diff options
author | Hans Goudey <h.goudey@me.com> | 2022-09-08 05:41:39 +0300 |
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committer | Hans Goudey <h.goudey@me.com> | 2022-09-08 05:41:39 +0300 |
commit | d5934974219135102f364f57c45a8b1465e2b8d9 (patch) | |
tree | 415beea6d138085505b74d52301ff913781203dd /source/blender/io/collada/GeometryExporter.cpp | |
parent | 17bc29253070f1707acd40c75e4a0e5c53704b24 (diff) |
Cleanup: Use C++ methods to retrieve attribute accessors
Replace `mesh_attributes`, `mesh_attributes_for_write` and the point
cloud versions with methods on the `Mesh` and `PointCloud` types.
This makes them friendlier to use and improves readability.
Differential Revision: https://developer.blender.org/D15907
Diffstat (limited to 'source/blender/io/collada/GeometryExporter.cpp')
-rw-r--r-- | source/blender/io/collada/GeometryExporter.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/io/collada/GeometryExporter.cpp b/source/blender/io/collada/GeometryExporter.cpp index 3728bbd34c3..e60900ccdb6 100644 --- a/source/blender/io/collada/GeometryExporter.cpp +++ b/source/blender/io/collada/GeometryExporter.cpp @@ -288,7 +288,7 @@ static bool collect_vertex_counts_per_poly(Mesh *me, std::vector<unsigned long> &vcount_list) { const Span<MPoly> polys = me->polys(); - const blender::bke::AttributeAccessor attributes = blender::bke::mesh_attributes(*me); + const blender::bke::AttributeAccessor attributes = me->attributes(); const blender::VArray<int> material_indices = attributes.lookup_or_default<int>( "material_index", ATTR_DOMAIN_FACE, 0); bool is_triangulated = true; @@ -399,7 +399,7 @@ void GeometryExporter::create_mesh_primitive_list(short material_index, /* performs the actual writing */ prepareToAppendValues(is_triangulated, *primitive_list, vcount_list); - const blender::bke::AttributeAccessor attributes = blender::bke::mesh_attributes(*me); + const blender::bke::AttributeAccessor attributes = me->attributes(); const blender::VArray<int> material_indices = attributes.lookup_or_default<int>( "material_index", ATTR_DOMAIN_FACE, 0); |