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authorHans Goudey <h.goudey@me.com>2022-09-07 08:06:31 +0300
committerHans Goudey <h.goudey@me.com>2022-09-07 08:06:31 +0300
commitbe038b844cb53bc228d3e98bfe09071560930cde (patch)
tree13de4a3fc3b49a8b2075a0413dc8261603fbc718 /source/blender/blenkernel/intern/mesh_normals.cc
parent20daaeffce4cf9bfe48ab7c84cb9e2b1d71d2c91 (diff)
Cleanup: Tweak naming for recently added mesh accessors
Use `verts` instead of `vertices` and `polys` instead of `polygons` in the API added in 05952aa94d33eeb50. This aligns better with existing naming where the shorter names are much more common.
Diffstat (limited to 'source/blender/blenkernel/intern/mesh_normals.cc')
-rw-r--r--source/blender/blenkernel/intern/mesh_normals.cc12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/blenkernel/intern/mesh_normals.cc b/source/blender/blenkernel/intern/mesh_normals.cc
index 7217cbf5880..706026f072b 100644
--- a/source/blender/blenkernel/intern/mesh_normals.cc
+++ b/source/blender/blenkernel/intern/mesh_normals.cc
@@ -369,8 +369,8 @@ const float (*BKE_mesh_vertex_normals_ensure(const Mesh *mesh))[3]
/* Isolate task because a mutex is locked and computing normals is multi-threaded. */
blender::threading::isolate_task([&]() {
Mesh &mesh_mutable = *const_cast<Mesh *>(mesh);
- const Span<MVert> verts = mesh_mutable.vertices();
- const Span<MPoly> polys = mesh_mutable.polygons();
+ const Span<MVert> verts = mesh_mutable.verts();
+ const Span<MPoly> polys = mesh_mutable.polys();
const Span<MLoop> loops = mesh_mutable.loops();
vert_normals = BKE_mesh_vertex_normals_for_write(&mesh_mutable);
@@ -417,8 +417,8 @@ const float (*BKE_mesh_poly_normals_ensure(const Mesh *mesh))[3]
/* Isolate task because a mutex is locked and computing normals is multi-threaded. */
blender::threading::isolate_task([&]() {
Mesh &mesh_mutable = *const_cast<Mesh *>(mesh);
- const Span<MVert> verts = mesh_mutable.vertices();
- const Span<MPoly> polys = mesh_mutable.polygons();
+ const Span<MVert> verts = mesh_mutable.verts();
+ const Span<MPoly> polys = mesh_mutable.polys();
const Span<MLoop> loops = mesh_mutable.loops();
poly_normals = BKE_mesh_poly_normals_for_write(&mesh_mutable);
@@ -2063,9 +2063,9 @@ static void mesh_set_custom_normals(Mesh *mesh, float (*r_custom_nors)[3], const
clnors = (short(*)[2])CustomData_add_layer(
&mesh->ldata, CD_CUSTOMLOOPNORMAL, CD_SET_DEFAULT, nullptr, numloops);
}
- const Span<MVert> verts = mesh->vertices();
+ const Span<MVert> verts = mesh->verts();
MutableSpan<MEdge> edges = mesh->edges_for_write();
- const Span<MPoly> polys = mesh->polygons();
+ const Span<MPoly> polys = mesh->polys();
const Span<MLoop> loops = mesh->loops();
mesh_normals_loop_custom_set(verts.data(),