diff options
author | Hans Goudey <h.goudey@me.com> | 2022-09-07 08:06:31 +0300 |
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committer | Hans Goudey <h.goudey@me.com> | 2022-09-07 08:06:31 +0300 |
commit | be038b844cb53bc228d3e98bfe09071560930cde (patch) | |
tree | 13de4a3fc3b49a8b2075a0413dc8261603fbc718 /source/blender/blenkernel/intern/softbody.c | |
parent | 20daaeffce4cf9bfe48ab7c84cb9e2b1d71d2c91 (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.c | 10 |
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. */ |