BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:`float2`) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the `blender::math` namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. ####Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: `float3::reflect()`). ####Upsides: - Still support `.x, .y, .z, .w` for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. ####Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call `len_squared_v3v3` in `math::length_squared()` and call it a day. - Type cast does not work with the template version of the `math::` vector functions. Meaning you need to manually cast `float *` and `(float *)[3]` to `float3` for the function calls. i.e: `math::distance_squared(float3(nearest.co), positions[i]);` - Some parts might loose in readability: `float3::dot(v1.normalized(), v2.normalized())` becoming `math::dot(math::normalize(v1), math::normalize(v2))` But I propose, when appropriate, to use `using namespace blender::math;` on function local or file scope to increase readability. `dot(normalize(v1), normalize(v2))` ####Consideration: - Include back `.length()` method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches `delaunay_2d.cc` and the intersection code. I would like to know @howardt opinion on the matter. - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed. But according to @JacquesLucke it is not a real problem for now. I would like to give a huge thanks to @JacquesLucke who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: https://developer.blender.org/D13791
This commit is contained in:
committed by
Clément Foucault
parent
e5766752d0
commit
46e049d0ce
@@ -140,7 +140,7 @@ bool BKE_appdir_font_folder_default(char *dir);
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* Find Python executable.
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*/
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bool BKE_appdir_program_python_search(char *fullpath,
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size_t fullpath_len,
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const size_t fullpath_len,
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int version_major,
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int version_minor);
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@@ -73,7 +73,7 @@ bool BKE_id_attribute_rename(struct ID *id,
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const char *new_name,
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struct ReportList *reports);
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int BKE_id_attributes_length(struct ID *id, CustomDataMask mask);
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int BKE_id_attributes_length(struct ID *id, const CustomDataMask mask);
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struct CustomDataLayer *BKE_id_attributes_active_get(struct ID *id);
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void BKE_id_attributes_active_set(struct ID *id, struct CustomDataLayer *layer);
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@@ -26,9 +26,8 @@
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#include "BKE_attribute.h"
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#include "BLI_color.hh"
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#include "BLI_float2.hh"
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#include "BLI_float3.hh"
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#include "BLI_function_ref.hh"
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#include "BLI_math_vec_types.hh"
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/**
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* This file defines classes that help to provide access to attribute data on a #GeometryComponent.
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@@ -18,8 +18,7 @@
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#include "BLI_array.hh"
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#include "BLI_color.hh"
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#include "BLI_float2.hh"
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#include "BLI_float3.hh"
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#include "BLI_math_vec_types.hh"
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#include "DNA_customdata_types.h"
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@@ -160,12 +159,12 @@ template<> inline float mix2(const float factor, const float &a, const float &b)
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template<> inline float2 mix2(const float factor, const float2 &a, const float2 &b)
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{
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return float2::interpolate(a, b, factor);
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return math::interpolate(a, b, factor);
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}
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template<> inline float3 mix2(const float factor, const float3 &a, const float3 &b)
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{
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return float3::interpolate(a, b, factor);
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return math::interpolate(a, b, factor);
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}
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template<>
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@@ -128,7 +128,7 @@ BVHTree *bvhtree_from_editmesh_verts_ex(BVHTreeFromEditMesh *data,
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float epsilon,
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int tree_type,
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int axis,
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BVHCacheType bvh_cache_type,
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const BVHCacheType bvh_cache_type,
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struct BVHCache **bvh_cache_p,
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ThreadMutex *mesh_eval_mutex);
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@@ -148,7 +148,7 @@ BVHTree *bvhtree_from_mesh_verts_ex(struct BVHTreeFromMesh *data,
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float epsilon,
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int tree_type,
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int axis,
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BVHCacheType bvh_cache_type,
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const BVHCacheType bvh_cache_type,
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struct BVHCache **bvh_cache_p,
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ThreadMutex *mesh_eval_mutex);
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@@ -165,7 +165,7 @@ BVHTree *bvhtree_from_editmesh_edges_ex(BVHTreeFromEditMesh *data,
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float epsilon,
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int tree_type,
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int axis,
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BVHCacheType bvh_cache_type,
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const BVHCacheType bvh_cache_type,
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struct BVHCache **bvh_cache_p,
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ThreadMutex *mesh_eval_mutex);
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@@ -188,7 +188,7 @@ BVHTree *bvhtree_from_mesh_edges_ex(struct BVHTreeFromMesh *data,
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float epsilon,
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int tree_type,
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int axis,
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BVHCacheType bvh_cache_type,
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const BVHCacheType bvh_cache_type,
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struct BVHCache **bvh_cache_p,
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ThreadMutex *mesh_eval_mutex);
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@@ -212,7 +212,7 @@ BVHTree *bvhtree_from_mesh_faces_ex(struct BVHTreeFromMesh *data,
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float epsilon,
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int tree_type,
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int axis,
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BVHCacheType bvh_cache_type,
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const BVHCacheType bvh_cache_type,
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struct BVHCache **bvh_cache_p,
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ThreadMutex *mesh_eval_mutex);
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@@ -229,7 +229,7 @@ BVHTree *bvhtree_from_editmesh_looptri_ex(BVHTreeFromEditMesh *data,
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float epsilon,
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int tree_type,
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int axis,
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BVHCacheType bvh_cache_type,
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const BVHCacheType bvh_cache_type,
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struct BVHCache **bvh_cache_p,
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ThreadMutex *mesh_eval_mutex);
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@@ -251,7 +251,7 @@ BVHTree *bvhtree_from_mesh_looptri_ex(struct BVHTreeFromMesh *data,
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float epsilon,
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int tree_type,
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int axis,
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BVHCacheType bvh_cache_type,
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const BVHCacheType bvh_cache_type,
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struct BVHCache **bvh_cache_p,
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ThreadMutex *mesh_eval_mutex);
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@@ -263,7 +263,7 @@ BVHTree *bvhtree_from_mesh_looptri_ex(struct BVHTreeFromMesh *data,
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*/
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BVHTree *BKE_bvhtree_from_mesh_get(struct BVHTreeFromMesh *data,
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const struct Mesh *mesh,
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BVHCacheType bvh_cache_type,
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const BVHCacheType bvh_cache_type,
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int tree_type);
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/**
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@@ -272,7 +272,7 @@ BVHTree *BKE_bvhtree_from_mesh_get(struct BVHTreeFromMesh *data,
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BVHTree *BKE_bvhtree_from_editmesh_get(BVHTreeFromEditMesh *data,
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struct BMEditMesh *em,
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int tree_type,
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BVHCacheType bvh_cache_type,
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const BVHCacheType bvh_cache_type,
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struct BVHCache **bvh_cache_p,
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ThreadMutex *mesh_eval_mutex);
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@@ -323,7 +323,7 @@ void CustomData_bmesh_copy_data_exclude_by_type(const struct CustomData *source,
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struct CustomData *dest,
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void *src_block,
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void **dest_block,
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CustomDataMask mask_exclude);
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const CustomDataMask mask_exclude);
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/**
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* Copies data of a single layer of a given type.
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@@ -496,7 +496,7 @@ void CustomData_bmesh_free_block_data(struct CustomData *data, void *block);
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*/
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void CustomData_bmesh_free_block_data_exclude_by_type(struct CustomData *data,
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void *block,
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CustomDataMask mask_exclude);
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const CustomDataMask mask_exclude);
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/**
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* Copy custom data to/from layers as in mesh/derived-mesh, to edit-mesh
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@@ -23,11 +23,11 @@
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#include <atomic>
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#include <iostream>
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#include "BLI_float3.hh"
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#include "BLI_float4x4.hh"
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#include "BLI_function_ref.hh"
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#include "BLI_hash.hh"
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#include "BLI_map.hh"
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#include "BLI_math_vec_types.hh"
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#include "BLI_set.hh"
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#include "BLI_user_counter.hh"
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#include "BLI_vector_set.hh"
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@@ -367,7 +367,7 @@ void BKE_image_packfiles(struct ReportList *reports, struct Image *ima, const ch
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void BKE_image_packfiles_from_mem(struct ReportList *reports,
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struct Image *ima,
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char *data,
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size_t data_len);
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const size_t data_len);
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/**
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* Prints memory statistics for images.
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@@ -22,7 +22,7 @@
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#include "FN_generic_virtual_array.hh"
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#include "BLI_float3.hh"
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#include "BLI_math_vec_types.hh"
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#include "BKE_attribute.h"
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@@ -1374,12 +1374,18 @@ void ntreeCompositTagRender(struct Scene *scene);
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* - Each render layer node calls the update function of the
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* render engine that's used for its scene.
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* - The render engine calls RE_engine_register_pass for each pass.
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* - #RE_engine_register_pass calls #node_cmp_rlayers_register_pass.
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* - #RE_engine_register_pass calls #ntreeCompositRegisterPass,
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* which calls #node_cmp_rlayers_register_pass for every render layer node.
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*
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* TODO: This is *not* part of `blenkernel`, it's defined under "source/blender/nodes/".
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* This declaration should be moved out of BKE.
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*/
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void ntreeCompositUpdateRLayers(struct bNodeTree *ntree);
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void ntreeCompositRegisterPass(struct bNodeTree *ntree,
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struct Scene *scene,
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struct ViewLayer *view_layer,
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const char *name,
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eNodeSocketDatatype type);
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void ntreeCompositClearTags(struct bNodeTree *ntree);
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struct bNodeSocket *ntreeCompositOutputFileAddSocket(struct bNodeTree *ntree,
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@@ -317,8 +317,11 @@ void BKE_scene_multiview_view_prefix_get(struct Scene *scene,
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const char *name,
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char *r_prefix,
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const char **r_ext);
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void BKE_scene_multiview_videos_dimensions_get(
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const struct RenderData *rd, size_t width, size_t height, size_t *r_width, size_t *r_height);
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void BKE_scene_multiview_videos_dimensions_get(const struct RenderData *rd,
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const size_t width,
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const size_t height,
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size_t *r_width,
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size_t *r_height);
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int BKE_scene_multiview_num_videos_get(const struct RenderData *rd);
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/* depsgraph */
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@@ -24,8 +24,8 @@
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#include "FN_generic_virtual_array.hh"
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#include "BLI_float3.hh"
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#include "BLI_float4x4.hh"
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#include "BLI_math_vec_types.hh"
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#include "BLI_vector.hh"
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#include "BKE_attribute_access.hh"
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@@ -104,7 +104,7 @@ void BKE_vfont_select_clamp(struct Object *ob);
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void BKE_vfont_clipboard_free(void);
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void BKE_vfont_clipboard_set(const char32_t *text_buf,
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const struct CharInfo *info_buf,
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size_t len);
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const size_t len);
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void BKE_vfont_clipboard_get(char32_t **r_text_buf,
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struct CharInfo **r_info_buf,
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size_t *r_len_utf8,
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@@ -163,8 +163,8 @@ bool BKE_volume_save(const struct Volume *volume,
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* file or copy shared grids to make them writeable. */
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#ifdef __cplusplus
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# include "BLI_float3.hh"
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# include "BLI_float4x4.hh"
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# include "BLI_math_vec_types.hh"
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# include "BLI_string_ref.hh"
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bool BKE_volume_min_max(const Volume *volume, blender::float3 &r_min, blender::float3 &r_max);
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@@ -38,9 +38,9 @@
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#include "BLI_array.h"
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#include "BLI_bitmap.h"
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#include "BLI_blenlib.h"
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#include "BLI_float2.hh"
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#include "BLI_linklist.h"
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#include "BLI_math.h"
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#include "BLI_math_vec_types.hh"
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#include "BLI_task.h"
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#include "BLI_task.hh"
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#include "BLI_utildefines.h"
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@@ -30,7 +30,7 @@
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#include "DNA_pointcloud_types.h"
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#include "BLI_color.hh"
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#include "BLI_float2.hh"
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#include "BLI_math_vec_types.hh"
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#include "BLI_span.hh"
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#include "BLT_translation.h"
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@@ -44,9 +44,9 @@ void data_transfer_layersmapping_add_item(struct ListBase *r_map,
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void *data_dst,
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int data_src_n,
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int data_dst_n,
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size_t elem_size,
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size_t data_size,
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size_t data_offset,
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const size_t elem_size,
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const size_t data_size,
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const size_t data_offset,
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uint64_t data_flag,
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cd_datatransfer_interp interp,
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void *interp_data);
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@@ -217,9 +217,8 @@ VArray<float3> mesh_normals_varray(const MeshComponent &mesh_component,
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* calculating unnecessary values and to allow normalizing the result much more simply. */
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for (const int i : mask) {
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const MEdge &edge = edges[i];
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edge_normals[i] = float3::interpolate(
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vert_normals_span[edge.v1], vert_normals_span[edge.v2], 0.5f)
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.normalized();
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edge_normals[i] = math::normalize(
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math::interpolate(vert_normals_span[edge.v1], vert_normals_span[edge.v2], 0.5f));
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}
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return VArray<float3>::ForContainer(std::move(edge_normals));
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@@ -33,10 +33,10 @@
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#include "BLI_array_utils.h"
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#include "BLI_blenlib.h"
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#include "BLI_float3.hh"
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#include "BLI_ghash.h"
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#include "BLI_hash.h"
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#include "BLI_heap.h"
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#include "BLI_math_vec_types.hh"
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#include "BLI_math_vector.h"
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#include "BLI_polyfill_2d.h"
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#include "BLI_span.hh"
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@@ -28,9 +28,9 @@
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#include "DNA_material_types.h"
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#include "DNA_object_types.h"
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#include "BLI_float3.hh"
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#include "BLI_listbase.h"
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#include "BLI_math_base.h"
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#include "BLI_math_vec_types.hh"
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#include "BLI_rand.h"
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#include "BLI_string.h"
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#include "BLI_utildefines.h"
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@@ -2446,7 +2446,7 @@ void BKE_image_stamp_buf(Scene *scene,
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/* and draw the text. */
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BLF_position(mono, x, y + y_ofs, 0.0);
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BLF_draw_buffer(mono, stamp_data.file, sizeof(stamp_data.file));
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BLF_draw_buffer(mono, stamp_data.file, BLF_DRAW_STR_DUMMY_MAX);
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/* the extra pixel for background. */
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y -= BUFF_MARGIN_Y * 2;
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@@ -2469,7 +2469,7 @@ void BKE_image_stamp_buf(Scene *scene,
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y + h + BUFF_MARGIN_Y);
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BLF_position(mono, x, y + y_ofs, 0.0);
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BLF_draw_buffer(mono, stamp_data.date, sizeof(stamp_data.date));
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BLF_draw_buffer(mono, stamp_data.date, BLF_DRAW_STR_DUMMY_MAX);
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/* the extra pixel for background. */
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y -= BUFF_MARGIN_Y * 2;
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@@ -2492,7 +2492,7 @@ void BKE_image_stamp_buf(Scene *scene,
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y + h + BUFF_MARGIN_Y);
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BLF_position(mono, x, y + y_ofs, 0.0);
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BLF_draw_buffer(mono, stamp_data.rendertime, sizeof(stamp_data.rendertime));
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BLF_draw_buffer(mono, stamp_data.rendertime, BLF_DRAW_STR_DUMMY_MAX);
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/* the extra pixel for background. */
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y -= BUFF_MARGIN_Y * 2;
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@@ -2515,7 +2515,7 @@ void BKE_image_stamp_buf(Scene *scene,
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y + h + BUFF_MARGIN_Y);
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BLF_position(mono, x, y + y_ofs, 0.0);
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BLF_draw_buffer(mono, stamp_data.memory, sizeof(stamp_data.memory));
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BLF_draw_buffer(mono, stamp_data.memory, BLF_DRAW_STR_DUMMY_MAX);
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/* the extra pixel for background. */
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y -= BUFF_MARGIN_Y * 2;
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@@ -2538,7 +2538,7 @@ void BKE_image_stamp_buf(Scene *scene,
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y + h + BUFF_MARGIN_Y);
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BLF_position(mono, x, y + y_ofs, 0.0);
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BLF_draw_buffer(mono, stamp_data.hostname, sizeof(stamp_data.hostname));
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BLF_draw_buffer(mono, stamp_data.hostname, BLF_DRAW_STR_DUMMY_MAX);
|
||||
|
||||
/* the extra pixel for background. */
|
||||
y -= BUFF_MARGIN_Y * 2;
|
||||
@@ -2562,7 +2562,7 @@ void BKE_image_stamp_buf(Scene *scene,
|
||||
y + h + BUFF_MARGIN_Y);
|
||||
|
||||
BLF_position(mono, x, y + y_ofs + (h - h_fixed), 0.0);
|
||||
BLF_draw_buffer(mono, stamp_data.note, sizeof(stamp_data.note));
|
||||
BLF_draw_buffer(mono, stamp_data.note, BLF_DRAW_STR_DUMMY_MAX);
|
||||
}
|
||||
BLF_disable(mono, BLF_WORD_WRAP);
|
||||
|
||||
@@ -2586,7 +2586,7 @@ void BKE_image_stamp_buf(Scene *scene,
|
||||
|
||||
/* and pad the text. */
|
||||
BLF_position(mono, x, y + y_ofs, 0.0);
|
||||
BLF_draw_buffer(mono, stamp_data.marker, sizeof(stamp_data.marker));
|
||||
BLF_draw_buffer(mono, stamp_data.marker, BLF_DRAW_STR_DUMMY_MAX);
|
||||
|
||||
/* space width. */
|
||||
x += w + pad;
|
||||
@@ -2609,7 +2609,7 @@ void BKE_image_stamp_buf(Scene *scene,
|
||||
|
||||
/* and pad the text. */
|
||||
BLF_position(mono, x, y + y_ofs, 0.0);
|
||||
BLF_draw_buffer(mono, stamp_data.time, sizeof(stamp_data.time));
|
||||
BLF_draw_buffer(mono, stamp_data.time, BLF_DRAW_STR_DUMMY_MAX);
|
||||
|
||||
/* space width. */
|
||||
x += w + pad;
|
||||
@@ -2631,7 +2631,7 @@ void BKE_image_stamp_buf(Scene *scene,
|
||||
|
||||
/* and pad the text. */
|
||||
BLF_position(mono, x, y + y_ofs, 0.0);
|
||||
BLF_draw_buffer(mono, stamp_data.frame, sizeof(stamp_data.frame));
|
||||
BLF_draw_buffer(mono, stamp_data.frame, BLF_DRAW_STR_DUMMY_MAX);
|
||||
|
||||
/* space width. */
|
||||
x += w + pad;
|
||||
@@ -2651,7 +2651,7 @@ void BKE_image_stamp_buf(Scene *scene,
|
||||
x + w + BUFF_MARGIN_X,
|
||||
y + h + BUFF_MARGIN_Y);
|
||||
BLF_position(mono, x, y + y_ofs, 0.0);
|
||||
BLF_draw_buffer(mono, stamp_data.camera, sizeof(stamp_data.camera));
|
||||
BLF_draw_buffer(mono, stamp_data.camera, BLF_DRAW_STR_DUMMY_MAX);
|
||||
|
||||
/* space width. */
|
||||
x += w + pad;
|
||||
@@ -2671,7 +2671,7 @@ void BKE_image_stamp_buf(Scene *scene,
|
||||
x + w + BUFF_MARGIN_X,
|
||||
y + h + BUFF_MARGIN_Y);
|
||||
BLF_position(mono, x, y + y_ofs, 0.0);
|
||||
BLF_draw_buffer(mono, stamp_data.cameralens, sizeof(stamp_data.cameralens));
|
||||
BLF_draw_buffer(mono, stamp_data.cameralens, BLF_DRAW_STR_DUMMY_MAX);
|
||||
}
|
||||
|
||||
if (TEXT_SIZE_CHECK(stamp_data.scene, w, h)) {
|
||||
@@ -2693,7 +2693,7 @@ void BKE_image_stamp_buf(Scene *scene,
|
||||
|
||||
/* and pad the text. */
|
||||
BLF_position(mono, x, y + y_ofs, 0.0);
|
||||
BLF_draw_buffer(mono, stamp_data.scene, sizeof(stamp_data.scene));
|
||||
BLF_draw_buffer(mono, stamp_data.scene, BLF_DRAW_STR_DUMMY_MAX);
|
||||
}
|
||||
|
||||
if (TEXT_SIZE_CHECK(stamp_data.strip, w, h)) {
|
||||
@@ -2715,7 +2715,7 @@ void BKE_image_stamp_buf(Scene *scene,
|
||||
y + h + BUFF_MARGIN_Y);
|
||||
|
||||
BLF_position(mono, x, y + y_ofs, 0.0);
|
||||
BLF_draw_buffer(mono, stamp_data.strip, sizeof(stamp_data.strip));
|
||||
BLF_draw_buffer(mono, stamp_data.strip, BLF_DRAW_STR_DUMMY_MAX);
|
||||
}
|
||||
|
||||
/* cleanup the buffer. */
|
||||
|
||||
@@ -36,13 +36,13 @@
|
||||
#include "BLI_bitmap.h"
|
||||
#include "BLI_edgehash.h"
|
||||
#include "BLI_endian_switch.h"
|
||||
#include "BLI_float3.hh"
|
||||
#include "BLI_ghash.h"
|
||||
#include "BLI_hash.h"
|
||||
#include "BLI_index_range.hh"
|
||||
#include "BLI_linklist.h"
|
||||
#include "BLI_listbase.h"
|
||||
#include "BLI_math.h"
|
||||
#include "BLI_math_vec_types.hh"
|
||||
#include "BLI_memarena.h"
|
||||
#include "BLI_string.h"
|
||||
#include "BLI_task.hh"
|
||||
@@ -1597,16 +1597,16 @@ bool BKE_mesh_minmax(const Mesh *me, float r_min[3], float r_max[3])
|
||||
[&](IndexRange range, const Result &init) {
|
||||
Result result = init;
|
||||
for (const int i : range) {
|
||||
float3::min_max(me->mvert[i].co, result.min, result.max);
|
||||
math::min_max(float3(me->mvert[i].co), result.min, result.max);
|
||||
}
|
||||
return result;
|
||||
},
|
||||
[](const Result &a, const Result &b) {
|
||||
return Result{float3::min(a.min, b.min), float3::max(a.max, b.max)};
|
||||
return Result{math::min(a.min, b.min), math::max(a.max, b.max)};
|
||||
});
|
||||
|
||||
copy_v3_v3(r_min, float3::min(minmax.min, r_min));
|
||||
copy_v3_v3(r_max, float3::max(minmax.max, r_max));
|
||||
copy_v3_v3(r_min, math::min(minmax.min, float3(r_min)));
|
||||
copy_v3_v3(r_max, math::max(minmax.max, float3(r_max)));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -32,9 +32,9 @@
|
||||
|
||||
#include "BLI_alloca.h"
|
||||
#include "BLI_array.hh"
|
||||
#include "BLI_float2.hh"
|
||||
#include "BLI_float4x4.hh"
|
||||
#include "BLI_math.h"
|
||||
#include "BLI_math_vec_types.hh"
|
||||
#include "BLI_mesh_boolean.hh"
|
||||
#include "BLI_mesh_intersect.hh"
|
||||
#include "BLI_span.hh"
|
||||
|
||||
@@ -31,8 +31,8 @@
|
||||
#include "MEM_guardedalloc.h"
|
||||
|
||||
#include "BLI_array.hh"
|
||||
#include "BLI_float3.hh"
|
||||
#include "BLI_index_range.hh"
|
||||
#include "BLI_math_vec_types.hh"
|
||||
#include "BLI_span.hh"
|
||||
|
||||
#include "DNA_mesh_types.h"
|
||||
|
||||
@@ -31,9 +31,9 @@
|
||||
#include "BLI_string_utf8.h"
|
||||
|
||||
#include "BLI_array.hh"
|
||||
#include "BLI_float3.hh"
|
||||
#include "BLI_float4x4.hh"
|
||||
#include "BLI_math.h"
|
||||
#include "BLI_math_vec_types.hh"
|
||||
#include "BLI_rand.h"
|
||||
#include "BLI_span.hh"
|
||||
#include "BLI_vector.hh"
|
||||
@@ -1026,6 +1026,8 @@ static void get_dupliface_transform_from_coords(Span<float3> coords,
|
||||
const float scale_fac,
|
||||
float r_mat[4][4])
|
||||
{
|
||||
using namespace blender::math;
|
||||
|
||||
/* Location. */
|
||||
float3 location(0);
|
||||
for (const float3 &coord : coords) {
|
||||
@@ -1036,9 +1038,7 @@ static void get_dupliface_transform_from_coords(Span<float3> coords,
|
||||
/* Rotation. */
|
||||
float quat[4];
|
||||
|
||||
float3 f_no;
|
||||
cross_poly_v3(f_no, (const float(*)[3])coords.data(), (uint)coords.size());
|
||||
f_no.normalize();
|
||||
float3 f_no = normalize(cross_poly(coords));
|
||||
tri_to_quat_ex(quat, coords[0], coords[1], coords[2], f_no);
|
||||
|
||||
/* Scale. */
|
||||
|
||||
@@ -25,9 +25,9 @@
|
||||
#include "DNA_object_types.h"
|
||||
#include "DNA_pointcloud_types.h"
|
||||
|
||||
#include "BLI_float3.hh"
|
||||
#include "BLI_index_range.hh"
|
||||
#include "BLI_listbase.h"
|
||||
#include "BLI_math_vec_types.hh"
|
||||
#include "BLI_rand.h"
|
||||
#include "BLI_span.hh"
|
||||
#include "BLI_string.h"
|
||||
@@ -275,6 +275,8 @@ struct MinMaxResult {
|
||||
|
||||
static MinMaxResult min_max_no_radii(Span<float3> positions)
|
||||
{
|
||||
using namespace blender::math;
|
||||
|
||||
return blender::threading::parallel_reduce(
|
||||
positions.index_range(),
|
||||
1024,
|
||||
@@ -282,17 +284,19 @@ static MinMaxResult min_max_no_radii(Span<float3> positions)
|
||||
[&](IndexRange range, const MinMaxResult &init) {
|
||||
MinMaxResult result = init;
|
||||
for (const int i : range) {
|
||||
float3::min_max(positions[i], result.min, result.max);
|
||||
min_max(positions[i], result.min, result.max);
|
||||
}
|
||||
return result;
|
||||
},
|
||||
[](const MinMaxResult &a, const MinMaxResult &b) {
|
||||
return MinMaxResult{float3::min(a.min, b.min), float3::max(a.max, b.max)};
|
||||
return MinMaxResult{min(a.min, b.min), max(a.max, b.max)};
|
||||
});
|
||||
}
|
||||
|
||||
static MinMaxResult min_max_with_radii(Span<float3> positions, Span<float> radii)
|
||||
{
|
||||
using namespace blender::math;
|
||||
|
||||
return blender::threading::parallel_reduce(
|
||||
positions.index_range(),
|
||||
1024,
|
||||
@@ -300,18 +304,20 @@ static MinMaxResult min_max_with_radii(Span<float3> positions, Span<float> radii
|
||||
[&](IndexRange range, const MinMaxResult &init) {
|
||||
MinMaxResult result = init;
|
||||
for (const int i : range) {
|
||||
result.min = float3::min(positions[i] - radii[i], result.min);
|
||||
result.max = float3::max(positions[i] + radii[i], result.max);
|
||||
result.min = min(positions[i] - radii[i], result.min);
|
||||
result.max = max(positions[i] + radii[i], result.max);
|
||||
}
|
||||
return result;
|
||||
},
|
||||
[](const MinMaxResult &a, const MinMaxResult &b) {
|
||||
return MinMaxResult{float3::min(a.min, b.min), float3::max(a.max, b.max)};
|
||||
return MinMaxResult{min(a.min, b.min), max(a.max, b.max)};
|
||||
});
|
||||
}
|
||||
|
||||
bool BKE_pointcloud_minmax(const PointCloud *pointcloud, float r_min[3], float r_max[3])
|
||||
{
|
||||
using namespace blender::math;
|
||||
|
||||
if (!pointcloud->totpoint) {
|
||||
return false;
|
||||
}
|
||||
@@ -322,8 +328,8 @@ bool BKE_pointcloud_minmax(const PointCloud *pointcloud, float r_min[3], float r
|
||||
{pointcloud->radius, pointcloud->totpoint}) :
|
||||
min_max_no_radii(positions);
|
||||
|
||||
copy_v3_v3(r_min, float3::min(min_max.min, r_min));
|
||||
copy_v3_v3(r_max, float3::max(min_max.max, r_max));
|
||||
copy_v3_v3(r_min, min(min_max.min, float3(r_min)));
|
||||
copy_v3_v3(r_max, max(min_max.max, float3(r_max)));
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -340,7 +346,7 @@ BoundBox *BKE_pointcloud_boundbox_get(Object *ob)
|
||||
ob->runtime.bb = static_cast<BoundBox *>(MEM_callocN(sizeof(BoundBox), "pointcloud boundbox"));
|
||||
}
|
||||
|
||||
blender::float3 min, max;
|
||||
float3 min, max;
|
||||
INIT_MINMAX(min, max);
|
||||
if (ob->runtime.geometry_set_eval != nullptr) {
|
||||
ob->runtime.geometry_set_eval->compute_boundbox_without_instances(&min, &max);
|
||||
|
||||
@@ -28,9 +28,9 @@
|
||||
#include "DNA_simulation_types.h"
|
||||
|
||||
#include "BLI_compiler_compat.h"
|
||||
#include "BLI_float3.hh"
|
||||
#include "BLI_listbase.h"
|
||||
#include "BLI_math.h"
|
||||
#include "BLI_math_vec_types.hh"
|
||||
#include "BLI_rand.h"
|
||||
#include "BLI_span.hh"
|
||||
#include "BLI_string.h"
|
||||
|
||||
@@ -166,13 +166,15 @@ static void accumulate_lengths(Span<float3> positions,
|
||||
const bool is_cyclic,
|
||||
MutableSpan<float> lengths)
|
||||
{
|
||||
using namespace blender::math;
|
||||
|
||||
float length = 0.0f;
|
||||
for (const int i : IndexRange(positions.size() - 1)) {
|
||||
length += float3::distance(positions[i], positions[i + 1]);
|
||||
length += distance(positions[i], positions[i + 1]);
|
||||
lengths[i] = length;
|
||||
}
|
||||
if (is_cyclic) {
|
||||
lengths.last() = length + float3::distance(positions.last(), positions.first());
|
||||
lengths.last() = length + distance(positions.last(), positions.first());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -200,11 +202,13 @@ Span<float> Spline::evaluated_lengths() const
|
||||
|
||||
static float3 direction_bisect(const float3 &prev, const float3 &middle, const float3 &next)
|
||||
{
|
||||
const float3 dir_prev = (middle - prev).normalized();
|
||||
const float3 dir_next = (next - middle).normalized();
|
||||
using namespace blender::math;
|
||||
|
||||
const float3 result = (dir_prev + dir_next).normalized();
|
||||
if (UNLIKELY(result.is_zero())) {
|
||||
const float3 dir_prev = normalize(middle - prev);
|
||||
const float3 dir_next = normalize(next - middle);
|
||||
|
||||
const float3 result = normalize(dir_prev + dir_next);
|
||||
if (UNLIKELY(is_zero(result))) {
|
||||
return float3(0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
return result;
|
||||
@@ -214,6 +218,8 @@ static void calculate_tangents(Span<float3> positions,
|
||||
const bool is_cyclic,
|
||||
MutableSpan<float3> tangents)
|
||||
{
|
||||
using namespace blender::math;
|
||||
|
||||
if (positions.size() == 1) {
|
||||
tangents.first() = float3(0.0f, 0.0f, 1.0f);
|
||||
return;
|
||||
@@ -232,8 +238,8 @@ static void calculate_tangents(Span<float3> positions,
|
||||
tangents.last() = direction_bisect(second_to_last, last, first);
|
||||
}
|
||||
else {
|
||||
tangents.first() = (positions[1] - positions[0]).normalized();
|
||||
tangents.last() = (positions.last() - positions[positions.size() - 2]).normalized();
|
||||
tangents.first() = normalize(positions[1] - positions[0]);
|
||||
tangents.last() = normalize(positions.last() - positions[positions.size() - 2]);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -264,18 +270,22 @@ static float3 rotate_direction_around_axis(const float3 &direction,
|
||||
const float3 &axis,
|
||||
const float angle)
|
||||
{
|
||||
using namespace blender::math;
|
||||
|
||||
BLI_ASSERT_UNIT_V3(direction);
|
||||
BLI_ASSERT_UNIT_V3(axis);
|
||||
|
||||
const float3 axis_scaled = axis * float3::dot(direction, axis);
|
||||
const float3 axis_scaled = axis * dot(direction, axis);
|
||||
const float3 diff = direction - axis_scaled;
|
||||
const float3 cross = float3::cross(axis, diff);
|
||||
const float3 cross = blender::math::cross(axis, diff);
|
||||
|
||||
return axis_scaled + diff * std::cos(angle) + cross * std::sin(angle);
|
||||
}
|
||||
|
||||
static void calculate_normals_z_up(Span<float3> tangents, MutableSpan<float3> r_normals)
|
||||
{
|
||||
using namespace blender::math;
|
||||
|
||||
BLI_assert(r_normals.size() == tangents.size());
|
||||
|
||||
/* Same as in `vec_to_quat`. */
|
||||
@@ -286,7 +296,7 @@ static void calculate_normals_z_up(Span<float3> tangents, MutableSpan<float3> r_
|
||||
r_normals[i] = {1.0f, 0.0f, 0.0f};
|
||||
}
|
||||
else {
|
||||
r_normals[i] = float3(tangent.y, -tangent.x, 0.0f).normalized();
|
||||
r_normals[i] = normalize(float3(tangent.y, -tangent.x, 0.0f));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -298,12 +308,14 @@ static float3 calculate_next_normal(const float3 &last_normal,
|
||||
const float3 &last_tangent,
|
||||
const float3 ¤t_tangent)
|
||||
{
|
||||
if (last_tangent.is_zero() || current_tangent.is_zero()) {
|
||||
using namespace blender::math;
|
||||
|
||||
if (is_zero(last_tangent) || is_zero(current_tangent)) {
|
||||
return last_normal;
|
||||
}
|
||||
const float angle = angle_normalized_v3v3(last_tangent, current_tangent);
|
||||
if (angle != 0.0) {
|
||||
const float3 axis = float3::cross(last_tangent, current_tangent).normalized();
|
||||
const float3 axis = normalize(cross(last_tangent, current_tangent));
|
||||
return rotate_direction_around_axis(last_normal, axis, angle);
|
||||
}
|
||||
return last_normal;
|
||||
@@ -313,6 +325,7 @@ static void calculate_normals_minimum(Span<float3> tangents,
|
||||
const bool cyclic,
|
||||
MutableSpan<float3> r_normals)
|
||||
{
|
||||
using namespace blender::math;
|
||||
BLI_assert(r_normals.size() == tangents.size());
|
||||
|
||||
if (r_normals.is_empty()) {
|
||||
@@ -327,7 +340,7 @@ static void calculate_normals_minimum(Span<float3> tangents,
|
||||
r_normals[0] = {1.0f, 0.0f, 0.0f};
|
||||
}
|
||||
else {
|
||||
r_normals[0] = float3(first_tangent.y, -first_tangent.x, 0.0f).normalized();
|
||||
r_normals[0] = normalize(float3(first_tangent.y, -first_tangent.x, 0.0f));
|
||||
}
|
||||
|
||||
/* Forward normal with minimum twist along the entire spline. */
|
||||
|
||||
@@ -199,11 +199,13 @@ 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])) {
|
||||
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 = prev_diff.length();
|
||||
float next_len = next_diff.length();
|
||||
float prev_len = math::length(prev_diff);
|
||||
float next_len = math::length(next_diff);
|
||||
if (prev_len == 0.0f) {
|
||||
prev_len = 1.0f;
|
||||
}
|
||||
@@ -213,7 +215,7 @@ void BezierSpline::ensure_auto_handles() const
|
||||
const float3 dir = next_diff / next_len + prev_diff / prev_len;
|
||||
|
||||
/* This magic number is unfortunate, but comes from elsewhere in Blender. */
|
||||
const float len = dir.length() * 2.5614f;
|
||||
const float len = math::length(dir) * 2.5614f;
|
||||
if (len != 0.0f) {
|
||||
if (handle_types_left_[i] == HandleType::Auto) {
|
||||
const float prev_len_clamped = std::min(prev_len, next_len * 5.0f);
|
||||
@@ -228,12 +230,12 @@ void BezierSpline::ensure_auto_handles() const
|
||||
|
||||
if (handle_types_left_[i] == HandleType::Vector) {
|
||||
const float3 prev = previous_position(positions_, is_cyclic_, i);
|
||||
handle_positions_left_[i] = float3::interpolate(positions_[i], prev, 1.0f / 3.0f);
|
||||
handle_positions_left_[i] = math::interpolate(positions_[i], prev, 1.0f / 3.0f);
|
||||
}
|
||||
|
||||
if (handle_types_right_[i] == HandleType::Vector) {
|
||||
const float3 next = next_position(positions_, is_cyclic_, i);
|
||||
handle_positions_right_[i] = float3::interpolate(positions_[i], next, 1.0f / 3.0f);
|
||||
handle_positions_right_[i] = math::interpolate(positions_[i], next, 1.0f / 3.0f);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -275,6 +277,8 @@ static void set_handle_position(const float3 &position,
|
||||
float3 &handle,
|
||||
float3 &handle_other)
|
||||
{
|
||||
using namespace blender::math;
|
||||
|
||||
/* Don't bother when the handle positions are calculated automatically anyway. */
|
||||
if (ELEM(type, BezierSpline::HandleType::Auto, BezierSpline::HandleType::Vector)) {
|
||||
return;
|
||||
@@ -283,9 +287,9 @@ static void set_handle_position(const float3 &position,
|
||||
handle = new_value;
|
||||
if (type_other == BezierSpline::HandleType::Align) {
|
||||
/* Keep track of the old length of the opposite handle. */
|
||||
const float length = float3::distance(handle_other, position);
|
||||
const float length = distance(handle_other, position);
|
||||
/* Set the other handle to directly opposite from the current handle. */
|
||||
const float3 dir = (handle - position).normalized();
|
||||
const float3 dir = normalize(handle - position);
|
||||
handle_other = position - dir * length;
|
||||
}
|
||||
}
|
||||
@@ -353,6 +357,7 @@ int BezierSpline::evaluated_points_size() const
|
||||
|
||||
void BezierSpline::correct_end_tangents() const
|
||||
{
|
||||
using namespace blender::math;
|
||||
if (is_cyclic_) {
|
||||
return;
|
||||
}
|
||||
@@ -360,10 +365,10 @@ void BezierSpline::correct_end_tangents() const
|
||||
MutableSpan<float3> tangents(evaluated_tangents_cache_);
|
||||
|
||||
if (handle_positions_right_.first() != positions_.first()) {
|
||||
tangents.first() = (handle_positions_right_.first() - positions_.first()).normalized();
|
||||
tangents.first() = normalize(handle_positions_right_.first() - positions_.first());
|
||||
}
|
||||
if (handle_positions_left_.last() != positions_.last()) {
|
||||
tangents.last() = (positions_.last() - handle_positions_left_.last()).normalized();
|
||||
tangents.last() = normalize(positions_.last() - handle_positions_left_.last());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -371,20 +376,22 @@ BezierSpline::InsertResult BezierSpline::calculate_segment_insertion(const int i
|
||||
const int next_index,
|
||||
const float parameter)
|
||||
{
|
||||
using namespace blender::math;
|
||||
|
||||
BLI_assert(parameter <= 1.0f && parameter >= 0.0f);
|
||||
BLI_assert(next_index == 0 || next_index == index + 1);
|
||||
const float3 &point_prev = positions_[index];
|
||||
const float3 &handle_prev = handle_positions_right_[index];
|
||||
const float3 &handle_next = handle_positions_left_[next_index];
|
||||
const float3 &point_next = positions_[next_index];
|
||||
const float3 center_point = float3::interpolate(handle_prev, handle_next, parameter);
|
||||
const float3 center_point = interpolate(handle_prev, handle_next, parameter);
|
||||
|
||||
BezierSpline::InsertResult result;
|
||||
result.handle_prev = float3::interpolate(point_prev, handle_prev, parameter);
|
||||
result.handle_next = float3::interpolate(handle_next, point_next, parameter);
|
||||
result.left_handle = float3::interpolate(result.handle_prev, center_point, parameter);
|
||||
result.right_handle = float3::interpolate(center_point, result.handle_next, parameter);
|
||||
result.position = float3::interpolate(result.left_handle, result.right_handle, parameter);
|
||||
result.handle_prev = interpolate(point_prev, handle_prev, parameter);
|
||||
result.handle_next = interpolate(handle_next, point_next, parameter);
|
||||
result.left_handle = interpolate(result.handle_prev, center_point, parameter);
|
||||
result.right_handle = interpolate(center_point, result.handle_next, parameter);
|
||||
result.position = interpolate(result.left_handle, result.right_handle, parameter);
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
#include "DNA_tracking_types.h"
|
||||
|
||||
#include "BKE_tracking.h"
|
||||
#include "BLI_float2.hh"
|
||||
#include "BLI_math_vec_types.hh"
|
||||
|
||||
namespace blender {
|
||||
|
||||
|
||||
@@ -19,8 +19,7 @@
|
||||
#include "FN_multi_function_builder.hh"
|
||||
|
||||
#include "BLI_color.hh"
|
||||
#include "BLI_float2.hh"
|
||||
#include "BLI_float3.hh"
|
||||
#include "BLI_math_vec_types.hh"
|
||||
|
||||
namespace blender::bke {
|
||||
|
||||
|
||||
@@ -28,12 +28,12 @@
|
||||
|
||||
#include "BLI_compiler_compat.h"
|
||||
#include "BLI_fileops.h"
|
||||
#include "BLI_float3.hh"
|
||||
#include "BLI_float4x4.hh"
|
||||
#include "BLI_ghash.h"
|
||||
#include "BLI_index_range.hh"
|
||||
#include "BLI_map.hh"
|
||||
#include "BLI_math.h"
|
||||
#include "BLI_math_vec_types.hh"
|
||||
#include "BLI_path_util.h"
|
||||
#include "BLI_string.h"
|
||||
#include "BLI_string_ref.hh"
|
||||
|
||||
@@ -21,8 +21,8 @@
|
||||
#include "MEM_guardedalloc.h"
|
||||
|
||||
#include "BLI_array.hh"
|
||||
#include "BLI_float3.hh"
|
||||
#include "BLI_math_matrix.h"
|
||||
#include "BLI_math_vec_types.hh"
|
||||
#include "BLI_math_vector.h"
|
||||
#include "BLI_vector.hh"
|
||||
|
||||
|
||||
@@ -16,7 +16,7 @@
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include "BLI_float3.hh"
|
||||
#include "BLI_math_vec_types.hh"
|
||||
#include "BLI_span.hh"
|
||||
#include "BLI_utildefines.h"
|
||||
|
||||
|
||||
Reference in New Issue
Block a user