Cleanup: remove unnecessary namespace specifier
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@@ -89,19 +89,19 @@ class Instances {
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* Contains the data that is used by the individual instances.
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* Actual instances store an index ("handle") into this vector.
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*/
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blender::Vector<InstanceReference> references_;
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Vector<InstanceReference> references_;
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/** Indices into `references_`. Determines what data is instanced. */
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blender::Vector<int> reference_handles_;
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Vector<int> reference_handles_;
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/** Transformation of the instances. */
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blender::Vector<blender::float4x4> transforms_;
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Vector<float4x4> transforms_;
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/* These almost unique ids are generated based on the `id` attribute, which might not contain
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* unique ids at all. They are *almost* unique, because under certain very unlikely
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* circumstances, they are not unique. Code using these ids should not crash when they are not
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* unique but can generally expect them to be unique. */
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mutable std::mutex almost_unique_ids_mutex_;
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mutable blender::Array<int> almost_unique_ids_;
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mutable Array<int> almost_unique_ids_;
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CustomData attributes_;
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@@ -134,9 +134,9 @@ class Instances {
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* argument. For adding many instances, using #resize and accessing the transform array
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* directly is preferred.
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*/
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void add_instance(int instance_handle, const blender::float4x4 &transform);
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void add_instance(int instance_handle, const float4x4 &transform);
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blender::Span<InstanceReference> references() const;
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Span<InstanceReference> references() const;
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void remove_unused_references();
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/**
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@@ -152,10 +152,10 @@ class Instances {
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*/
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GeometrySet &geometry_set_from_reference(int reference_index);
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blender::Span<int> reference_handles() const;
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blender::MutableSpan<int> reference_handles();
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blender::MutableSpan<blender::float4x4> transforms();
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blender::Span<blender::float4x4> transforms() const;
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Span<int> reference_handles() const;
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MutableSpan<int> reference_handles();
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MutableSpan<float4x4> transforms();
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Span<float4x4> transforms() const;
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int instances_num() const;
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int references_num() const;
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@@ -164,21 +164,20 @@ class Instances {
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* Remove the indices that are not contained in the mask input, and remove unused instance
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* references afterwards.
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*/
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void remove(const blender::IndexMask &mask,
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const blender::bke::AnonymousAttributePropagationInfo &propagation_info);
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void remove(const IndexMask &mask, const AnonymousAttributePropagationInfo &propagation_info);
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/**
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* Get an id for every instance. These can be used for e.g. motion blur.
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*/
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blender::Span<int> almost_unique_ids() const;
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Span<int> almost_unique_ids() const;
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blender::bke::AttributeAccessor attributes() const;
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blender::bke::MutableAttributeAccessor attributes_for_write();
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bke::AttributeAccessor attributes() const;
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bke::MutableAttributeAccessor attributes_for_write();
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CustomData &custom_data_attributes();
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const CustomData &custom_data_attributes() const;
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void foreach_referenced_geometry(
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blender::FunctionRef<void(const GeometrySet &geometry_set)> callback) const;
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FunctionRef<void(const GeometrySet &geometry_set)> callback) const;
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bool owns_direct_data() const;
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void ensure_owns_direct_data();
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