forked from bartvdbraak/blender
use unsigned int for all layers.
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@ -64,8 +64,8 @@ typedef struct DagNode
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void * ob;
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void * first_ancestor;
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int ancestor_count;
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int lay; // accumulated layers of its relations + itself
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int scelay; // layers due to being in scene
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unsigned int lay; // accumulated layers of its relations + itself
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unsigned int scelay; // layers due to being in scene
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int lasttime; // if lasttime != DagForest->time, this node was not evaluated yet for flushing
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int BFS_dist; // BFS distance
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int DFS_dist; // DFS distance
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@ -843,7 +843,8 @@ static void vertex_duplilist(ListBase *lb, ID *id, Scene *scene, Object *par, fl
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GroupObject * go = NULL;
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EditMesh *em;
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float vec[3], no[3], pmat[4][4];
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int lay, totvert, a, oblay;
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int totvert, a, oblay;
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unsigned int lay;
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copy_m4_m4(pmat, par->obmat);
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@ -1153,8 +1154,9 @@ static void new_particle_duplilist(ListBase *lb, ID *UNUSED(id), Scene *scene, O
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float ctime, pa_time, scale = 1.0f;
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float tmat[4][4], mat[4][4], pamat[4][4], vec[3], size=0.0;
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float (*obmat)[4], (*oldobmat)[4];
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int lay, a, b, counter, hair = 0;
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int a, b, counter, hair = 0;
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int totpart, totchild, totgroup=0, pa_num;
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unsigned int lay;
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if(psys==0) return;
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@ -1476,7 +1476,7 @@ static void armature_set_id_extern(Object *ob)
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{
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bArmature *arm= ob->data;
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bPoseChannel *pchan;
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int lay= arm->layer_protected;
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unsigned int lay= arm->layer_protected;
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for (pchan = ob->pose->chanbase.first; pchan; pchan=pchan->next) {
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if(!(pchan->bone->layer & lay))
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@ -401,7 +401,7 @@ static int screen_render_exec(bContext *C, wmOperator *op)
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Image *ima;
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View3D *v3d= CTX_wm_view3d(C);
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Main *mainp= CTX_data_main(C);
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int lay= (v3d)? v3d->lay: scene->lay;
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unsigned int lay= (v3d)? v3d->lay: scene->lay;
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if(re==NULL) {
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re= RE_NewRender(scene->id.name);
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@ -915,7 +915,7 @@ static int view3d_context(const bContext *C, const char *member, bContextDataRes
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View3D *v3d= CTX_wm_view3d(C);
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Scene *scene= CTX_data_scene(C);
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Base *base;
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int lay = v3d ? v3d->lay:scene->lay; /* fallback to the scene layer, allows duplicate and other oject operators to run outside the 3d view */
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unsigned int lay = v3d ? v3d->lay:scene->lay; /* fallback to the scene layer, allows duplicate and other oject operators to run outside the 3d view */
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if(CTX_data_dir(member)) {
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static const char *dir[] = {
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@ -511,7 +511,7 @@ void uiTemplateHeader3D(uiLayout *layout, struct bContext *C)
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}
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if(obedit==NULL && v3d->localvd==NULL) {
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int ob_lay = ob ? ob->lay : 0;
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unsigned int ob_lay = ob ? ob->lay : 0;
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/* Layers */
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if (v3d->scenelock)
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@ -91,7 +91,7 @@ typedef struct bArmature {
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int pad;
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int layer, layer_protected; /* for buttons to work, both variables in this order together */
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unsigned int layer, layer_protected; /* for buttons to work, both variables in this order together */
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// XXX depreceated... old animaton system (armature only viz) ---
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short ghostep, ghostsize; /* number of frames to ghosts to show, and step between them */
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@ -153,7 +153,8 @@ typedef struct View3D {
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char ob_centre_bone[32]; /* optional string for armature bone to define center */
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int lay, layact;
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unsigned int lay;
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int layact;
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/**
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* The drawing mode for the 3d display. Set to OB_WIRE, OB_SOLID,
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