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-rw-r--r--source/blender/blenkernel/BKE_attribute_access.hh74
-rw-r--r--source/blender/blenkernel/BKE_geometry_set.hh74
2 files changed, 74 insertions, 74 deletions
diff --git a/source/blender/blenkernel/BKE_attribute_access.hh b/source/blender/blenkernel/BKE_attribute_access.hh
index 5feae1bf4ca..358daa40723 100644
--- a/source/blender/blenkernel/BKE_attribute_access.hh
+++ b/source/blender/blenkernel/BKE_attribute_access.hh
@@ -27,6 +27,80 @@
#include "BLI_color.hh"
#include "BLI_float2.hh"
#include "BLI_float3.hh"
+#include "BLI_function_ref.hh"
+
+/**
+ * Contains information about an attribute in a geometry component.
+ * More information can be added in the future. E.g. whether the attribute is builtin and how it is
+ * stored (uv map, vertex group, ...).
+ */
+struct AttributeMetaData {
+ AttributeDomain domain;
+ CustomDataType data_type;
+};
+
+/**
+ * Base class for the attribute intializer types described below.
+ */
+struct AttributeInit {
+ enum class Type {
+ Default,
+ VArray,
+ MoveArray,
+ };
+ Type type;
+ AttributeInit(const Type type) : type(type)
+ {
+ }
+};
+
+/**
+ * Create an attribute using the default value for the data type.
+ * The default values may depend on the attribute provider implementation.
+ */
+struct AttributeInitDefault : public AttributeInit {
+ AttributeInitDefault() : AttributeInit(Type::Default)
+ {
+ }
+};
+
+/**
+ * Create an attribute by copying data from an existing virtual array. The virtual array
+ * must have the same type as the newly created attribute.
+ *
+ * Note that this can be used to fill the new attribute with the default
+ */
+struct AttributeInitVArray : public AttributeInit {
+ const blender::fn::GVArray *varray;
+
+ AttributeInitVArray(const blender::fn::GVArray *varray)
+ : AttributeInit(Type::VArray), varray(varray)
+ {
+ }
+};
+
+/**
+ * Create an attribute with a by passing ownership of a pre-allocated contiguous array of data.
+ * Sometimes data is created before a geometry component is available. In that case, it's
+ * preferable to move data directly to the created attribute to avoid a new allocation and a copy.
+ *
+ * Note that this will only have a benefit for attributes that are stored directly as contiguous
+ * arrays, so not for some built-in attributes.
+ *
+ * The array must be allocated with MEM_*, since `attribute_try_create` will free the array if it
+ * can't be used directly, and that is generally how Blender expects custom data to be allocated.
+ */
+struct AttributeInitMove : public AttributeInit {
+ void *data = nullptr;
+
+ AttributeInitMove(void *data) : AttributeInit(Type::MoveArray), data(data)
+ {
+ }
+};
+
+/* Returns false when the iteration should be stopped. */
+using AttributeForeachCallback = blender::FunctionRef<bool(blender::StringRefNull attribute_name,
+ const AttributeMetaData &meta_data)>;
namespace blender::bke {
diff --git a/source/blender/blenkernel/BKE_geometry_set.hh b/source/blender/blenkernel/BKE_geometry_set.hh
index bd2b062152d..3b3856f11ab 100644
--- a/source/blender/blenkernel/BKE_geometry_set.hh
+++ b/source/blender/blenkernel/BKE_geometry_set.hh
@@ -25,7 +25,6 @@
#include "BLI_float3.hh"
#include "BLI_float4x4.hh"
-#include "BLI_function_ref.hh"
#include "BLI_hash.hh"
#include "BLI_map.hh"
#include "BLI_set.hh"
@@ -58,79 +57,6 @@ class ComponentAttributeProviders;
class GeometryComponent;
/**
- * Contains information about an attribute in a geometry component.
- * More information can be added in the future. E.g. whether the attribute is builtin and how it is
- * stored (uv map, vertex group, ...).
- */
-struct AttributeMetaData {
- AttributeDomain domain;
- CustomDataType data_type;
-};
-
-/* Returns false when the iteration should be stopped. */
-using AttributeForeachCallback = blender::FunctionRef<bool(blender::StringRefNull attribute_name,
- const AttributeMetaData &meta_data)>;
-
-/**
- * Base class for the attribute intializer types described below.
- */
-struct AttributeInit {
- enum class Type {
- Default,
- VArray,
- MoveArray,
- };
- Type type;
- AttributeInit(const Type type) : type(type)
- {
- }
-};
-
-/**
- * Create an attribute using the default value for the data type.
- * The default values may depend on the attribute provider implementation.
- */
-struct AttributeInitDefault : public AttributeInit {
- AttributeInitDefault() : AttributeInit(Type::Default)
- {
- }
-};
-
-/**
- * Create an attribute by copying data from an existing virtual array. The virtual array
- * must have the same type as the newly created attribute.
- *
- * Note that this can be used to fill the new attribute with the default
- */
-struct AttributeInitVArray : public AttributeInit {
- const blender::fn::GVArray *varray;
-
- AttributeInitVArray(const blender::fn::GVArray *varray)
- : AttributeInit(Type::VArray), varray(varray)
- {
- }
-};
-
-/**
- * Create an attribute with a by passing ownership of a pre-allocated contiguous array of data.
- * Sometimes data is created before a geometry component is available. In that case, it's
- * preferable to move data directly to the created attribute to avoid a new allocation and a copy.
- *
- * Note that this will only have a benefit for attributes that are stored directly as contiguous
- * arrays, so not for some built-in attributes.
- *
- * The array must be allocated with MEM_*, since `attribute_try_create` will free the array if it
- * can't be used directly, and that is generally how Blender expects custom data to be allocated.
- */
-struct AttributeInitMove : public AttributeInit {
- void *data = nullptr;
-
- AttributeInitMove(void *data) : AttributeInit(Type::MoveArray), data(data)
- {
- }
-};
-
-/**
* This is the base class for specialized geometry component types.
*/
class GeometryComponent {