diff options
author | Ton Roosendaal <ton@blender.org> | 2009-01-04 17:14:06 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2009-01-04 17:14:06 +0300 |
commit | f7cb86df3a9ceccc4d649e42735732a608169157 (patch) | |
tree | 558a9ba43708a2213b1afa8f46d79f5daa140bc6 /source/blender/blenkernel/BKE_softbody.h | |
parent | 74f9e98c828c17910405092785633373d4ae88e8 (diff) |
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.
Diffstat (limited to 'source/blender/blenkernel/BKE_softbody.h')
-rw-r--r-- | source/blender/blenkernel/BKE_softbody.h | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/source/blender/blenkernel/BKE_softbody.h b/source/blender/blenkernel/BKE_softbody.h index 1756734813b..05a9bfb0ca9 100644 --- a/source/blender/blenkernel/BKE_softbody.h +++ b/source/blender/blenkernel/BKE_softbody.h @@ -32,6 +32,7 @@ #define BKE_SOFTBODY_H struct Object; +struct Scene; struct SoftBody; typedef struct BodyPoint { @@ -47,7 +48,7 @@ typedef struct BodyPoint { } BodyPoint; /* allocates and initializes general main data */ -extern struct SoftBody *sbNew(void); +extern struct SoftBody *sbNew(struct Scene *scene); /* frees internal data and softbody itself */ extern void sbFree(struct SoftBody *sb); @@ -56,7 +57,7 @@ extern void sbFree(struct SoftBody *sb); extern void sbFreeSimulation(struct SoftBody *sb); /* do one simul step, reading and writing vertex locs from given array */ -extern void sbObjectStep(struct Object *ob, float framnr, float (*vertexCos)[3], int numVerts); +extern void sbObjectStep(struct Scene *scene, struct Object *ob, float framnr, float (*vertexCos)[3], int numVerts); /* makes totally fresh start situation, resets time */ extern void sbObjectToSoftbody(struct Object *ob); |