Remove tons of OBACT
There are now only referenced in: * drawobject.c * particle_edit.c * space_image.c (a single case to be handled on workspace branch) * rigidbody_constraint.c (to be handled in the following commit)
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@@ -801,9 +801,9 @@ static LodLevel *lod_level_select(Object *ob, const float camera_position[3])
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return current;
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}
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bool BKE_object_lod_is_usable(Object *ob, Scene *scene)
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bool BKE_object_lod_is_usable(Object *ob, SceneLayer *sl)
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{
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bool active = (scene) ? ob == OBACT : false;
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bool active = (sl) ? ob == OBACT_NEW : false;
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return (ob->mode == OB_MODE_OBJECT || !active);
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}
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@@ -817,11 +817,11 @@ void BKE_object_lod_update(Object *ob, const float camera_position[3])
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}
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}
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static Object *lod_ob_get(Object *ob, Scene *scene, int flag)
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static Object *lod_ob_get(Object *ob, SceneLayer *sl, int flag)
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{
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LodLevel *current = ob->currentlod;
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if (!current || !BKE_object_lod_is_usable(ob, scene))
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if (!current || !BKE_object_lod_is_usable(ob, sl))
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return ob;
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while (current->prev && (!(current->flags & flag) || !current->source || current->source->type != OB_MESH)) {
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@@ -831,14 +831,14 @@ static Object *lod_ob_get(Object *ob, Scene *scene, int flag)
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return current->source;
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}
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struct Object *BKE_object_lod_meshob_get(Object *ob, Scene *scene)
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struct Object *BKE_object_lod_meshob_get(Object *ob, SceneLayer *sl)
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{
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return lod_ob_get(ob, scene, OB_LOD_USE_MESH);
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return lod_ob_get(ob, sl, OB_LOD_USE_MESH);
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}
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struct Object *BKE_object_lod_matob_get(Object *ob, Scene *scene)
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struct Object *BKE_object_lod_matob_get(Object *ob, SceneLayer *sl)
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{
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return lod_ob_get(ob, scene, OB_LOD_USE_MAT);
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return lod_ob_get(ob, sl, OB_LOD_USE_MAT);
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}
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#endif /* WITH_GAMEENGINE */
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