86 float mapref_imat[4][4];
94 float mat_bone_world[4][4];
126 for (i = 0, mp = mpoly; i < numPolys; i++, mp++) {
131 uint vidx = mloop[lidx].
v;
135 r_texco[vidx][0] = (mloop_uv[lidx].
uv[0] * 2.0f) - 1.0f;
136 r_texco[vidx][1] = (mloop_uv[lidx].
uv[1] * 2.0f) - 1.0f;
152 for (i = 0; i < numVerts; i++,
mv++, r_texco++) {
153 switch (texmapping) {
189 const float (*vertexCos)[3],
191 const bool use_normals,
206 &mesh_prior_modifiers->
id,
217 else if (vertexCos) {
260 if (*defgrp_index != -1) {
272 const char *bonename,
273 const char *description)
275 if (
object ==
NULL) {
289 #define INIT_TYPE(typeName) (types[eModifierType_##typeName] = &modifierType_##typeName)
Blender kernel action and pose functionality.
struct bPoseChannel * BKE_pose_channel_find_name(const struct bPose *pose, const char *name)
bool CustomData_has_layer(const struct CustomData *data, int type)
void * CustomData_get_layer_named(const struct CustomData *data, int type, const char *name)
void * CustomData_add_layer(struct CustomData *data, int type, eCDAllocType alloctype, void *layer, int totelem)
void CustomData_validate_layer_name(const struct CustomData *data, int type, const char *name, char *outname)
bool BKE_image_is_animated(struct Image *image)
void BKE_image_user_frame_calc(struct Image *ima, struct ImageUser *iuser, int cfra)
struct MDeformVert * BKE_lattice_deform_verts_get(const struct Object *oblatt)
@ LIB_ID_COPY_CD_REFERENCE
struct ID * BKE_id_copy_ex(struct Main *bmain, const struct ID *id, struct ID **r_newid, const int flag)
void BKE_id_free(struct Main *bmain, void *idv)
float(* BKE_mesh_orco_verts_get(struct Object *ob))[3]
void BKE_mesh_ensure_normals(struct Mesh *me)
void BKE_mesh_vert_coords_apply(struct Mesh *mesh, const float(*vert_coords)[3])
struct Mesh * BKE_mesh_new_nomain_from_curve(struct Object *ob)
struct Mesh * BKE_mesh_wrapper_from_editmesh_with_coords(struct BMEditMesh *em, const struct CustomData_MeshMasks *cd_mask_extra, const float(*vert_coords)[3], const struct Mesh *me_settings)
General operations, lookup, etc. for blender objects.
struct Mesh * BKE_object_get_pre_modified_mesh(struct Object *object)
#define BLI_BITMAP_TEST(_bitmap, _index)
#define BLI_BITMAP_ENABLE(_bitmap, _index)
#define BLI_BITMAP_NEW(_tot, _alloc_string)
void mul_m4_m4m4(float R[4][4], const float A[4][4], const float B[4][4])
bool invert_m4_m4(float R[4][4], const float A[4][4])
void mul_m4_v3(const float M[4][4], float r[3])
void mul_v3_m4v3(float r[3], const float M[4][4], const float v[3])
MINLINE void copy_v3_v3(float r[3], const float a[3])
void DEG_add_object_relation(struct DepsNodeHandle *node_handle, struct Object *object, eDepsObjectComponentType component, const char *description)
float DEG_get_ctime(const Depsgraph *graph)
#define MAX_CUSTOMDATA_LAYER_NAME
Object is a sort of wrapper for general info.
Read Guarded memory(de)allocation.
Mesh * MOD_deform_mesh_eval_get(Object *ob, struct BMEditMesh *em, Mesh *mesh, const float(*vertexCos)[3], const int num_verts, const bool use_normals, const bool use_orco)
void MOD_init_texture(MappingInfoModifierData *dmd, const ModifierEvalContext *ctx)
#define INIT_TYPE(typeName)
void MOD_depsgraph_update_object_bone_relation(struct DepsNodeHandle *node, Object *object, const char *bonename, const char *description)
void MOD_previous_vcos_store(ModifierData *md, const float(*vert_coords)[3])
void MOD_get_texture_coords(MappingInfoModifierData *dmd, const ModifierEvalContext *UNUSED(ctx), Object *ob, Mesh *mesh, float(*cos)[3], float(*r_texco)[3])
void MOD_get_vgroup(Object *ob, struct Mesh *mesh, const char *name, MDeformVert **dvert, int *defgrp_index)
void modifier_type_init(ModifierTypeInfo *types[])
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha Distance Hue Movie Ellipse Bokeh View Corner Anti Mix RGB Hue Separate TEX_NODE_PROC TEX_NODE_PROC TEX_NODE_PROC TEX_NODE_PROC TEX_NODE_PROC Boolean Random Edge Subdivision Surface
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Bevel
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha Distance Hue Movie Ellipse Bokeh View Corner Anti Mix RGB Hue Separate TEX_NODE_PROC TEX_NODE_PROC TEX_NODE_PROC TEX_NODE_PROC TEX_NODE_PROC Boolean Random EdgeSplit
void(* MEM_freeN)(void *vmemh)
void *(* MEM_dupallocN)(const void *vmemh)
INLINE Rall1d< T, V, S > cos(const Rall1d< T, V, S > &arg)
float(* vert_coords_prev)[3]
struct Object * map_object
struct CustomData pdata ldata
struct MDeformVert * dvert
struct ModifierData * next
struct Depsgraph * depsgraph