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authorJacques Lucke <jacques@blender.org>2021-01-25 18:20:10 +0300
committerJacques Lucke <jacques@blender.org>2021-01-25 18:25:27 +0300
commit8a77019474c1a4d05fb74bb86031ff75c116f751 (patch)
treeeadbdb78821f1aedb8d2829d583243dd1114bc4f /intern/cycles/blender/blender_mesh.cpp
parent04f91bce53bd50fc492130ada8869f97ae205f9a (diff)
Cycles: modernize usage of rna iterators
Using rna iterators in range-based for loops is possible since {rBc4286ddb095d32714c9d5f10751a14f5871b3844}. This patch only updates the places that are easy to update without more changes in surrounding code. Differential Revision: https://developer.blender.org/D10195
Diffstat (limited to 'intern/cycles/blender/blender_mesh.cpp')
-rw-r--r--intern/cycles/blender/blender_mesh.cpp122
1 files changed, 52 insertions, 70 deletions
diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp
index b334da38372..7edf797e096 100644
--- a/intern/cycles/blender/blender_mesh.cpp
+++ b/intern/cycles/blender/blender_mesh.cpp
@@ -285,12 +285,10 @@ static void attr_create_sculpt_vertex_color(Scene *scene,
BL::Mesh &b_mesh,
bool subdivision)
{
- BL::Mesh::sculpt_vertex_colors_iterator l;
-
- for (b_mesh.sculpt_vertex_colors.begin(l); l != b_mesh.sculpt_vertex_colors.end(); ++l) {
- const bool active_render = l->active_render();
+ for (BL::MeshVertColorLayer &l : b_mesh.sculpt_vertex_colors) {
+ const bool active_render = l.active_render();
AttributeStandard vcol_std = (active_render) ? ATTR_STD_VERTEX_COLOR : ATTR_STD_NONE;
- ustring vcol_name = ustring(l->name().c_str());
+ ustring vcol_name = ustring(l.name().c_str());
const bool need_vcol = mesh->need_attribute(scene, vcol_name) ||
mesh->need_attribute(scene, vcol_std);
@@ -307,7 +305,7 @@ static void attr_create_sculpt_vertex_color(Scene *scene,
int numverts = b_mesh.vertices.length();
for (int i = 0; i < numverts; i++) {
- *(cdata++) = get_float4(l->data[i].color());
+ *(cdata++) = get_float4(l.data[i].color());
}
}
}
@@ -315,12 +313,10 @@ static void attr_create_sculpt_vertex_color(Scene *scene,
/* Create vertex color attributes. */
static void attr_create_vertex_color(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, bool subdivision)
{
- BL::Mesh::vertex_colors_iterator l;
-
- for (b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l) {
- const bool active_render = l->active_render();
+ for (BL::MeshLoopColorLayer &l : b_mesh.vertex_colors) {
+ const bool active_render = l.active_render();
AttributeStandard vcol_std = (active_render) ? ATTR_STD_VERTEX_COLOR : ATTR_STD_NONE;
- ustring vcol_name = ustring(l->name().c_str());
+ ustring vcol_name = ustring(l.name().c_str());
const bool need_vcol = mesh->need_attribute(scene, vcol_name) ||
mesh->need_attribute(scene, vcol_std);
@@ -339,13 +335,12 @@ static void attr_create_vertex_color(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh,
vcol_attr = mesh->subd_attributes.add(vcol_name, TypeRGBA, ATTR_ELEMENT_CORNER_BYTE);
}
- BL::Mesh::polygons_iterator p;
uchar4 *cdata = vcol_attr->data_uchar4();
- for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
- int n = p->loop_total();
+ for (BL::MeshPolygon &p : b_mesh.polygons) {
+ int n = p.loop_total();
for (int i = 0; i < n; i++) {
- float4 color = get_float4(l->data[p->loop_start() + i].color());
+ float4 color = get_float4(l.data[p.loop_start() + i].color());
/* Compress/encode vertex color using the sRGB curve. */
*(cdata++) = color_float4_to_uchar4(color);
}
@@ -359,14 +354,13 @@ static void attr_create_vertex_color(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh,
vcol_attr = mesh->attributes.add(vcol_name, TypeRGBA, ATTR_ELEMENT_CORNER_BYTE);
}
- BL::Mesh::loop_triangles_iterator t;
uchar4 *cdata = vcol_attr->data_uchar4();
- for (b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) {
- int3 li = get_int3(t->loops());
- float4 c1 = get_float4(l->data[li[0]].color());
- float4 c2 = get_float4(l->data[li[1]].color());
- float4 c3 = get_float4(l->data[li[2]].color());
+ for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) {
+ int3 li = get_int3(t.loops());
+ float4 c1 = get_float4(l.data[li[0]].color());
+ float4 c2 = get_float4(l.data[li[1]].color());
+ float4 c3 = get_float4(l.data[li[2]].color());
/* Compress/encode vertex color using the sRGB curve. */
cdata[0] = color_float4_to_uchar4(c1);
@@ -383,14 +377,12 @@ static void attr_create_vertex_color(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh,
static void attr_create_uv_map(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh)
{
if (b_mesh.uv_layers.length() != 0) {
- BL::Mesh::uv_layers_iterator l;
-
- for (b_mesh.uv_layers.begin(l); l != b_mesh.uv_layers.end(); ++l) {
- const bool active_render = l->active_render();
+ for (BL::MeshUVLoopLayer &l : b_mesh.uv_layers) {
+ const bool active_render = l.active_render();
AttributeStandard uv_std = (active_render) ? ATTR_STD_UV : ATTR_STD_NONE;
- ustring uv_name = ustring(l->name().c_str());
+ ustring uv_name = ustring(l.name().c_str());
AttributeStandard tangent_std = (active_render) ? ATTR_STD_UV_TANGENT : ATTR_STD_NONE;
- ustring tangent_name = ustring((string(l->name().c_str()) + ".tangent").c_str());
+ ustring tangent_name = ustring((string(l.name().c_str()) + ".tangent").c_str());
/* Denotes whether UV map was requested directly. */
const bool need_uv = mesh->need_attribute(scene, uv_name) ||
@@ -412,14 +404,13 @@ static void attr_create_uv_map(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh)
uv_attr = mesh->attributes.add(uv_name, TypeFloat2, ATTR_ELEMENT_CORNER);
}
- BL::Mesh::loop_triangles_iterator t;
float2 *fdata = uv_attr->data_float2();
- for (b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) {
- int3 li = get_int3(t->loops());
- fdata[0] = get_float2(l->data[li[0]].uv());
- fdata[1] = get_float2(l->data[li[1]].uv());
- fdata[2] = get_float2(l->data[li[2]].uv());
+ for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) {
+ int3 li = get_int3(t.loops());
+ fdata[0] = get_float2(l.data[li[0]].uv());
+ fdata[1] = get_float2(l.data[li[1]].uv());
+ fdata[2] = get_float2(l.data[li[2]].uv());
fdata += 3;
}
}
@@ -427,10 +418,10 @@ static void attr_create_uv_map(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh)
/* UV tangent */
if (need_tangent) {
AttributeStandard sign_std = (active_render) ? ATTR_STD_UV_TANGENT_SIGN : ATTR_STD_NONE;
- ustring sign_name = ustring((string(l->name().c_str()) + ".tangent_sign").c_str());
+ ustring sign_name = ustring((string(l.name().c_str()) + ".tangent_sign").c_str());
bool need_sign = (mesh->need_attribute(scene, sign_name) ||
mesh->need_attribute(scene, sign_std));
- mikk_compute_tangents(b_mesh, l->name().c_str(), mesh, need_sign, active_render);
+ mikk_compute_tangents(b_mesh, l.name().c_str(), mesh, need_sign, active_render);
}
/* Remove temporarily created UV attribute. */
if (!need_uv && uv_attr != NULL) {
@@ -480,13 +471,12 @@ static void attr_create_subd_uv_map(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh,
uv_attr->flags |= ATTR_SUBDIVIDED;
}
- BL::Mesh::polygons_iterator p;
float2 *fdata = uv_attr->data_float2();
- for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
- int n = p->loop_total();
+ for (BL::MeshPolygon &p : b_mesh.polygons) {
+ int n = p.loop_total();
for (int j = 0; j < n; j++) {
- *(fdata++) = get_float2(l->data[p->loop_start() + j].uv());
+ *(fdata++) = get_float2(l->data[p.loop_start() + j].uv());
}
}
}
@@ -706,9 +696,8 @@ static void attr_create_random_per_island(Scene *scene,
DisjointSet vertices_sets(number_of_vertices);
- BL::Mesh::edges_iterator e;
- for (b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e) {
- vertices_sets.join(e->vertices()[0], e->vertices()[1]);
+ for (BL::MeshEdge &e : b_mesh.edges) {
+ vertices_sets.join(e.vertices()[0], e.vertices()[1]);
}
AttributeSet &attributes = (subdivision) ? mesh->subd_attributes : mesh->attributes;
@@ -716,15 +705,13 @@ static void attr_create_random_per_island(Scene *scene,
float *data = attribute->data_float();
if (!subdivision) {
- BL::Mesh::loop_triangles_iterator t;
- for (b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) {
- data[t->index()] = hash_uint_to_float(vertices_sets.find(t->vertices()[0]));
+ for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) {
+ data[t.index()] = hash_uint_to_float(vertices_sets.find(t.vertices()[0]));
}
}
else {
- BL::Mesh::polygons_iterator p;
- for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
- data[p->index()] = hash_uint_to_float(vertices_sets.find(p->vertices()[0]));
+ for (BL::MeshPolygon &p : b_mesh.polygons) {
+ data[p.index()] = hash_uint_to_float(vertices_sets.find(p.vertices()[0]));
}
}
}
@@ -756,10 +743,9 @@ static void create_mesh(Scene *scene,
numtris = numfaces;
}
else {
- BL::Mesh::polygons_iterator p;
- for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
- numngons += (p->loop_total() == 4) ? 0 : 1;
- numcorners += p->loop_total();
+ for (BL::MeshPolygon &p : b_mesh.polygons) {
+ numngons += (p.loop_total() == 4) ? 0 : 1;
+ numcorners += p.loop_total();
}
}
@@ -803,17 +789,15 @@ static void create_mesh(Scene *scene,
/* create faces */
if (!subdivision) {
- BL::Mesh::loop_triangles_iterator t;
-
- for (b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) {
- BL::MeshPolygon p = b_mesh.polygons[t->polygon_index()];
- int3 vi = get_int3(t->vertices());
+ for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) {
+ BL::MeshPolygon p = b_mesh.polygons[t.polygon_index()];
+ int3 vi = get_int3(t.vertices());
int shader = clamp(p.material_index(), 0, used_shaders.size() - 1);
bool smooth = p.use_smooth() || use_loop_normals;
if (use_loop_normals) {
- BL::Array<float, 9> loop_normals = t->split_normals();
+ BL::Array<float, 9> loop_normals = t.split_normals();
for (int i = 0; i < 3; i++) {
N[vi[i]] = make_float3(
loop_normals[i * 3], loop_normals[i * 3 + 1], loop_normals[i * 3 + 2]);
@@ -828,18 +812,17 @@ static void create_mesh(Scene *scene,
}
}
else {
- BL::Mesh::polygons_iterator p;
vector<int> vi;
- for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
- int n = p->loop_total();
- int shader = clamp(p->material_index(), 0, used_shaders.size() - 1);
- bool smooth = p->use_smooth() || use_loop_normals;
+ for (BL::MeshPolygon &p : b_mesh.polygons) {
+ int n = p.loop_total();
+ int shader = clamp(p.material_index(), 0, used_shaders.size() - 1);
+ bool smooth = p.use_smooth() || use_loop_normals;
vi.resize(n);
for (int i = 0; i < n; i++) {
/* NOTE: Autosmooth is already taken care about. */
- vi[i] = b_mesh.loops[p->loop_start() + i].vertex_index();
+ vi[i] = b_mesh.loops[p.loop_start() + i].vertex_index();
}
/* create subd faces */
@@ -891,19 +874,18 @@ static void create_subd_mesh(Scene *scene,
/* export creases */
size_t num_creases = 0;
- BL::Mesh::edges_iterator e;
- for (b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e) {
- if (e->crease() != 0.0f) {
+ for (BL::MeshEdge &e : b_mesh.edges) {
+ if (e.crease() != 0.0f) {
num_creases++;
}
}
mesh->reserve_subd_creases(num_creases);
- for (b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e) {
- if (e->crease() != 0.0f) {
- mesh->add_crease(e->vertices()[0], e->vertices()[1], e->crease());
+ for (BL::MeshEdge &e : b_mesh.edges) {
+ if (e.crease() != 0.0f) {
+ mesh->add_crease(e.vertices()[0], e.vertices()[1], e.crease());
}
}