Header file clean up and warning fixes
- Mostly this cleans up the #includes and header files in the python project. - Warning fixes are mostly casting issues and misc fixes. General warning clean up. - #include Python.h MUST come as the first include to avoid the POSIX redefine warning in the unix makefiles - fno-strict-aliasing flag added to makefile to fix a unavoidable type punning warning in types.c
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@@ -35,38 +35,56 @@
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#include "Object.h"
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#include "NLA.h"
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#include "logic.h"
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#include "blendef.h"
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struct SpaceIpo;
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struct rctf;
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#include "DNA_scene_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_curve_types.h"
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#include "Object.h" /*This must come first */
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#include "DNA_view3d_types.h"
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#include "DNA_object_force.h"
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#include "DNA_property_types.h"
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#include "DNA_userdef_types.h"
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#include "BKE_depsgraph.h"
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#include "BKE_effect.h"
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#include "BKE_font.h"
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#include "BKE_property.h"
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#include "BKE_mball.h"
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#include "BKE_softbody.h"
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#include "BKE_utildefines.h"
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#include "BKE_armature.h"
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#include "BKE_lattice.h"
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#include "BKE_mesh.h"
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#include "BKE_library.h"
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#include "BKE_object.h"
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#include "BKE_curve.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BIF_editview.h"
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#include "BSE_editipo.h"
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#include "BSE_edit.h"
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#include "Ipo.h"
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#include "Lattice.h"
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#include "modules.h"
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#include "Mathutils.h"
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#include "constant.h"
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/* only used for oops location get/set at the moment */
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#include "BIF_space.h"
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#include "DNA_oops_types.h"
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#include "DNA_space_types.h"
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#include <string.h>
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#include "BLI_arithb.h"
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#include "BLI_blenlib.h"
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#include "BDR_editobject.h"
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#include "MEM_guardedalloc.h"
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#include "mydevice.h"
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#include "blendef.h"
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#include "Scene.h"
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#include "Mathutils.h"
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#include "NMesh.h"
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#include "Curve.h"
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#include "Ipo.h"
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#include "Armature.h"
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#include "Camera.h"
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#include "Lamp.h"
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#include "Lattice.h"
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#include "Text.h"
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#include "Text3d.h"
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#include "Metaball.h"
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#include "Draw.h"
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#include "NLA.h"
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#include "logic.h"
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#include "gen_utils.h"
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/* Defines for insertIpoKey */
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@@ -631,7 +649,7 @@ PyObject *M_Object_New( PyObject * self, PyObject * args )
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object->id.us = 0;
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object->flag = 0;
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object->type = type;
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object->type = (short)type;
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/* transforms */
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@@ -670,9 +688,9 @@ PyObject *M_Object_New( PyObject * self, PyObject * args )
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/* Gameengine defaults */
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object->mass = 1.0;
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object->inertia = 1.0;
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object->formfactor = 0.4;
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object->damping = 0.04;
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object->rdamping = 0.1;
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object->formfactor = 0.4f;
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object->damping = 0.04f;
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object->rdamping = 0.1f;
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object->anisotropicFriction[0] = 1.0;
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object->anisotropicFriction[1] = 1.0;
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object->anisotropicFriction[2] = 1.0;
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@@ -1757,7 +1775,7 @@ static PyObject *internal_makeParent(Object *parent, PyObject *py_child,
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if (partype == PARSKEL && child->type != OB_MESH)
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child->partype = PAROBJECT;
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else
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child->partype = partype;
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child->partype = (short)partype;
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if (partype == PARVERT3) {
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child->par1 = v1;
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@@ -1850,9 +1868,9 @@ static PyObject *Object_setDrawType( BPy_Object * self, PyObject * args )
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static PyObject *Object_setEuler( BPy_Object * self, PyObject * args )
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{
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float rot1;
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float rot2;
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float rot3;
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float rot1 = 0.0f;
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float rot2 = 0.0f;
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float rot3 = 0.0f;
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int status = 0; /* failure */
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PyObject *ob;
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@@ -2077,8 +2095,8 @@ static PyObject *Object_setMaterials( BPy_Object * self, PyObject * args )
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id_us_plus( ( ID * ) matlist[i] );
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}
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self->object->mat = matlist;
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self->object->totcol = len;
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self->object->actcol = len;
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self->object->totcol = (char)len;
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self->object->actcol = (char)len;
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switch ( self->object->type ) {
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case OB_CURVE: /* fall through */
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@@ -2224,9 +2242,6 @@ static PyObject *Object_shareFrom( BPy_Object * self, PyObject * args )
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return EXPP_ReturnPyObjError( PyExc_TypeError,
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"type not supported" );
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}
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Py_INCREF( Py_None );
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return ( Py_None );
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}
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@@ -2245,11 +2260,11 @@ static PyObject *Object_Select( BPy_Object * self, PyObject * args )
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if( base->object == self->object ) {
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if( sel == 1 ) {
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base->flag |= SELECT;
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self->object->flag = base->flag;
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self->object->flag = (short)base->flag;
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set_active_base( base );
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} else {
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base->flag &= ~SELECT;
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self->object->flag = base->flag;
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self->object->flag = (short)base->flag;
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}
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break;
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}
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