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authorJacques Lucke <jacques@blender.org>2022-07-08 17:16:56 +0300
committerJacques Lucke <jacques@blender.org>2022-07-08 17:16:56 +0300
commitb876ce2a4a4638142439a7cf265a0780491ae4cc (patch)
tree871d71eb6d1cf215869fc941c831c81bcacc6433 /source/blender/geometry/intern/mesh_primitive_cuboid.cc
parentf391e8f316bd29b700cef874a59cf3b64203d70c (diff)
Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is accessible from RNA and C code. The second is implemented with `GeometryComponent` and is only accessible in C++ code. The second is widely used, but only being accessible through the `GeometrySet` API makes it awkward to use, and even impossible for types that don't correspond directly to a geometry component like `CurvesGeometry`. This patch adds a new attribute API, designed to replace the `GeometryComponent` attribute API now, and to eventually replace or be the basis of the other one. The basic idea is that there is an `AttributeAccessor` class that allows code to interact with a set of attributes owned by some geometry. The accessor itself has no ownership. `AttributeAccessor` is a simple type that can be passed around by value. That makes it easy to return it from functions and to store it in containers. For const-correctness, there is also a `MutableAttributeAccessor` that allows changing individual and can add or remove attributes. Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer to the owner of the attribute data. The second is a pointer to a struct with function pointers, that is similar to a virtual function table. The functions know how to access attributes on the owner. The actual attribute access for geometries is still implemented with the `AttributeProvider` pattern, which makes it easy to support different sources of attributes on a geometry and simplifies dealing with built-in attributes. There are different ways to get an attribute accessor for a geometry: * `GeometryComponent.attributes()` * `CurvesGeometry.attributes()` * `bke::mesh_attributes(const Mesh &)` * `bke::pointcloud_attributes(const PointCloud &)` All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`. Differential Revision: https://developer.blender.org/D15280
Diffstat (limited to 'source/blender/geometry/intern/mesh_primitive_cuboid.cc')
-rw-r--r--source/blender/geometry/intern/mesh_primitive_cuboid.cc12
1 files changed, 5 insertions, 7 deletions
diff --git a/source/blender/geometry/intern/mesh_primitive_cuboid.cc b/source/blender/geometry/intern/mesh_primitive_cuboid.cc
index 07ac2419ad9..486d8adbf39 100644
--- a/source/blender/geometry/intern/mesh_primitive_cuboid.cc
+++ b/source/blender/geometry/intern/mesh_primitive_cuboid.cc
@@ -7,7 +7,6 @@
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
-#include "BKE_attribute_access.hh"
#include "BKE_geometry_set.hh"
#include "BKE_mesh.h"
@@ -322,11 +321,10 @@ static void calculate_polys(const CuboidConfig &config,
static void calculate_uvs(const CuboidConfig &config, Mesh *mesh, const bke::AttributeIDRef &uv_id)
{
- MeshComponent mesh_component;
- mesh_component.replace(mesh, GeometryOwnershipType::Editable);
- bke::OutputAttribute_Typed<float2> uv_attribute =
- mesh_component.attribute_try_get_for_output_only<float2>(uv_id, ATTR_DOMAIN_CORNER);
- MutableSpan<float2> uvs = uv_attribute.as_span();
+ bke::MutableAttributeAccessor attributes = bke::mesh_attributes_for_write(*mesh);
+ bke::SpanAttributeWriter<float2> uv_attribute =
+ attributes.lookup_or_add_for_write_only_span<float2>(uv_id, ATTR_DOMAIN_CORNER);
+ MutableSpan<float2> uvs = uv_attribute.span;
int loop_index = 0;
@@ -394,7 +392,7 @@ static void calculate_uvs(const CuboidConfig &config, Mesh *mesh, const bke::Att
}
}
- uv_attribute.save();
+ uv_attribute.finish();
}
Mesh *create_cuboid_mesh(const float3 &size,