diff options
Diffstat (limited to 'source/blender/io/wavefront_obj/exporter')
-rw-r--r-- | source/blender/io/wavefront_obj/exporter/obj_export_mesh.cc | 20 |
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()) { |