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blender-archive/source/blender/blenkernel/BKE_fluidsim.h
Ton Roosendaal f7cb86df3a 2.5
Think global, act local!

The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.

Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
  meant for permanent, but it can probably stick there until we
  cleaned the anim system and depsgraph to cope better with
  timing issues.
- Game engine G.scene should become an argument for staring it.
  Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
  is too tightly wrapped to do it easily.
2009-01-04 14:14:06 +00:00

57 lines
2.0 KiB
C++

/**
* BKE_fluidsim.h
*
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "DNA_modifier_types.h"
#include "DNA_object_fluidsim.h" // N_T
#include "DNA_object_types.h"
#include "BKE_DerivedMesh.h"
/* old interface */
FluidsimSettings *fluidsimSettingsNew(Object *srcob);
void initElbeemMesh(Scene *scene, Object *ob, int *numVertices, float **vertices, int *numTriangles, int **triangles, int useGlobalCoords, int modifierIndex);
/* new fluid-modifier interface */
void fluidsim_init(FluidsimModifierData *fluidmd);
void fluidsim_free(FluidsimModifierData *fluidmd);
DerivedMesh *fluidsim_read_cache(Object *ob, DerivedMesh *orgdm, FluidsimModifierData *fluidmd, int framenr, int useRenderParams);
void fluidsim_read_vel_cache(FluidsimModifierData *fluidmd, DerivedMesh *dm, char *filename);
DerivedMesh *fluidsimModifier_do(FluidsimModifierData *fluidmd, Scene *scene, Object *ob, DerivedMesh *dm, int useRenderParams, int isFinalCalc);
// get bounding box of mesh
void fluid_get_bb(MVert *mvert, int totvert, float obmat[][4],
/*RET*/ float start[3], /*RET*/ float size[3] );