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authorBastien Montagne <montagne29@wanadoo.fr>2019-03-07 13:13:40 +0300
committerBastien Montagne <montagne29@wanadoo.fr>2019-03-07 13:29:50 +0300
commitab0bc65c24bdf68c356adb2566f3669153c931ea (patch)
tree23909478874a13d84e504a905809eb211e62a9e2 /source/blender/editors/include/ED_view3d.h
parentcee53160d2bd9067a3d43cc862ce61e36ff70454 (diff)
Refactor CDData masks, to have one mask per mesh elem type.
We already have different storages for cddata of verts, edges etc., 'simply' do the same for the mask flags we use all around Blender code to request some data, or limit some operation to some layers, etc. Reason we need this is that some cddata types (like Normals) are actually shared between verts/polys/loops, and we don’t want to generate clnors everytime we request vnors! As a side note, this also does final fix to T59338, which was the trigger for this patch (need to request computed loop normals for another mesh than evaluated one). Reviewers: brecht, campbellbarton, sergey Differential Revision: https://developer.blender.org/D4407
Diffstat (limited to 'source/blender/editors/include/ED_view3d.h')
-rw-r--r--source/blender/editors/include/ED_view3d.h9
1 files changed, 7 insertions, 2 deletions
diff --git a/source/blender/editors/include/ED_view3d.h b/source/blender/editors/include/ED_view3d.h
index 2457d78f1d4..131069bfb5f 100644
--- a/source/blender/editors/include/ED_view3d.h
+++ b/source/blender/editors/include/ED_view3d.h
@@ -35,6 +35,7 @@ struct Base;
struct BezTriple;
struct BoundBox;
struct Camera;
+struct CustomData_MeshMasks;
struct Depsgraph;
struct EditBone;
struct GPUFX;
@@ -486,8 +487,12 @@ char ED_view3d_lock_view_from_index(int index);
char ED_view3d_axis_view_opposite(char view);
bool ED_view3d_lock(struct RegionView3D *rv3d);
-uint64_t ED_view3d_datamask(const struct bContext *C, const struct Scene *scene, const struct View3D *v3d);
-uint64_t ED_view3d_screen_datamask(const struct bContext *C, const struct Scene *scene, const struct bScreen *screen);
+void ED_view3d_datamask(
+ const struct bContext *C, const struct Scene *scene, const struct View3D *v3d,
+ struct CustomData_MeshMasks *r_cddata_masks);
+void ED_view3d_screen_datamask(
+ const struct bContext *C, const struct Scene *scene, const struct bScreen *screen,
+ struct CustomData_MeshMasks *r_cddata_masks);
bool ED_view3d_offset_lock_check(const struct View3D *v3d, const struct RegionView3D *rv3d);
void ED_view3d_persp_switch_from_camera(