style cleanup: also rename bmesh_decimate.c --> bmesh_decimate_collapse.c
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@@ -41,7 +41,7 @@
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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_fluidsim.h"
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#include "DNA_object_force.h" // for pointcache
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#include "DNA_object_force.h" // for pointcache
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#include "DNA_object_types.h"
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#include "DNA_particle_types.h"
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#include "DNA_scene_types.h" // N_T
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@@ -66,14 +66,14 @@
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//-------------------------------------------------------------------------------
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void initElbeemMesh(struct Scene *scene, struct Object *ob,
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int *numVertices, float **vertices,
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int *numTriangles, int **triangles,
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int useGlobalCoords, int modifierIndex)
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int *numVertices, float **vertices,
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int *numTriangles, int **triangles,
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int useGlobalCoords, int modifierIndex)
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{
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DerivedMesh *dm = NULL;
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MVert *mvert;
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MFace *mface;
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int countTris=0, i, totvert, totface;
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int countTris = 0, i, totvert, totface;
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float *verts;
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int *tris;
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@@ -87,35 +87,35 @@ void initElbeemMesh(struct Scene *scene, struct Object *ob,
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totface = dm->getNumTessFaces(dm);
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*numVertices = totvert;
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verts = MEM_callocN(totvert*3*sizeof(float), "elbeemmesh_vertices");
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for (i=0; i<totvert; i++) {
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copy_v3_v3(&verts[i*3], mvert[i].co);
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if (useGlobalCoords) { mul_m4_v3(ob->obmat, &verts[i*3]); }
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verts = MEM_callocN(totvert * 3 * sizeof(float), "elbeemmesh_vertices");
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for (i = 0; i < totvert; i++) {
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copy_v3_v3(&verts[i * 3], mvert[i].co);
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if (useGlobalCoords) { mul_m4_v3(ob->obmat, &verts[i * 3]); }
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}
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*vertices = verts;
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for (i=0; i<totface; i++) {
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for (i = 0; i < totface; i++) {
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countTris++;
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if (mface[i].v4) { countTris++; }
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}
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*numTriangles = countTris;
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tris = MEM_callocN(countTris*3*sizeof(int), "elbeemmesh_triangles");
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tris = MEM_callocN(countTris * 3 * sizeof(int), "elbeemmesh_triangles");
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countTris = 0;
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for (i=0; i<totface; i++) {
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for (i = 0; i < totface; i++) {
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int face[4];
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face[0] = mface[i].v1;
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face[1] = mface[i].v2;
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face[2] = mface[i].v3;
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face[3] = mface[i].v4;
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tris[countTris*3+0] = face[0];
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tris[countTris*3+1] = face[1];
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tris[countTris*3+2] = face[2];
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tris[countTris * 3 + 0] = face[0];
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tris[countTris * 3 + 1] = face[1];
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tris[countTris * 3 + 2] = face[2];
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countTris++;
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if (face[3]) {
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tris[countTris*3+0] = face[0];
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tris[countTris*3+1] = face[2];
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tris[countTris*3+2] = face[3];
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tris[countTris * 3 + 0] = face[0];
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tris[countTris * 3 + 1] = face[2];
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tris[countTris * 3 + 2] = face[3];
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countTris++;
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}
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}
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