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blender-archive/source/blender/modifiers/intern/MOD_util.h
Campbell Barton c434782e3a File headers: SPDX License migration
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
2022-02-11 09:14:36 +11:00

54 lines
1.8 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup modifiers
*/
#pragma once
/* so modifier types match their defines */
#include "MOD_modifiertypes.h"
#include "DEG_depsgraph_build.h"
struct MDeformVert;
struct Mesh;
struct ModifierData;
struct ModifierEvalContext;
struct Object;
void MOD_init_texture(struct MappingInfoModifierData *dmd, const struct ModifierEvalContext *ctx);
/**
* \param cos: may be NULL, in which case we use directly mesh vertices' coordinates.
*/
void MOD_get_texture_coords(struct MappingInfoModifierData *dmd,
const struct ModifierEvalContext *ctx,
struct Object *ob,
struct Mesh *mesh,
float (*cos)[3],
float (*r_texco)[3]);
void MOD_previous_vcos_store(struct ModifierData *md, const float (*vert_coords)[3]);
/**
* \returns a mesh if mesh == NULL, for deforming modifiers that need it.
*/
struct Mesh *MOD_deform_mesh_eval_get(struct Object *ob,
struct BMEditMesh *em,
struct Mesh *mesh,
const float (*vertexCos)[3],
int num_verts,
bool use_normals,
bool use_orco);
void MOD_get_vgroup(struct Object *ob,
struct Mesh *mesh,
const char *name,
struct MDeformVert **dvert,
int *defgrp_index);
void MOD_depsgraph_update_object_bone_relation(struct DepsNodeHandle *node,
struct Object *object,
const char *bonename,
const char *description);