The depsgraph was always created within a fixed evaluation context. Passing both risks the depsgraph and evaluation context not matching, and it complicates the Python API where we'd have to expose both which is not so easy to understand. This also removes the global evaluation context in main, which assumed there to be a single active scene and view layer. Differential Revision: https://developer.blender.org/D3152
108 lines
3.2 KiB
C
108 lines
3.2 KiB
C
/*
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* ***** BEGIN GPL 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.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) Blender Foundation
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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 LICENSE BLOCK *****
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*/
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/** \file blender/blenkernel/intern/fluidsim.c
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* \ingroup bke
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*/
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// headers for fluidsim bobj meshes
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#include <stdlib.h>
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#include <zlib.h>
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#include <string.h>
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#include <stdio.h>
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#include "MEM_guardedalloc.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_fluidsim_types.h"
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#include "DNA_object_force_types.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"
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#include "BLI_math.h"
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#include "BLI_blenlib.h"
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#include "BLI_utildefines.h"
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#include "BKE_cdderivedmesh.h"
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#include "BKE_customdata.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_fluidsim.h"
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#include "BKE_modifier.h"
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#include "BKE_mesh.h"
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/* ************************* fluidsim bobj file handling **************************** */
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//-------------------------------------------------------------------------------
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// file handling
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//-------------------------------------------------------------------------------
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void initElbeemMesh(struct Depsgraph *depsgraph, 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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{
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DerivedMesh *dm;
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const MVert *mvert;
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const MLoop *mloop;
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const MLoopTri *looptri, *lt;
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int i, mvert_num, looptri_num;
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float *verts;
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int *tris;
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dm = mesh_create_derived_index_render(depsgraph, scene, ob, CD_MASK_BAREMESH, modifierIndex);
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mvert = dm->getVertArray(dm);
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mloop = dm->getLoopArray(dm);
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looptri = dm->getLoopTriArray(dm);
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mvert_num = dm->getNumVerts(dm);
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looptri_num = dm->getNumLoopTri(dm);
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*numVertices = mvert_num;
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verts = MEM_mallocN(mvert_num * sizeof(float[3]), "elbeemmesh_vertices");
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for (i = 0; i < mvert_num; 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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*numTriangles = looptri_num;
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tris = MEM_mallocN(looptri_num * sizeof(int[3]), "elbeemmesh_triangles");
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for (i = 0, lt = looptri; i < looptri_num; i++, lt++) {
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tris[(i * 3) + 0] = mloop[lt->tri[0]].v;
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tris[(i * 3) + 1] = mloop[lt->tri[1]].v;
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tris[(i * 3) + 2] = mloop[lt->tri[2]].v;
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}
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*triangles = tris;
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dm->release(dm);
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}
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