"mesh" reads much better than "me" since "me" is a different word. There's no reason to avoid using two more characters here. Replacing all of these at once is better than encountering it repeatedly and doing the same change bit by bit.
57 lines
1.5 KiB
C++
57 lines
1.5 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup bmesh
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*
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* This file contains functions
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* for converting a Mesh
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* into a Bmesh, and back again.
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*/
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#include "DNA_key_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_object_types.h"
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#include "bmesh.hh"
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#include "intern/bmesh_operators_private.hh"
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#include "BKE_global.h"
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void bmo_mesh_to_bmesh_exec(BMesh *bm, BMOperator *op)
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{
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Object *ob = static_cast<Object *>(BMO_slot_ptr_get(op->slots_in, "object"));
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Mesh *mesh = static_cast<Mesh *>(BMO_slot_ptr_get(op->slots_in, "mesh"));
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bool set_key = BMO_slot_bool_get(op->slots_in, "use_shapekey");
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BMeshFromMeshParams params{};
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params.use_shapekey = set_key;
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params.active_shapekey = ob->shapenr;
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BM_mesh_bm_from_me(bm, mesh, ¶ms);
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if (mesh->key && ob->shapenr > mesh->key->totkey) {
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ob->shapenr = mesh->key->totkey - 1;
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}
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}
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void bmo_object_load_bmesh_exec(BMesh *bm, BMOperator *op)
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{
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Object *ob = static_cast<Object *>(BMO_slot_ptr_get(op->slots_in, "object"));
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// Scene *scene = BMO_slot_ptr_get(op, "scene");
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Mesh *mesh = static_cast<Mesh *>(ob->data);
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BMO_op_callf(bm, op->flag, "bmesh_to_mesh mesh=%p object=%p", mesh, ob);
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}
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void bmo_bmesh_to_mesh_exec(BMesh *bm, BMOperator *op)
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{
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Mesh *mesh = static_cast<Mesh *>(BMO_slot_ptr_get(op->slots_in, "mesh"));
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// Object *ob = BMO_slot_ptr_get(op, "object");
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BMeshToMeshParams params{};
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params.calc_object_remap = true;
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BM_mesh_bm_to_me(G.main, bm, mesh, ¶ms);
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}
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