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source/blender/editors/object/object_add.c
| Context not available. | |||||
| } | } | ||||
| } | } | ||||
| static void trimmed_curve_to_mesh(Main *bmain, Scene *UNUSED(scene), Object *ob) { | |||||
| BKE_surf_to_mesh(bmain, ob); | |||||
| if (ob->type == OB_MESH) { | |||||
| BKE_object_free_modifiers(ob, 0); | |||||
| /* Game engine defaults for mesh objects */ | |||||
| //ob->body_type = OB_BODY_TYPE_STATIC; | |||||
| //ob->gameflag = OB_PROP | OB_COLLISION; | |||||
| } | |||||
| } | |||||
| static void curvetomesh(Main *bmain, Depsgraph *depsgraph, Object *ob) | static void curvetomesh(Main *bmain, Depsgraph *depsgraph, Object *ob) | ||||
| { | { | ||||
| Object *object_eval = DEG_get_evaluated_object(depsgraph, ob); | Object *object_eval = DEG_get_evaluated_object(depsgraph, ob); | ||||
| Context not available. | |||||
| else { | else { | ||||
| newob = ob; | newob = ob; | ||||
| } | } | ||||
| trimmed_curve_to_mesh(bmain, scene, newob); | |||||
| /* No assumption should be made that the resulting objects is a mesh, as conversion can | // /* No assumption should be made that the resulting objects is a mesh, as conversion can | ||||
| * fail. */ | // * fail. */ | ||||
| curvetomesh(bmain, depsgraph, newob); | // curvetomesh(bmain, depsgraph, newob); | ||||
| /* meshes doesn't use displist */ | // /* meshes doesn't use displist */ | ||||
| BKE_object_free_curve_cache(newob); | // BKE_object_free_curve_cache(newob); | ||||
| } | } | ||||
| else if (target == OB_GPENCIL) { | else if (target == OB_GPENCIL) { | ||||
| if (ob->type != OB_CURVE) { | if (ob->type != OB_CURVE) { | ||||
| Context not available. | |||||