intern/MOD_weightvg_util.h
)
+if(WITH_LEGACY_DEPSGRAPH)
+ add_definitions(-DWITH_LEGACY_DEPSGRAPH)
+endif()
+
if(WITH_ALEMBIC)
add_definitions(-DWITH_ALEMBIC)
list(APPEND INC
if (clmd) {
/* Actual code uses get_collisionobjects */
+#ifdef WITH_LEGACY_DEPSGRAPH
dag_add_collision_relations(forest, scene, ob, obNode, clmd->coll_parms->group, ob->lay|scene->lay, eModifierType_Collision, NULL, true, "Cloth Collision");
-
dag_add_forcefield_relations(forest, scene, ob, obNode, clmd->sim_parms->effector_weights, true, 0, "Cloth Field");
+#else
+ (void)forest;
+ (void)scene;
+ (void)ob;
+ (void)obNode;
+#endif
}
}
/* add relation from canvases to all brush objects */
if (pmd && pmd->canvas) {
+#ifdef WITH_LEGACY_DEPSGRAPH
for (DynamicPaintSurface *surface = pmd->canvas->surfaces.first; surface; surface = surface->next) {
if (surface->effect & MOD_DPAINT_EFFECT_DO_DRIP) {
dag_add_forcefield_relations(forest, scene, ob, obNode, surface->effector_weights, true, 0, "Dynamic Paint Field");
/* Actual code uses custom loop over group/scene without layer checks in dynamicPaint_doStep */
dag_add_collision_relations(forest, scene, ob, obNode, surface->brush_group, -1, eModifierType_DynamicPaint, is_brush_cb, false, "Dynamic Paint Brush");
}
+#else
+ (void)forest;
+ (void)scene;
+ (void)ob;
+ (void)obNode;
+#endif
}
}
if (smd && (smd->type & MOD_SMOKE_TYPE_DOMAIN) && smd->domain) {
/* Actual code uses get_collisionobjects */
+#ifdef WITH_LEGACY_DEPSGRAPH
dag_add_collision_relations(forest, scene, ob, obNode, smd->domain->fluid_group, ob->lay|scene->lay, eModifierType_Smoke, is_flow_cb, true, "Smoke Flow");
dag_add_collision_relations(forest, scene, ob, obNode, smd->domain->coll_group, ob->lay|scene->lay, eModifierType_Smoke, is_coll_cb, true, "Smoke Coll");
-
dag_add_forcefield_relations(forest, scene, ob, obNode, smd->domain->effector_weights, true, PFIELD_SMOKEFLOW, "Smoke Force Field");
+#else
+ (void)forest;
+ (void)scene;
+ (void)ob;
+ (void)obNode;
+#endif
}
}
Scene *scene, Object *ob, DagNode *obNode)
{
if (ob->soft) {
+#ifdef WITH_LEGACY_DEPSGRAPH
/* Actual code uses ccd_build_deflector_hash */
dag_add_collision_relations(forest, scene, ob, obNode, ob->soft->collision_group, ob->lay, eModifierType_Collision, NULL, false, "Softbody Collision");
dag_add_forcefield_relations(forest, scene, ob, obNode, ob->soft->effector_weights, true, 0, "Softbody Field");
+#else
+ (void)forest;
+ (void)scene;
+ (void)ob;
+ (void)obNode;
+#endif
}
}