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Diffstat (limited to 'source/blender/io/wavefront_obj/exporter')
-rw-r--r--source/blender/io/wavefront_obj/exporter/obj_export_mesh.cc20
1 files changed, 10 insertions, 10 deletions
diff --git a/source/blender/io/wavefront_obj/exporter/obj_export_mesh.cc b/source/blender/io/wavefront_obj/exporter/obj_export_mesh.cc
index 272afe4a843..cd724152b05 100644
--- a/source/blender/io/wavefront_obj/exporter/obj_export_mesh.cc
+++ b/source/blender/io/wavefront_obj/exporter/obj_export_mesh.cc
@@ -189,7 +189,7 @@ void OBJMesh::ensure_mesh_edges() const
void OBJMesh::calc_smooth_groups(const bool use_bitflags)
{
const Span<MEdge> edges = export_mesh_eval_->edges();
- const Span<MPoly> polys = export_mesh_eval_->polygons();
+ const Span<MPoly> polys = export_mesh_eval_->polys();
const Span<MLoop> loops = export_mesh_eval_->loops();
poly_smooth_groups_ = BKE_mesh_calc_smoothgroups(edges.data(),
edges.size(),
@@ -242,7 +242,7 @@ const Material *OBJMesh::get_object_material(const int16_t mat_nr) const
bool OBJMesh::is_ith_poly_smooth(const int poly_index) const
{
- const Span<MPoly> polygons = export_mesh_eval_->polygons();
+ const Span<MPoly> polygons = export_mesh_eval_->polys();
return polygons[poly_index].flag & ME_SMOOTH;
}
@@ -268,7 +268,7 @@ const char *OBJMesh::get_object_material_name(const int16_t mat_nr) const
float3 OBJMesh::calc_vertex_coords(const int vert_index, const float scaling_factor) const
{
float3 r_coords;
- const Span<MVert> verts = export_mesh_eval_->vertices();
+ const Span<MVert> verts = export_mesh_eval_->verts();
copy_v3_v3(r_coords, verts[vert_index].co);
mul_m4_v3(world_and_axes_transform_, r_coords);
mul_v3_fl(r_coords, scaling_factor);
@@ -277,7 +277,7 @@ float3 OBJMesh::calc_vertex_coords(const int vert_index, const float scaling_fac
Vector<int> OBJMesh::calc_poly_vertex_indices(const int poly_index) const
{
- const Span<MPoly> polys = export_mesh_eval_->polygons();
+ const Span<MPoly> polys = export_mesh_eval_->polys();
const Span<MLoop> loops = export_mesh_eval_->loops();
const MPoly &mpoly = polys[poly_index];
const MLoop *mloop = &loops[mpoly.loopstart];
@@ -291,7 +291,7 @@ Vector<int> OBJMesh::calc_poly_vertex_indices(const int poly_index) const
void OBJMesh::store_uv_coords_and_indices()
{
- const Span<MPoly> polys = export_mesh_eval_->polygons();
+ const Span<MPoly> polys = export_mesh_eval_->polys();
const Span<MLoop> loops = export_mesh_eval_->loops();
const int totvert = export_mesh_eval_->totvert;
const MLoopUV *mloopuv = static_cast<const MLoopUV *>(
@@ -347,8 +347,8 @@ Span<int> OBJMesh::calc_poly_uv_indices(const int poly_index) const
float3 OBJMesh::calc_poly_normal(const int poly_index) const
{
float3 r_poly_normal;
- const Span<MVert> verts = export_mesh_eval_->vertices();
- const Span<MPoly> polys = export_mesh_eval_->polygons();
+ const Span<MVert> verts = export_mesh_eval_->verts();
+ const Span<MPoly> polys = export_mesh_eval_->polys();
const Span<MLoop> loops = export_mesh_eval_->loops();
const MPoly &poly = polys[poly_index];
BKE_mesh_calc_poly_normal(&poly, &loops[poly.loopstart], verts.data(), r_poly_normal);
@@ -375,7 +375,7 @@ static float3 round_float3_to_n_digits(const float3 &v, int round_digits)
void OBJMesh::store_normal_coords_and_indices()
{
- const Span<MPoly> polys = export_mesh_eval_->polygons();
+ const Span<MPoly> polys = export_mesh_eval_->polys();
/* We'll round normal components to 4 digits.
* This will cover up some minor differences
@@ -436,7 +436,7 @@ Vector<int> OBJMesh::calc_poly_normal_indices(const int poly_index) const
if (loop_to_normal_index_.is_empty()) {
return {};
}
- const Span<MPoly> polys = export_mesh_eval_->polygons();
+ const Span<MPoly> polys = export_mesh_eval_->polys();
const MPoly &mpoly = polys[poly_index];
const int totloop = mpoly.totloop;
Vector<int> r_poly_normal_indices(totloop);
@@ -460,7 +460,7 @@ int16_t OBJMesh::get_poly_deform_group_index(const int poly_index,
{
BLI_assert(poly_index < export_mesh_eval_->totpoly);
BLI_assert(group_weights.size() == BKE_object_defgroup_count(&export_object_eval_));
- const Span<MPoly> polys = export_mesh_eval_->polygons();
+ const Span<MPoly> polys = export_mesh_eval_->polys();
const Span<MLoop> loops = export_mesh_eval_->loops();
const Span<MDeformVert> dverts = export_mesh_eval_->deform_verts();
if (dverts.is_empty()) {