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authorHans Goudey <h.goudey@me.com>2022-09-07 08:06:31 +0300
committerHans Goudey <h.goudey@me.com>2022-09-07 08:06:31 +0300
commitbe038b844cb53bc228d3e98bfe09071560930cde (patch)
tree13de4a3fc3b49a8b2075a0413dc8261603fbc718 /source/blender/blenkernel/intern/softbody.c
parent20daaeffce4cf9bfe48ab7c84cb9e2b1d71d2c91 (diff)
Cleanup: Tweak naming for recently added mesh accessors
Use `verts` instead of `vertices` and `polys` instead of `polygons` in the API added in 05952aa94d33eeb50. This aligns better with existing naming where the shorter names are much more common.
Diffstat (limited to 'source/blender/blenkernel/intern/softbody.c')
-rw-r--r--source/blender/blenkernel/intern/softbody.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c
index a426782af04..6ca598a3688 100644
--- a/source/blender/blenkernel/intern/softbody.c
+++ b/source/blender/blenkernel/intern/softbody.c
@@ -567,7 +567,7 @@ static void ccd_update_deflector_hash(Depsgraph *depsgraph,
static int count_mesh_quads(Mesh *me)
{
int a, result = 0;
- const MPoly *mp = BKE_mesh_polygons(me);
+ const MPoly *mp = BKE_mesh_polys(me);
if (mp) {
for (a = me->totpoly; a > 0; a--, mp++) {
@@ -592,7 +592,7 @@ static void add_mesh_quad_diag_springs(Object *ob)
nofquads = count_mesh_quads(me);
if (nofquads) {
const MLoop *mloop = BKE_mesh_loops(me);
- const MPoly *mp = BKE_mesh_polygons(me);
+ const MPoly *mp = BKE_mesh_polys(me);
BodySpring *bs;
/* resize spring-array to hold additional quad springs */
@@ -2632,7 +2632,7 @@ static void springs_from_mesh(Object *ob)
BodyPoint *bp;
int a;
float scale = 1.0f;
- const MVert *vertices = BKE_mesh_vertices(me);
+ const MVert *vertices = BKE_mesh_verts(me);
sb = ob->soft;
if (me && sb) {
@@ -2755,8 +2755,8 @@ static void mesh_faces_to_scratch(Object *ob)
MLoopTri *looptri, *lt;
BodyFace *bodyface;
int a;
- const MVert *vertices = BKE_mesh_vertices(me);
- const MPoly *polygons = BKE_mesh_polygons(me);
+ const MVert *vertices = BKE_mesh_verts(me);
+ const MPoly *polygons = BKE_mesh_polys(me);
const MLoop *loops = BKE_mesh_loops(me);
/* Allocate and copy faces. */