Previous experiment (in 2000) didn't satisfy, it had even some primitive NLA option in groups... so, cleaned up the old code (removed most) and integrated it back in a more useful way. Usage: - CTRL+G gives menu to add group, add to existing group, or remove from groups. - In Object buttons, a new (should become first) Panel was added, showing not only Object "ID button" and Parent, but also the Groups the Object Belongs to. These buttons also allow rename, assigning or removing. - To indicate Objects are grouped, they're drawn in a (not theme yet, so temporal?) green wire color. - Use ALT+SHIFT mouse-select to (de)select an entire group But, the real power of groups is in the following features: -> Particle Force field and Guide control In the "Particle Motion" Panel, you can indicate a Group name, this then limits force fields or guides to members of that Group. (Note that layers still work on top of that... not sure about that). -> Light Groups In the Material "Shaders" Panel, you can indicate a Group name to limit lighting for the Material to lamps in this group. The Lights in a Group do need to be 'visible' for the Scene to be rendered (as usual). -> Group Duplicator In the Object "Anim" Panel, you can set any Object (use Empty!) to duplicate an entire Group. It will make copies of all Objects in that Group. Also works for animated Objects, but it will copy the current positions or deforms. Control over 'local timing' (so we can do Massive anims!) will be added later. (Note; this commit won't render Group duplicators yet, a fix in bf-blender will enable that, next commit will sync) -> Library Appending In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed. By appending or linking the Group itself, and use the Group Duplicator, you now can animate and position linked Objects. The nice thing is that the local saved file itself will only store the Group name that was linked, so on a next file read, the Group Objects will be re-read as stored (changed) in the Library file. (Note; current implementation also "gives a base" to linked Group Objects, to show them as Objects in the current Scene. Need that now for testing purposes, but probably will be removed later). -> Outliner Outliner now shows Groups as optio too, nice to organize your data a bit too! In General, Groups have a very good potential... for example, it could become default for MetaBall Objects too (jiri, I can help you later on how this works). All current 'layer relationships' in Blender should be dropped in time, I guess...
600 lines
14 KiB
C
600 lines
14 KiB
C
/** anim.c
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*
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*
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#include <math.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "DNA_listBase.h"
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#include "DNA_curve_types.h"
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#include "DNA_effect_types.h"
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#include "DNA_group_types.h"
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#include "DNA_key_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_view3d_types.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_global.h"
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#include "BKE_utildefines.h"
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#include "BKE_anim.h"
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#include "BKE_ipo.h"
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#include "BKE_object.h"
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#include "BKE_displist.h"
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#include "BKE_key.h"
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#include "BKE_font.h"
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#include "BKE_effect.h"
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#include "BKE_bad_level_calls.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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ListBase duplilist= {0, 0};
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void free_path(Path *path)
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{
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if(path->data) MEM_freeN(path->data);
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MEM_freeN(path);
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}
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void calc_curvepath(Object *ob)
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{
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BevList *bl;
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BevPoint *bevp, *bevpn, *bevpfirst, *bevplast, *tempbevp;
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Curve *cu;
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Nurb *nu;
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Path *path;
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float *fp, *dist, *maxdist, x, y, z;
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float fac, d=0, fac1, fac2;
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int a, tot, cycl=0;
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float *ft;
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/* in a path vertices are with equal differences: path->len = number of verts */
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/* NOW WITH BEVELCURVE!!! */
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if(ob==NULL || ob->type != OB_CURVE) return;
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cu= ob->data;
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if(ob==G.obedit) nu= editNurb.first;
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else nu= cu->nurb.first;
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if(cu->path) free_path(cu->path);
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cu->path= NULL;
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bl= cu->bev.first;
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if(bl==NULL) return;
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cu->path=path= MEM_callocN(sizeof(Path), "path");
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/* if POLY: last vertice != first vertice */
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cycl= (bl->poly!= -1);
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if(cycl) tot= bl->nr;
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else tot= bl->nr-1;
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path->len= tot+1;
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/* exception: vector handle paths and polygon paths should be subdivided at least a factor 6 (or more?) */
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if(path->len<6*nu->pntsu) path->len= 6*nu->pntsu;
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dist= (float *)MEM_mallocN((tot+1)*4, "calcpathdist");
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/* all lengths in *dist */
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bevp= bevpfirst= (BevPoint *)(bl+1);
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fp= dist;
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*fp= 0;
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for(a=0; a<tot; a++) {
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fp++;
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if(cycl && a==tot-1) {
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x= bevpfirst->x - bevp->x;
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y= bevpfirst->y - bevp->y;
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z= bevpfirst->z - bevp->z;
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}
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else {
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tempbevp = bevp+1;
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x= (tempbevp)->x - bevp->x;
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y= (tempbevp)->y - bevp->y;
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z= (tempbevp)->z - bevp->z;
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}
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*fp= *(fp-1)+ (float)sqrt(x*x+y*y+z*z);
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bevp++;
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}
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path->totdist= *fp;
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/* the path verts in path->data */
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/* now also with TILT value */
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ft= path->data = (float *)MEM_callocN(16*path->len, "pathdata");
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bevp= bevpfirst;
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bevpn= bevp+1;
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bevplast= bevpfirst + (bl->nr-1);
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fp= dist+1;
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maxdist= dist+tot;
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fac= 1.0f/((float)path->len-1.0f);
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fac = fac * path->totdist;
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for(a=0; a<path->len; a++) {
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d= ((float)a)*fac;
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/* we're looking for location (distance) 'd' in the array */
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while((d>= *fp) && fp<maxdist) {
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fp++;
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if(bevp<bevplast) bevp++;
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bevpn= bevp+1;
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if(bevpn>bevplast) {
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if(cycl) bevpn= bevpfirst;
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else bevpn= bevplast;
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}
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}
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fac1= *(fp)- *(fp-1);
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fac2= *(fp)-d;
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fac1= fac2/fac1;
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fac2= 1.0f-fac1;
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ft[0]= fac1*bevp->x+ fac2*(bevpn)->x;
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ft[1]= fac1*bevp->y+ fac2*(bevpn)->y;
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ft[2]= fac1*bevp->z+ fac2*(bevpn)->z;
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ft[3]= fac1*bevp->alfa+ fac2*(bevpn)->alfa;
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ft+= 4;
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}
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MEM_freeN(dist);
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}
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int interval_test(int min, int max, int p1, int cycl)
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{
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if(cycl) {
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if( p1 < min)
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p1= ((p1 -min) % (max-min+1)) + max+1;
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else if(p1 > max)
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p1= ((p1 -min) % (max-min+1)) + min;
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}
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else {
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if(p1 < min) p1= min;
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else if(p1 > max) p1= max;
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}
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return p1;
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}
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/* warning, *vec needs FOUR items! */
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/* ctime is normalized range <0-1> */
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int where_on_path(Object *ob, float ctime, float *vec, float *dir) /* returns OK */
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{
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Curve *cu;
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Nurb *nu;
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BevList *bl;
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Path *path;
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float *fp, *p0, *p1, *p2, *p3, fac;
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float data[4];
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int cycl=0, s0, s1, s2, s3;
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if(ob==NULL || ob->type != OB_CURVE) return 0;
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cu= ob->data;
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if(cu->path==NULL || cu->path->data==NULL) {
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printf("no path!\n");
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}
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path= cu->path;
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fp= path->data;
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/* test for cyclic */
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bl= cu->bev.first;
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if(bl && bl->poly> -1) cycl= 1;
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ctime *= (path->len-1);
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s1= (int)floor(ctime);
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fac= (float)(s1+1)-ctime;
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/* path->len is corected for cyclic */
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s0= interval_test(0, path->len-1-cycl, s1-1, cycl);
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s1= interval_test(0, path->len-1-cycl, s1, cycl);
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s2= interval_test(0, path->len-1-cycl, s1+1, cycl);
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s3= interval_test(0, path->len-1-cycl, s1+2, cycl);
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p0= fp + 4*s0;
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p1= fp + 4*s1;
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p2= fp + 4*s2;
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p3= fp + 4*s3;
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/* note, commented out for follow constraint */
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//if(cu->flag & CU_FOLLOW) {
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set_afgeleide_four_ipo(1.0f-fac, data, KEY_BSPLINE);
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dir[0]= data[0]*p0[0] + data[1]*p1[0] + data[2]*p2[0] + data[3]*p3[0] ;
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dir[1]= data[0]*p0[1] + data[1]*p1[1] + data[2]*p2[1] + data[3]*p3[1] ;
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dir[2]= data[0]*p0[2] + data[1]*p1[2] + data[2]*p2[2] + data[3]*p3[2] ;
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/* make compatible with vectoquat */
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dir[0]= -dir[0];
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dir[1]= -dir[1];
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dir[2]= -dir[2];
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//}
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nu= cu->nurb.first;
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/* make sure that first and last frame are included in the vectors here */
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if((nu->type & 7)==CU_POLY) set_four_ipo(1.0f-fac, data, KEY_LINEAR);
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else if((nu->type & 7)==CU_BEZIER) set_four_ipo(1.0f-fac, data, KEY_LINEAR);
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else if(s0==s1 || p2==p3) set_four_ipo(1.0f-fac, data, KEY_CARDINAL);
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else set_four_ipo(1.0f-fac, data, KEY_BSPLINE);
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vec[0]= data[0]*p0[0] + data[1]*p1[0] + data[2]*p2[0] + data[3]*p3[0] ;
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vec[1]= data[0]*p0[1] + data[1]*p1[1] + data[2]*p2[1] + data[3]*p3[1] ;
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vec[2]= data[0]*p0[2] + data[1]*p1[2] + data[2]*p2[2] + data[3]*p3[2] ;
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vec[3]= data[0]*p0[3] + data[1]*p1[3] + data[2]*p2[3] + data[3]*p3[3] ;
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return 1;
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}
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static Object *new_dupli_object(ListBase *lb, Object *ob, Object *par, int clearpar)
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{
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Object *newob;
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newob= MEM_mallocN(sizeof(Object), "newobj dupli");
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memcpy(newob, ob, sizeof(Object));
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newob->flag |= OB_FROMDUPLI;
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newob->id.newid= (ID *)par; /* store duplicator */
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/* only basis-ball gets displist */
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if(newob->type==OB_MBALL) newob->disp.first= newob->disp.last= NULL;
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if(clearpar) { // dupliverts, particle
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newob->parent= NULL;
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newob->track= NULL;
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}
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BLI_addtail(lb, newob);
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return newob;
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}
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static void group_duplilist(Object *ob)
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{
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Object *newob;
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GroupObject *go;
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float mat[4][4];
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if(ob->dup_group==NULL) return;
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for(go= ob->dup_group->gobject.first; go; go= go->next) {
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newob= new_dupli_object(&duplilist, go->ob, ob, 0);
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Mat4CpyMat4(mat, newob->obmat);
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Mat4MulMat4(newob->obmat, mat, ob->obmat);
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}
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}
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static void frames_duplilist(Object *ob)
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{
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extern int enable_cu_speed; /* object.c */
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Object *newob, copyob;
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int cfrao, ok;
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cfrao= G.scene->r.cfra;
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if(ob->parent==NULL && ob->track==NULL && ob->ipo==NULL && ob->constraints.first==NULL) return;
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if(ob->transflag & OB_DUPLINOSPEED) enable_cu_speed= 0;
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copyob= *ob; /* store transform info */
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for(G.scene->r.cfra= ob->dupsta; G.scene->r.cfra<=ob->dupend; G.scene->r.cfra++) {
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ok= 1;
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if(ob->dupoff) {
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ok= G.scene->r.cfra - ob->dupsta;
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ok= ok % (ob->dupon+ob->dupoff);
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if(ok < ob->dupon) ok= 1;
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else ok= 0;
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}
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if(ok) {
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newob= new_dupli_object(&duplilist, ob, ob, 0);
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do_ob_ipo(newob);
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where_is_object_time(newob, (float)G.scene->r.cfra);
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}
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}
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*ob= copyob; /* restore transform info */
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G.scene->r.cfra= cfrao;
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enable_cu_speed= 1;
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}
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struct vertexDupliData {
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float pmat[4][4];
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Object *ob, *par;
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};
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static void vertex_dupli__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
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{
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struct vertexDupliData *vdd= userData;
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Object *newob;
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float vec[3], *q2, mat[3][3], tmat[4][4];
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VECCOPY(vec, co);
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Mat4MulVecfl(vdd->pmat, vec);
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VecSubf(vec, vec, vdd->pmat[3]);
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VecAddf(vec, vec, vdd->ob->obmat[3]);
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newob= new_dupli_object(&duplilist, vdd->ob, vdd->par, 1);
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VECCOPY(newob->obmat[3], vec);
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if(vdd->par->transflag & OB_DUPLIROT) {
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vec[0]= -no_f[0]; vec[1]= -no_f[1]; vec[2]= -no_f[2];
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q2= vectoquat(vec, vdd->ob->trackflag, vdd->ob->upflag);
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QuatToMat3(q2, mat);
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Mat4CpyMat4(tmat, newob->obmat);
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Mat4MulMat43(newob->obmat, tmat, mat);
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}
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}
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static void vertex_duplilist(Scene *sce, Object *par)
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{
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Object *ob;
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Base *base;
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float vec[3], no[3], pmat[4][4];
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int lay, totvert, a;
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int dmNeedsFree;
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DerivedMesh *dm;
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Mat4CpyMat4(pmat, par->obmat);
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lay= G.scene->lay;
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if(par==G.obedit)
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dm= editmesh_get_derived_cage(&dmNeedsFree);
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else
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dm = mesh_get_derived_deform(par, &dmNeedsFree);
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totvert = dm->getNumVerts(dm);
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base= sce->base.first;
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while(base) {
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if(base->object->type>0 && (lay & base->lay) && G.obedit!=base->object) {
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ob= base->object->parent;
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while(ob) {
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if(ob==par) {
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struct vertexDupliData vdd;
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ob= base->object;
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vdd.ob= ob;
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vdd.par= par;
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Mat4CpyMat4(vdd.pmat, pmat);
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/* mballs have a different dupli handling */
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if(ob->type!=OB_MBALL) ob->flag |= OB_DONE; /* doesnt render */
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if(par==G.obedit) {
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dm->foreachMappedVert(dm, vertex_dupli__mapFunc, (void*) &vdd);
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}
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else {
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for(a=0; a<totvert; a++) {
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dm->getVertCo(dm, a, vec);
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dm->getVertNo(dm, a, no);
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vertex_dupli__mapFunc(&vdd, a, vec, no, NULL);
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}
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}
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break;
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}
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ob= ob->parent;
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}
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}
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base= base->next;
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}
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if (dmNeedsFree)
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dm->release(dm);
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}
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static void particle_duplilist(Scene *sce, Object *par, PartEff *paf)
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{
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Object *ob, *newob;
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Base *base;
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Particle *pa;
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float ctime, vec1[3];
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float vec[3], tmat[4][4], mat[3][3];
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float *q2;
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int lay, a;
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pa= paf->keys;
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if(pa==0) {
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build_particle_system(par);
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pa= paf->keys;
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if(pa==0) return;
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}
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ctime= bsystem_time(par, 0, (float)G.scene->r.cfra, 0.0);
|
|
|
|
lay= G.scene->lay;
|
|
|
|
base= sce->base.first;
|
|
while(base) {
|
|
|
|
if(base->object->type>0 && (base->lay & lay) && G.obedit!=base->object) {
|
|
ob= base->object->parent;
|
|
while(ob) {
|
|
if(ob==par) {
|
|
|
|
ob= base->object;
|
|
|
|
pa= paf->keys;
|
|
for(a=0; a<paf->totpart; a++, pa+=paf->totkey) {
|
|
|
|
if(paf->flag & PAF_STATIC) {
|
|
float mtime;
|
|
|
|
where_is_particle(paf, pa, pa->time, vec1);
|
|
mtime= pa->time+pa->lifetime;
|
|
|
|
for(ctime= pa->time; ctime<mtime; ctime+=paf->staticstep) {
|
|
newob= new_dupli_object(&duplilist, ob, par, 1);
|
|
|
|
/* make sure hair grows until the end.. */
|
|
if(ctime>pa->time+pa->lifetime) ctime= pa->time+pa->lifetime;
|
|
|
|
/* to give ipos in object correct offset */
|
|
where_is_object_time(newob, ctime-pa->time);
|
|
|
|
where_is_particle(paf, pa, ctime, vec); // makes sure there's always a vec
|
|
Mat4MulVecfl(par->obmat, vec);
|
|
|
|
if(paf->stype==PAF_VECT) {
|
|
where_is_particle(paf, pa, ctime+1.0, vec1); // makes sure there's always a vec
|
|
Mat4MulVecfl(par->obmat, vec1);
|
|
|
|
VecSubf(vec1, vec1, vec);
|
|
q2= vectoquat(vec1, ob->trackflag, ob->upflag);
|
|
|
|
QuatToMat3(q2, mat);
|
|
Mat4CpyMat4(tmat, newob->obmat);
|
|
Mat4MulMat43(newob->obmat, tmat, mat);
|
|
}
|
|
|
|
VECCOPY(newob->obmat[3], vec);
|
|
}
|
|
}
|
|
else { // non static particles
|
|
|
|
if((paf->flag & PAF_UNBORN)==0 && ctime < pa->time) continue;
|
|
if((paf->flag & PAF_DIED)==0 && ctime > pa->time+pa->lifetime) continue;
|
|
|
|
//if(ctime < pa->time+pa->lifetime) {
|
|
newob= new_dupli_object(&duplilist, ob, par, 1);
|
|
|
|
/* to give ipos in object correct offset */
|
|
where_is_object_time(newob, ctime-pa->time);
|
|
|
|
where_is_particle(paf, pa, ctime, vec);
|
|
if(paf->stype==PAF_VECT) {
|
|
where_is_particle(paf, pa, ctime+1.0f, vec1);
|
|
|
|
VecSubf(vec1, vec1, vec);
|
|
q2= vectoquat(vec1, ob->trackflag, ob->upflag);
|
|
|
|
QuatToMat3(q2, mat);
|
|
Mat4CpyMat4(tmat, newob->obmat);
|
|
Mat4MulMat43(newob->obmat, tmat, mat);
|
|
}
|
|
|
|
VECCOPY(newob->obmat[3], vec);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
ob= ob->parent;
|
|
}
|
|
}
|
|
base= base->next;
|
|
}
|
|
}
|
|
|
|
void free_duplilist()
|
|
{
|
|
Object *ob;
|
|
|
|
while( (ob= duplilist.first) ) {
|
|
BLI_remlink(&duplilist, ob);
|
|
MEM_freeN(ob);
|
|
}
|
|
|
|
}
|
|
|
|
void make_duplilist(Scene *sce, Object *ob)
|
|
{
|
|
PartEff *paf;
|
|
|
|
if(ob->transflag & OB_DUPLI) {
|
|
if(ob->transflag & OB_DUPLIVERTS) {
|
|
if(ob->type==OB_MESH) {
|
|
if(ob->transflag & OB_DUPLIVERTS) {
|
|
if( (paf=give_parteff(ob)) ) particle_duplilist(sce, ob, paf);
|
|
else vertex_duplilist(sce, ob);
|
|
}
|
|
}
|
|
else if(ob->type==OB_FONT) {
|
|
font_duplilist(ob);
|
|
}
|
|
}
|
|
else if(ob->transflag & OB_DUPLIFRAMES)
|
|
frames_duplilist(ob);
|
|
else if(ob->transflag & OB_DUPLIGROUP)
|
|
group_duplilist(ob);
|
|
}
|
|
}
|
|
|
|
int count_duplilist(Object *ob)
|
|
{
|
|
if(ob->transflag & OB_DUPLI) {
|
|
if(ob->transflag & OB_DUPLIVERTS) {
|
|
if(ob->type==OB_MESH) {
|
|
if(ob->transflag & OB_DUPLIVERTS) {
|
|
PartEff *paf;
|
|
if( (paf=give_parteff(ob)) ) {
|
|
return paf->totpart;
|
|
}
|
|
else {
|
|
Mesh *me= ob->data;
|
|
return me->totvert;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if(ob->transflag & OB_DUPLIFRAMES) {
|
|
int tot= ob->dupend - ob->dupsta;
|
|
tot/= (ob->dupon+ob->dupoff);
|
|
return tot*ob->dupon;
|
|
}
|
|
}
|
|
return 1;
|
|
}
|