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; }