break;
		case ID_AC:
			BKE_action_free((bAction *)id);
			break;
		case ID_NT:
			ntreeFreeTree((bNodeTree *)id);
			break;
		case ID_BR:
			BKE_brush_free((Brush *)id);
			break;
		case ID_PA:
			BKE_particlesettings_free((ParticleSettings *)id);
			break;
		case ID_WM:
			if (free_windowmanager_cb)
				free_windowmanager_cb(NULL, (wmWindowManager *)id);
			break;
		case ID_GD:
			BKE_gpencil_free((bGPdata *)id, true);
			break;
		case ID_MC:
			BKE_movieclip_free((MovieClip *)id);
			break;
		case ID_MSK:
			BKE_mask_free((Mask *)id);
			break;
		case ID_LS:
			BKE_linestyle_free((FreestyleLineStyle *)id);
			break;
		case ID_PAL:
			BKE_palette_free((Palette *)id);
			break;
		case ID_PC:
			BKE_paint_curve_free((PaintCurve *)id);
			break;
		case ID_CF:
			BKE_cachefile_free((CacheFile *)id);
			break;
	}

	/* avoid notifying on removed data */
	BKE_main_lock(bmain);

	if (free_notifier_reference_cb) {
		free_notifier_reference_cb(id);
	}

	if (remap_editor_id_reference_cb) {
		remap_editor_id_reference_cb(id, NULL);
	}

	BLI_remlink(lb, id);

	BKE_libblock_free_data(bmain, id);
	BKE_main_unlock(bmain);

	MEM_freeN(id);
}
コード例 #2
0
ファイル: library.c プロジェクト: nttputus/blensor
/* used in headerbuttons.c image.c mesh.c screen.c sound.c and library.c */
void BKE_libblock_free(ListBase *lb, void *idv)
{
    ID *id = idv;

#ifdef WITH_PYTHON
    BPY_id_release(id);
#endif

    switch (GS(id->name) ) {    /* GetShort from util.h */
    case ID_SCE:
        BKE_scene_free((Scene *)id);
        break;
    case ID_LI:
        BKE_library_free((Library *)id);
        break;
    case ID_OB:
        BKE_object_free((Object *)id);
        break;
    case ID_ME:
        BKE_mesh_free((Mesh *)id, 1);
        break;
    case ID_CU:
        BKE_curve_free((Curve *)id);
        break;
    case ID_MB:
        BKE_mball_free((MetaBall *)id);
        break;
    case ID_MA:
        BKE_material_free((Material *)id);
        break;
    case ID_TE:
        BKE_texture_free((Tex *)id);
        break;
    case ID_IM:
        BKE_image_free((Image *)id);
        break;
    case ID_LT:
        BKE_lattice_free((Lattice *)id);
        break;
    case ID_LA:
        BKE_lamp_free((Lamp *)id);
        break;
    case ID_CA:
        BKE_camera_free((Camera *) id);
        break;
    case ID_IP:
        BKE_ipo_free((Ipo *)id);
        break;
    case ID_KE:
        BKE_key_free((Key *)id);
        break;
    case ID_WO:
        BKE_world_free((World *)id);
        break;
    case ID_SCR:
        BKE_screen_free((bScreen *)id);
        break;
    case ID_VF:
        BKE_vfont_free((VFont *)id);
        break;
    case ID_TXT:
        BKE_text_free((Text *)id);
        break;
    case ID_SCRIPT:
        //XXX free_script((Script *)id);
        break;
    case ID_SPK:
        BKE_speaker_free((Speaker *)id);
        break;
    case ID_SO:
        BKE_sound_free((bSound *)id);
        break;
    case ID_GR:
        BKE_group_free((Group *)id);
        break;
    case ID_AR:
        BKE_armature_free((bArmature *)id);
        break;
    case ID_AC:
        BKE_action_free((bAction *)id);
        break;
    case ID_NT:
        ntreeFreeTree((bNodeTree *)id);
        break;
    case ID_BR:
        BKE_brush_free((Brush *)id);
        break;
    case ID_PA:
        BKE_particlesettings_free((ParticleSettings *)id);
        break;
    case ID_WM:
        if (free_windowmanager_cb)
            free_windowmanager_cb(NULL, (wmWindowManager *)id);
        break;
    case ID_GD:
        BKE_gpencil_free((bGPdata *)id);
        break;
    case ID_MC:
        BKE_movieclip_free((MovieClip *)id);
        break;
    }

    if (id->properties) {
        IDP_FreeProperty(id->properties);
        MEM_freeN(id->properties);
    }

    BLI_remlink(lb, id);

    /* this ID may be a driver target! */
    BKE_animdata_main_cb(G.main, animdata_dtar_clear_cb, (void *)id);

    MEM_freeN(id);
}
コード例 #3
0
ファイル: library_remap.c プロジェクト: wisaac407/blender
void BKE_libblock_free_datablock(ID *id, const int UNUSED(flag))
{
	const short type = GS(id->name);
	switch (type) {
		case ID_SCE:
			BKE_scene_free((Scene *)id);
			break;
		case ID_LI:
			BKE_library_free((Library *)id);
			break;
		case ID_OB:
			BKE_object_free((Object *)id);
			break;
		case ID_ME:
			BKE_mesh_free((Mesh *)id);
			break;
		case ID_CU:
			BKE_curve_free((Curve *)id);
			break;
		case ID_MB:
			BKE_mball_free((MetaBall *)id);
			break;
		case ID_MA:
			BKE_material_free((Material *)id);
			break;
		case ID_TE:
			BKE_texture_free((Tex *)id);
			break;
		case ID_IM:
			BKE_image_free((Image *)id);
			break;
		case ID_LT:
			BKE_lattice_free((Lattice *)id);
			break;
		case ID_LA:
			BKE_lamp_free((Lamp *)id);
			break;
		case ID_CA:
			BKE_camera_free((Camera *) id);
			break;
		case ID_IP:  /* Deprecated. */
			BKE_ipo_free((Ipo *)id);
			break;
		case ID_KE:
			BKE_key_free((Key *)id);
			break;
		case ID_WO:
			BKE_world_free((World *)id);
			break;
		case ID_SCR:
			BKE_screen_free((bScreen *)id);
			break;
		case ID_VF:
			BKE_vfont_free((VFont *)id);
			break;
		case ID_TXT:
			BKE_text_free((Text *)id);
			break;
		case ID_SPK:
			BKE_speaker_free((Speaker *)id);
			break;
		case ID_SO:
			BKE_sound_free((bSound *)id);
			break;
		case ID_GR:
			BKE_group_free((Group *)id);
			break;
		case ID_AR:
			BKE_armature_free((bArmature *)id);
			break;
		case ID_AC:
			BKE_action_free((bAction *)id);
			break;
		case ID_NT:
			ntreeFreeTree((bNodeTree *)id);
			break;
		case ID_BR:
			BKE_brush_free((Brush *)id);
			break;
		case ID_PA:
			BKE_particlesettings_free((ParticleSettings *)id);
			break;
		case ID_WM:
			if (free_windowmanager_cb)
				free_windowmanager_cb(NULL, (wmWindowManager *)id);
			break;
		case ID_GD:
			BKE_gpencil_free((bGPdata *)id, true);
			break;
		case ID_MC:
			BKE_movieclip_free((MovieClip *)id);
			break;
		case ID_MSK:
			BKE_mask_free((Mask *)id);
			break;
		case ID_LS:
			BKE_linestyle_free((FreestyleLineStyle *)id);
			break;
		case ID_PAL:
			BKE_palette_free((Palette *)id);
			break;
		case ID_PC:
			BKE_paint_curve_free((PaintCurve *)id);
			break;
		case ID_CF:
			BKE_cachefile_free((CacheFile *)id);
			break;
	}
}
コード例 #4
0
static void shader_preview_free(void *customdata)
{
	ShaderPreview *sp = customdata;
	Main *pr_main = sp->pr_main;
	
	if (sp->matcopy) {
		struct IDProperty *properties;
		
		/* node previews */
		shader_preview_updatejob(sp);
		
		/* get rid of copied material */
		BLI_remlink(&pr_main->mat, sp->matcopy);
		
		BKE_material_free_ex(sp->matcopy, FALSE);

		properties = IDP_GetProperties((ID *)sp->matcopy, FALSE);
		if (properties) {
			IDP_FreeProperty(properties);
			MEM_freeN(properties);
		}
		MEM_freeN(sp->matcopy);
	}
	if (sp->texcopy) {
		struct IDProperty *properties;
		/* node previews */
		shader_preview_updatejob(sp);
		
		/* get rid of copied texture */
		BLI_remlink(&pr_main->tex, sp->texcopy);
		BKE_texture_free(sp->texcopy);
		
		properties = IDP_GetProperties((ID *)sp->texcopy, FALSE);
		if (properties) {
			IDP_FreeProperty(properties);
			MEM_freeN(properties);
		}
		MEM_freeN(sp->texcopy);
	}
	if (sp->worldcopy) {
		struct IDProperty *properties;
		/* node previews */
		shader_preview_updatejob(sp);
		
		/* get rid of copied world */
		BLI_remlink(&pr_main->world, sp->worldcopy);
		BKE_world_free_ex(sp->worldcopy, TRUE); /* [#32865] - we need to unlink the texture copies, unlike for materials */
		
		properties = IDP_GetProperties((ID *)sp->worldcopy, FALSE);
		if (properties) {
			IDP_FreeProperty(properties);
			MEM_freeN(properties);
		}
		MEM_freeN(sp->worldcopy);
	}
	if (sp->lampcopy) {
		struct IDProperty *properties;
		/* node previews */
		shader_preview_updatejob(sp);
		
		/* get rid of copied lamp */
		BLI_remlink(&pr_main->lamp, sp->lampcopy);
		BKE_lamp_free(sp->lampcopy);
		
		properties = IDP_GetProperties((ID *)sp->lampcopy, FALSE);
		if (properties) {
			IDP_FreeProperty(properties);
			MEM_freeN(properties);
		}
		MEM_freeN(sp->lampcopy);
	}
	
	MEM_freeN(sp);
}
コード例 #5
0
ファイル: library.c プロジェクト: doug65536/blender
/* used in headerbuttons.c image.c mesh.c screen.c sound.c and library.c */
void BKE_libblock_free(ListBase *lb, void *idv)
{
	Main *bmain = G.main;  /* should eventually be an arg */
	ID *id = idv;

#ifdef WITH_PYTHON
	BPY_id_release(id);
#endif

	switch (GS(id->name) ) {    /* GetShort from util.h */
		case ID_SCE:
			BKE_scene_free((Scene *)id);
			break;
		case ID_LI:
			BKE_library_free((Library *)id);
			break;
		case ID_OB:
			BKE_object_free((Object *)id);
			break;
		case ID_ME:
			BKE_mesh_free((Mesh *)id, 1);
			break;
		case ID_CU:
			BKE_curve_free((Curve *)id);
			break;
		case ID_MB:
			BKE_mball_free((MetaBall *)id);
			break;
		case ID_MA:
			BKE_material_free((Material *)id);
			break;
		case ID_TE:
			BKE_texture_free((Tex *)id);
			break;
		case ID_IM:
			BKE_image_free((Image *)id);
			break;
		case ID_LT:
			BKE_lattice_free((Lattice *)id);
			break;
		case ID_LA:
			BKE_lamp_free((Lamp *)id);
			break;
		case ID_CA:
			BKE_camera_free((Camera *) id);
			break;
		case ID_IP:
			BKE_ipo_free((Ipo *)id);
			break;
		case ID_KE:
			BKE_key_free((Key *)id);
			break;
		case ID_WO:
			BKE_world_free((World *)id);
			break;
		case ID_SCR:
			BKE_screen_free((bScreen *)id);
			break;
		case ID_VF:
			BKE_vfont_free((VFont *)id);
			break;
		case ID_TXT:
			BKE_text_free((Text *)id);
			break;
		case ID_SCRIPT:
			/* deprecated */
			break;
		case ID_SPK:
			BKE_speaker_free((Speaker *)id);
			break;
		case ID_SO:
			BKE_sound_free((bSound *)id);
			break;
		case ID_GR:
			BKE_group_free((Group *)id);
			break;
		case ID_AR:
			BKE_armature_free((bArmature *)id);
			break;
		case ID_AC:
			BKE_action_free((bAction *)id);
			break;
		case ID_NT:
			ntreeFreeTree((bNodeTree *)id);
			break;
		case ID_BR:
			BKE_brush_free((Brush *)id);
			break;
		case ID_PA:
			BKE_particlesettings_free((ParticleSettings *)id);
			break;
		case ID_WM:
			if (free_windowmanager_cb)
				free_windowmanager_cb(NULL, (wmWindowManager *)id);
			break;
		case ID_GD:
			BKE_gpencil_free((bGPdata *)id);
			break;
		case ID_MC:
			BKE_movieclip_free((MovieClip *)id);
			break;
		case ID_MSK:
			BKE_mask_free(bmain, (Mask *)id);
			break;
		case ID_LS:
			BKE_free_linestyle((FreestyleLineStyle *)id);
			break;
	}

	/* avoid notifying on removed data */
	if (free_notifier_reference_cb)
		free_notifier_reference_cb(id);

	BLI_remlink(lb, id);

	BKE_libblock_free_data(id);

	MEM_freeN(id);
}
コード例 #6
0
static void shader_preview_free(void *customdata)
{
	ShaderPreview *sp = customdata;
	
	if (sp->matcopy) {
		struct IDProperty *properties;
		int a;
		
		/* node previews */
		shader_preview_updatejob(sp);
		
		/* get rid of copied material */
		BLI_remlink(&pr_main->mat, sp->matcopy);
		
		/* BKE_material_free decrements texture, prevent this. hack alert! */
		for (a = 0; a < MAX_MTEX; a++) {
			MTex *mtex = sp->matcopy->mtex[a];
			if (mtex && mtex->tex) mtex->tex = NULL;
		}
		
		BKE_material_free(sp->matcopy);

		properties = IDP_GetProperties((ID *)sp->matcopy, FALSE);
		if (properties) {
			IDP_FreeProperty(properties);
			MEM_freeN(properties);
		}
		MEM_freeN(sp->matcopy);
	}
	if (sp->texcopy) {
		struct IDProperty *properties;
		/* node previews */
		shader_preview_updatejob(sp);
		
		/* get rid of copied texture */
		BLI_remlink(&pr_main->tex, sp->texcopy);
		BKE_texture_free(sp->texcopy);
		
		properties = IDP_GetProperties((ID *)sp->texcopy, FALSE);
		if (properties) {
			IDP_FreeProperty(properties);
			MEM_freeN(properties);
		}
		MEM_freeN(sp->texcopy);
	}
	if (sp->worldcopy) {
		struct IDProperty *properties;
		/* node previews */
		shader_preview_updatejob(sp);
		
		/* get rid of copied world */
		BLI_remlink(&pr_main->world, sp->worldcopy);
		BKE_world_free(sp->worldcopy);
		
		properties = IDP_GetProperties((ID *)sp->worldcopy, FALSE);
		if (properties) {
			IDP_FreeProperty(properties);
			MEM_freeN(properties);
		}
		MEM_freeN(sp->worldcopy);
	}
	if (sp->lampcopy) {
		struct IDProperty *properties;
		/* node previews */
		shader_preview_updatejob(sp);
		
		/* get rid of copied lamp */
		BLI_remlink(&pr_main->lamp, sp->lampcopy);
		BKE_lamp_free(sp->lampcopy);
		
		properties = IDP_GetProperties((ID *)sp->lampcopy, FALSE);
		if (properties) {
			IDP_FreeProperty(properties);
			MEM_freeN(properties);
		}
		MEM_freeN(sp->lampcopy);
	}
	
	MEM_freeN(sp);
}