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authorTon Roosendaal <ton@blender.org>2009-01-04 17:14:06 +0300
committerTon Roosendaal <ton@blender.org>2009-01-04 17:14:06 +0300
commitf7cb86df3a9ceccc4d649e42735732a608169157 (patch)
tree558a9ba43708a2213b1afa8f46d79f5daa140bc6 /source/blender/editors/mesh/editmesh_add.c
parent74f9e98c828c17910405092785633373d4ae88e8 (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/editors/mesh/editmesh_add.c')
-rw-r--r--source/blender/editors/mesh/editmesh_add.c22
1 files changed, 11 insertions, 11 deletions
diff --git a/source/blender/editors/mesh/editmesh_add.c b/source/blender/editors/mesh/editmesh_add.c
index 1833682b19e..91e1997a8f5 100644
--- a/source/blender/editors/mesh/editmesh_add.c
+++ b/source/blender/editors/mesh/editmesh_add.c
@@ -334,7 +334,7 @@ static void make_fgon(EditMesh *em, int make)
else {
EM_fgon_flags(em); // redo flags and indices for fgons
-// XXX DAG_object_flush_update(G.scene, obedit, OB_RECALC_DATA);
+// XXX DAG_object_flush_update(scene, obedit, OB_RECALC_DATA);
BIF_undo_push("Make FGon");
}
}
@@ -600,7 +600,7 @@ void addfaces_from_edgenet(EditMesh *em)
EM_select_flush(em);
BIF_undo_push("Add faces");
-// XXX DAG_object_flush_update(G.scene, obedit, OB_RECALC_DATA);
+// XXX DAG_object_flush_update(scene, obedit, OB_RECALC_DATA);
}
void addedgeface_mesh(EditMesh *em)
@@ -632,7 +632,7 @@ void addedgeface_mesh(EditMesh *em)
EM_select_edge(eed, 1);
BIF_undo_push("Add edge");
- // XXX DAG_object_flush_update(G.scene, obedit, OB_RECALC_DATA);
+ // XXX DAG_object_flush_update(scene, obedit, OB_RECALC_DATA);
return;
}
else if(amount > 4) {
@@ -734,11 +734,11 @@ void addedgeface_mesh(EditMesh *em)
BIF_undo_push("Add face");
}
-// XXX DAG_object_flush_update(G.scene, obedit, OB_RECALC_DATA);
+// XXX DAG_object_flush_update(scene, obedit, OB_RECALC_DATA);
}
-void adduplicate_mesh(Object *obedit, EditMesh *em)
+void adduplicate_mesh(Scene *scene, Object *obedit, EditMesh *em)
{
if(multires_test()) return;
@@ -755,8 +755,8 @@ void adduplicate_mesh(Object *obedit, EditMesh *em)
* This shouldn't be necessary, derived queries should be
* automatically building this data if invalid. Or something.
*/
-// XXX DAG_object_flush_update(G.scene, obedit, OB_RECALC_DATA);
- object_handle_update(obedit);
+ DAG_object_flush_update(scene, obedit, OB_RECALC_DATA);
+ object_handle_update(scene, obedit);
// XXX BIF_TransformSetUndo("Add Duplicate");
// initTransform(TFM_TRANSLATION, CTX_NO_PET);
@@ -773,13 +773,13 @@ static int confirm_objectExists(Scene *scene, Object *obedit, Mesh **me, float m
if(obedit==NULL) {
/* add_object actually returns an object ! :-)
But it also stores the added object struct in
- G.scene->basact->object (BASACT->object) */
+ scene->basact->object (BASACT->object) */
// XXX add_object_draw(OB_MESH);
obedit= BASACT->object;
- where_is_object(obedit);
+ where_is_object(scene, obedit);
make_editMesh(scene, obedit);
newob= 1;
@@ -1245,7 +1245,7 @@ void add_primitiveMesh(Scene *scene, View3D *v3d, Object *obedit, EditMesh *em,
char *undostr="Add Primitive";
char *name=NULL;
-// if(G.scene->id.lib) return;
+// if(scene->id.lib) return;
/* this function also comes from an info window */
// XXX if ELEM(curarea->spacetype, SPACE_VIEW3D, SPACE_INFO); else return;
@@ -1396,7 +1396,7 @@ void add_primitiveMesh(Scene *scene, View3D *v3d, Object *obedit, EditMesh *em,
if(type!=0 && type!=13) righthandfaces(em, 1); /* otherwise monkey has eyes in wrong direction... */
-// XXX DAG_object_flush_update(G.scene, obedit, OB_RECALC_DATA);
+// XXX DAG_object_flush_update(scene, obedit, OB_RECALC_DATA);
/* if a new object was created, it stores it in Mesh, for reload original data and undo */
if ( !(newob) || U.flag & USER_ADD_EDITMODE) {