Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
54 lines
1.8 KiB
C++
54 lines
1.8 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup modifiers
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*/
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#pragma once
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/* so modifier types match their defines */
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#include "MOD_modifiertypes.h"
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#include "DEG_depsgraph_build.h"
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struct MDeformVert;
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struct Mesh;
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struct ModifierData;
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struct ModifierEvalContext;
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struct Object;
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void MOD_init_texture(struct MappingInfoModifierData *dmd, const struct ModifierEvalContext *ctx);
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/**
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* \param cos: may be NULL, in which case we use directly mesh vertices' coordinates.
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*/
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void MOD_get_texture_coords(struct MappingInfoModifierData *dmd,
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const struct ModifierEvalContext *ctx,
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struct Object *ob,
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struct Mesh *mesh,
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float (*cos)[3],
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float (*r_texco)[3]);
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void MOD_previous_vcos_store(struct ModifierData *md, const float (*vert_coords)[3]);
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/**
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* \returns a mesh if mesh == NULL, for deforming modifiers that need it.
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*/
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struct Mesh *MOD_deform_mesh_eval_get(struct Object *ob,
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struct BMEditMesh *em,
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struct Mesh *mesh,
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const float (*vertexCos)[3],
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int num_verts,
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bool use_normals,
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bool use_orco);
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void MOD_get_vgroup(struct Object *ob,
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struct Mesh *mesh,
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const char *name,
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struct MDeformVert **dvert,
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int *defgrp_index);
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void MOD_depsgraph_update_object_bone_relation(struct DepsNodeHandle *node,
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struct Object *object,
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const char *bonename,
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const char *description);
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