From 48e871ab1d57ef2e95047b2be5718cee5d3cefe6 Mon Sep 17 00:00:00 2001 From: Bastien Montagne Date: Wed, 6 Jun 2018 15:50:24 +0200 Subject: Cleanup: Nuke moar G.main usages... --- source/blender/collada/ArmatureImporter.cpp | 19 ++++++++++--------- 1 file changed, 10 insertions(+), 9 deletions(-) (limited to 'source/blender/collada/ArmatureImporter.cpp') diff --git a/source/blender/collada/ArmatureImporter.cpp b/source/blender/collada/ArmatureImporter.cpp index c32a2a7034e..964f1f6b9e4 100644 --- a/source/blender/collada/ArmatureImporter.cpp +++ b/source/blender/collada/ArmatureImporter.cpp @@ -446,7 +446,7 @@ ArmatureJoints& ArmatureImporter::get_armature_joints(Object *ob_arm) return armature_joints.back(); } #endif -void ArmatureImporter::create_armature_bones(std::vector &ob_arms) +void ArmatureImporter::create_armature_bones(Main *bmain, std::vector &ob_arms) { std::vector::iterator ri; std::vector layer_labels; @@ -479,7 +479,7 @@ void ArmatureImporter::create_armature_bones(std::vector &ob_arms) } /* exit armature edit mode to populate the Armature object */ - ED_armature_from_edit(armature); + ED_armature_from_edit(bmain, armature); ED_armature_edit_free(armature); ED_armature_to_edit(armature); @@ -487,7 +487,7 @@ void ArmatureImporter::create_armature_bones(std::vector &ob_arms) fix_leaf_bone_hierarchy(armature, (Bone *)armature->bonebase.first, this->import_settings->fix_orientation); unskinned_armature_map[(*ri)->getUniqueId()] = ob_arm; - ED_armature_from_edit(armature); + ED_armature_from_edit(bmain, armature); ED_armature_edit_free(armature); int index = std::find(ob_arms.begin(), ob_arms.end(), ob_arm) - ob_arms.begin(); @@ -499,7 +499,7 @@ void ArmatureImporter::create_armature_bones(std::vector &ob_arms) } } -Object *ArmatureImporter::create_armature_bones(SkinInfo& skin) +Object *ArmatureImporter::create_armature_bones(Main *bmain, SkinInfo& skin) { // just do like so: // - get armature @@ -617,7 +617,7 @@ Object *ArmatureImporter::create_armature_bones(SkinInfo& skin) } /* exit armature edit mode to populate the Armature object */ - ED_armature_from_edit(armature); + ED_armature_from_edit(bmain, armature); ED_armature_edit_free(armature); ED_armature_to_edit(armature); @@ -625,7 +625,7 @@ Object *ArmatureImporter::create_armature_bones(SkinInfo& skin) connect_bone_chains(armature, (Bone *)armature->bonebase.first, UNLIMITED_CHAIN_MAX); } fix_leaf_bone_hierarchy(armature, (Bone *)armature->bonebase.first, this->import_settings->fix_orientation); - ED_armature_from_edit(armature); + ED_armature_from_edit(bmain, armature); ED_armature_edit_free(armature); DAG_id_tag_update(&ob_arm->id, OB_RECALC_OB | OB_RECALC_DATA); @@ -707,6 +707,7 @@ void ArmatureImporter::add_root_joint(COLLADAFW::Node *node) // here we add bones to armatures, having armatures previously created in write_controller void ArmatureImporter::make_armatures(bContext *C, std::vector &objects_to_scale) { + Main *bmain = CTX_data_main(C); std::vector ob_arms; std::map::iterator it; @@ -716,7 +717,7 @@ void ArmatureImporter::make_armatures(bContext *C, std::vector &object SkinInfo& skin = it->second; - Object *ob_arm = create_armature_bones(skin); + Object *ob_arm = create_armature_bones(bmain, skin); // link armature with a mesh object const COLLADAFW::UniqueId &uid = skin.get_controller_uid(); @@ -757,7 +758,7 @@ void ArmatureImporter::make_armatures(bContext *C, std::vector &object } //for bones without skins - create_armature_bones(ob_arms); + create_armature_bones(bmain, ob_arms); // Fix bone relations std::vector::iterator ob_arm_it; @@ -771,7 +772,7 @@ void ArmatureImporter::make_armatures(bContext *C, std::vector &object fix_parent_connect(armature, (Bone *)armature->bonebase.first); - ED_armature_from_edit(armature); + ED_armature_from_edit(bmain, armature); ED_armature_edit_free(armature); } } -- cgit v1.2.3