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authorDaniel Dunbar <daniel@zuster.org>2005-07-18 23:58:23 +0400
committerDaniel Dunbar <daniel@zuster.org>2005-07-18 23:58:23 +0400
commit1e3bd6d45eca5e345b5e5b7022c95c57dc82393f (patch)
treec1bf6df6e16724c3ff7f829ede2d9ed7bf285abb /source/blender/blenkernel/BKE_DerivedMesh.h
parent291af7418e122d0b1f4fbf21ba4f7b7ceb26cd10 (diff)
- added DerivedMesh.getVertCos function and implementations
- added mesh_create_derived_no_deform[_render] - mesh_create_orco now always goes through a DerivedMesh, some redundant copying atm but can be fixed (and orco generation is not a big bottleneck) New feature: TexMesh (texcomesh) works with subsurf now (are you listening rob?)
Diffstat (limited to 'source/blender/blenkernel/BKE_DerivedMesh.h')
-rw-r--r--source/blender/blenkernel/BKE_DerivedMesh.h6
1 files changed, 6 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_DerivedMesh.h b/source/blender/blenkernel/BKE_DerivedMesh.h
index 22dfbf3da9b..8b038ed8a5d 100644
--- a/source/blender/blenkernel/BKE_DerivedMesh.h
+++ b/source/blender/blenkernel/BKE_DerivedMesh.h
@@ -75,6 +75,9 @@ struct DerivedMesh {
/* Get vertex location, undefined if index is not valid */
void (*getVertCo)(DerivedMesh *dm, int index, float co_r[3]);
+ /* Fill the array (of length .getNumVerts()) with all vertex locations */
+ void (*getVertCos)(DerivedMesh *dm, float (*cos_r)[3]);
+
/* Get vertex normal, undefined if index is not valid */
void (*getVertNo)(DerivedMesh *dm, int index, float no_r[3]);
@@ -152,6 +155,9 @@ DerivedMesh *mesh_get_derived_final(struct Object *ob, int *needsFree_r);
DerivedMesh *mesh_get_derived_render(struct Object *ob, int *needsFree_r);
DerivedMesh *mesh_get_derived_deform(struct Object *ob, int *needsFree_r);
+DerivedMesh *mesh_create_derived_no_deform(struct Mesh *me, float (*vertCos)[3]);
+DerivedMesh *mesh_create_derived_no_deform_render(struct Mesh *me, float (*vertCos)[3]);
+
/* IMPORTANT: The functions below do not return "true" DerivedMesh
* objects, rather they are just proxies for the mesh or editmesh
* objects and are used to keep the drawing code consistent. They