diff options
author | Hans Goudey <h.goudey@me.com> | 2022-02-23 01:37:58 +0300 |
---|---|---|
committer | Hans Goudey <h.goudey@me.com> | 2022-02-23 01:37:58 +0300 |
commit | 5b4732f81ca8a159e937336fba7c8eb3220216de (patch) | |
tree | 4c0ab34fda202c209cbc99934a5355feec26af49 /source/blender/blenkernel | |
parent | 0b9cc6725cca193ec20868caf266ea35c173b956 (diff) |
Cleanup: Use new enum for CurveEval handle types
This will make the transition to the new curves data structure
a bit simple, since the handle types can be copied directly between
the two. The change to CurveEval is simple because it is runtime-only.
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r-- | source/blender/blenkernel/BKE_spline.hh | 27 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/curve_eval.cc | 20 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/spline_bezier.cc | 46 |
3 files changed, 41 insertions, 52 deletions
diff --git a/source/blender/blenkernel/BKE_spline.hh b/source/blender/blenkernel/BKE_spline.hh index 846dcd3ca8e..646af6f8f98 100644 --- a/source/blender/blenkernel/BKE_spline.hh +++ b/source/blender/blenkernel/BKE_spline.hh @@ -10,6 +10,8 @@ #include "FN_generic_virtual_array.hh" +#include "DNA_curves_types.h" + #include "BLI_float4x4.hh" #include "BLI_math_vec_types.hh" #include "BLI_vector.hh" @@ -252,26 +254,13 @@ class Spline { * factors and indices in a list of floats, which is then used to interpolate any other data. */ class BezierSpline final : public Spline { - public: - enum class HandleType { - /** The handle can be moved anywhere, and doesn't influence the point's other handle. */ - Free, - /** The location is automatically calculated to be smooth. */ - Auto, - /** The location is calculated to point to the next/previous control point. */ - Vector, - /** The location is constrained to point in the opposite direction as the other handle. */ - Align, - }; - - private: blender::Vector<blender::float3> positions_; blender::Vector<float> radii_; blender::Vector<float> tilts_; int resolution_; - blender::Vector<HandleType> handle_types_left_; - blender::Vector<HandleType> handle_types_right_; + blender::Vector<int8_t> handle_types_left_; + blender::Vector<int8_t> handle_types_right_; /* These are mutable to allow lazy recalculation of #Auto and #Vector handle positions. */ mutable blender::Vector<blender::float3> handle_positions_left_; @@ -323,8 +312,8 @@ class BezierSpline final : public Spline { blender::Span<float> radii() const final; blender::MutableSpan<float> tilts() final; blender::Span<float> tilts() const final; - blender::Span<HandleType> handle_types_left() const; - blender::MutableSpan<HandleType> handle_types_left(); + blender::Span<int8_t> handle_types_left() const; + blender::MutableSpan<int8_t> handle_types_left(); blender::Span<blender::float3> handle_positions_left() const; /** * Get writable access to the handle position. @@ -333,8 +322,8 @@ class BezierSpline final : public Spline { * uninitialized memory while auto-generating handles. */ blender::MutableSpan<blender::float3> handle_positions_left(bool write_only = false); - blender::Span<HandleType> handle_types_right() const; - blender::MutableSpan<HandleType> handle_types_right(); + blender::Span<int8_t> handle_types_right() const; + blender::MutableSpan<int8_t> handle_types_right(); blender::Span<blender::float3> handle_positions_right() const; /** * Get writable access to the handle position. diff --git a/source/blender/blenkernel/intern/curve_eval.cc b/source/blender/blenkernel/intern/curve_eval.cc index 7fb833e67f8..49010caef24 100644 --- a/source/blender/blenkernel/intern/curve_eval.cc +++ b/source/blender/blenkernel/intern/curve_eval.cc @@ -160,24 +160,24 @@ void CurveEval::mark_cache_invalid() } } -static BezierSpline::HandleType handle_type_from_dna_bezt(const eBezTriple_Handle dna_handle_type) +static HandleType handle_type_from_dna_bezt(const eBezTriple_Handle dna_handle_type) { switch (dna_handle_type) { case HD_FREE: - return BezierSpline::HandleType::Free; + return BEZIER_HANDLE_FREE; case HD_AUTO: - return BezierSpline::HandleType::Auto; + return BEZIER_HANDLE_AUTO; case HD_VECT: - return BezierSpline::HandleType::Vector; + return BEZIER_HANDLE_VECTOR; case HD_ALIGN: - return BezierSpline::HandleType::Align; + return BEZIER_HANDLE_ALIGN; case HD_AUTO_ANIM: - return BezierSpline::HandleType::Auto; + return BEZIER_HANDLE_AUTO; case HD_ALIGN_DOUBLESIDE: - return BezierSpline::HandleType::Align; + return BEZIER_HANDLE_ALIGN; } BLI_assert_unreachable(); - return BezierSpline::HandleType::Auto; + return BEZIER_HANDLE_AUTO; } static Spline::NormalCalculationMode normal_mode_from_dna_curve(const int twist_mode) @@ -220,8 +220,8 @@ static SplinePtr spline_from_dna_bezier(const Nurb &nurb) MutableSpan<float3> positions = spline->positions(); MutableSpan<float3> handle_positions_left = spline->handle_positions_left(true); MutableSpan<float3> handle_positions_right = spline->handle_positions_right(true); - MutableSpan<BezierSpline::HandleType> handle_types_left = spline->handle_types_left(); - MutableSpan<BezierSpline::HandleType> handle_types_right = spline->handle_types_right(); + MutableSpan<int8_t> handle_types_left = spline->handle_types_left(); + MutableSpan<int8_t> handle_types_right = spline->handle_types_right(); MutableSpan<float> radii = spline->radii(); MutableSpan<float> tilts = spline->tilts(); diff --git a/source/blender/blenkernel/intern/spline_bezier.cc b/source/blender/blenkernel/intern/spline_bezier.cc index 57f1d73d55e..3c2ac1dae9c 100644 --- a/source/blender/blenkernel/intern/spline_bezier.cc +++ b/source/blender/blenkernel/intern/spline_bezier.cc @@ -93,11 +93,11 @@ Span<float> BezierSpline::tilts() const { return tilts_; } -Span<BezierSpline::HandleType> BezierSpline::handle_types_left() const +Span<int8_t> BezierSpline::handle_types_left() const { return handle_types_left_; } -MutableSpan<BezierSpline::HandleType> BezierSpline::handle_types_left() +MutableSpan<int8_t> BezierSpline::handle_types_left() { return handle_types_left_; } @@ -114,11 +114,11 @@ MutableSpan<float3> BezierSpline::handle_positions_left(const bool write_only) return handle_positions_left_; } -Span<BezierSpline::HandleType> BezierSpline::handle_types_right() const +Span<int8_t> BezierSpline::handle_types_right() const { return handle_types_right_; } -MutableSpan<BezierSpline::HandleType> BezierSpline::handle_types_right() +MutableSpan<int8_t> BezierSpline::handle_types_right() { return handle_types_right_; } @@ -187,7 +187,7 @@ void BezierSpline::ensure_auto_handles() const for (const int i : IndexRange(this->size())) { using namespace blender; - if (ELEM(HandleType::Auto, handle_types_left_[i], handle_types_right_[i])) { + if (ELEM(BEZIER_HANDLE_AUTO, handle_types_left_[i], handle_types_right_[i])) { const float3 prev_diff = positions_[i] - previous_position(positions_, is_cyclic_, i); const float3 next_diff = next_position(positions_, is_cyclic_, i) - positions_[i]; float prev_len = math::length(prev_diff); @@ -203,23 +203,23 @@ void BezierSpline::ensure_auto_handles() const /* This magic number is unfortunate, but comes from elsewhere in Blender. */ const float len = math::length(dir) * 2.5614f; if (len != 0.0f) { - if (handle_types_left_[i] == HandleType::Auto) { + if (handle_types_left_[i] == BEZIER_HANDLE_AUTO) { const float prev_len_clamped = std::min(prev_len, next_len * 5.0f); handle_positions_left_[i] = positions_[i] + dir * -(prev_len_clamped / len); } - if (handle_types_right_[i] == HandleType::Auto) { + if (handle_types_right_[i] == BEZIER_HANDLE_AUTO) { const float next_len_clamped = std::min(next_len, prev_len * 5.0f); handle_positions_right_[i] = positions_[i] + dir * (next_len_clamped / len); } } } - if (handle_types_left_[i] == HandleType::Vector) { + if (handle_types_left_[i] == BEZIER_HANDLE_VECTOR) { const float3 prev = previous_position(positions_, is_cyclic_, i); handle_positions_left_[i] = math::interpolate(positions_[i], prev, 1.0f / 3.0f); } - if (handle_types_right_[i] == HandleType::Vector) { + if (handle_types_right_[i] == BEZIER_HANDLE_VECTOR) { const float3 next = next_position(positions_, is_cyclic_, i); handle_positions_right_[i] = math::interpolate(positions_[i], next, 1.0f / 3.0f); } @@ -257,8 +257,8 @@ void BezierSpline::transform(const blender::float4x4 &matrix) } static void set_handle_position(const float3 &position, - const BezierSpline::HandleType type, - const BezierSpline::HandleType type_other, + const HandleType type, + const HandleType type_other, const float3 &new_value, float3 &handle, float3 &handle_other) @@ -266,12 +266,12 @@ static void set_handle_position(const float3 &position, using namespace blender::math; /* Don't bother when the handle positions are calculated automatically anyway. */ - if (ELEM(type, BezierSpline::HandleType::Auto, BezierSpline::HandleType::Vector)) { + if (ELEM(type, BEZIER_HANDLE_AUTO, BEZIER_HANDLE_VECTOR)) { return; } handle = new_value; - if (type_other == BezierSpline::HandleType::Align) { + if (type_other == BEZIER_HANDLE_ALIGN) { /* Keep track of the old length of the opposite handle. */ const float length = distance(handle_other, position); /* Set the other handle to directly opposite from the current handle. */ @@ -283,8 +283,8 @@ static void set_handle_position(const float3 &position, void BezierSpline::set_handle_position_right(const int index, const blender::float3 &value) { set_handle_position(positions_[index], - handle_types_right_[index], - handle_types_left_[index], + static_cast<HandleType>(handle_types_right_[index]), + static_cast<HandleType>(handle_types_left_[index]), value, handle_positions_right_[index], handle_positions_left_[index]); @@ -293,8 +293,8 @@ void BezierSpline::set_handle_position_right(const int index, const blender::flo void BezierSpline::set_handle_position_left(const int index, const blender::float3 &value) { set_handle_position(positions_[index], - handle_types_left_[index], - handle_types_right_[index], + static_cast<HandleType>(handle_types_right_[index]), + static_cast<HandleType>(handle_types_left_[index]), value, handle_positions_left_[index], handle_positions_right_[index]); @@ -302,8 +302,8 @@ void BezierSpline::set_handle_position_left(const int index, const blender::floa bool BezierSpline::point_is_sharp(const int index) const { - return ELEM(handle_types_left_[index], HandleType::Vector, HandleType::Free) || - ELEM(handle_types_right_[index], HandleType::Vector, HandleType::Free); + return ELEM(handle_types_left_[index], BEZIER_HANDLE_VECTOR, BEZIER_HANDLE_FREE) || + ELEM(handle_types_right_[index], BEZIER_HANDLE_VECTOR, BEZIER_HANDLE_FREE); } bool BezierSpline::segment_is_vector(const int index) const @@ -313,15 +313,15 @@ bool BezierSpline::segment_is_vector(const int index) const if (index == this->size() - 1) { if (is_cyclic_) { - return handle_types_right_.last() == HandleType::Vector && - handle_types_left_.first() == HandleType::Vector; + return handle_types_right_.last() == BEZIER_HANDLE_VECTOR && + handle_types_left_.first() == BEZIER_HANDLE_VECTOR; } /* There is actually no segment in this case, but it's nice to avoid * having a special case for the last segment in calling code. */ return true; } - return handle_types_right_[index] == HandleType::Vector && - handle_types_left_[index + 1] == HandleType::Vector; + return handle_types_right_[index] == BEZIER_HANDLE_VECTOR && + handle_types_left_[index + 1] == BEZIER_HANDLE_VECTOR; } void BezierSpline::mark_cache_invalid() |