Cleanup: Remove "using" statements

The proper solution is to move the relevant code to the Blender
namespace. It should look ugly until then because it is.
This commit is contained in:
Hans Goudey
2024-07-23 23:21:40 -04:00
parent dca3d87052
commit aa0ea3cf8f

View File

@@ -44,13 +44,7 @@
#include "pbvh_intern.hh"
using blender::BitGroupVector;
using blender::Bounds;
using blender::float3;
using blender::MutableSpan;
using blender::Span;
using blender::Vector;
using blender::bke::AttrDomain;
namespace blender::bke::pbvh {
#define LEAF_LIMIT 10000
@@ -78,8 +72,6 @@ static Bounds<float3> negative_bounds()
return {float3(std::numeric_limits<float>::max()), float3(std::numeric_limits<float>::lowest())};
}
namespace blender::bke::pbvh {
static bool face_materials_match(const Span<int> material_indices,
const Span<bool> sharp_faces,
const int a,
@@ -1408,7 +1400,7 @@ int count_grid_quads(const BitGroupVector<> &grid_hidden,
} // namespace blender::bke::pbvh
Bounds<float3> BKE_pbvh_redraw_BB(blender::bke::pbvh::Tree &pbvh)
blender::Bounds<blender::float3> BKE_pbvh_redraw_BB(blender::bke::pbvh::Tree &pbvh)
{
using namespace blender;
using namespace blender::bke::pbvh;
@@ -1643,7 +1635,8 @@ Bounds<float3> node_bounds(const Node &node)
} // namespace blender::bke::pbvh
Bounds<float3> BKE_pbvh_node_get_original_BB(const blender::bke::pbvh::Node *node)
blender::Bounds<blender::float3> BKE_pbvh_node_get_original_BB(
const blender::bke::pbvh::Node *node)
{
return node->bounds_orig_;
}
@@ -2421,7 +2414,8 @@ static blender::draw::pbvh::PBVH_GPU_Args pbvh_draw_args_init(const Mesh &mesh,
args.face_normals = pbvh.face_normals_;
/* Retrieve data from the original mesh. Ideally that would be passed to this function to
* make it clearer when each is used. */
args.hide_poly = *pbvh.mesh_->attributes().lookup<bool>(".hide_poly", AttrDomain::Face);
args.hide_poly = *pbvh.mesh_->attributes().lookup<bool>(".hide_poly",
blender::bke::AttrDomain::Face);
args.prim_indices = node.prim_indices_;
args.tri_faces = mesh.corner_tri_faces();
@@ -2598,7 +2592,8 @@ void BKE_pbvh_draw_debug_cb(blender::bke::pbvh::Tree &pbvh,
}
}
void BKE_pbvh_vert_coords_apply(blender::bke::pbvh::Tree &pbvh, const Span<float3> vert_positions)
void BKE_pbvh_vert_coords_apply(blender::bke::pbvh::Tree &pbvh,
const blender::Span<blender::float3> vert_positions)
{
using namespace blender::bke::pbvh;
@@ -2626,7 +2621,7 @@ void BKE_pbvh_vert_coords_apply(blender::bke::pbvh::Tree &pbvh, const Span<float
}
if (!pbvh.vert_positions_.is_empty()) {
MutableSpan<float3> positions = pbvh.vert_positions_;
blender::MutableSpan<blender::float3> positions = pbvh.vert_positions_;
positions.copy_from(vert_positions);
for (Node &node : pbvh.nodes_) {
@@ -2655,7 +2650,7 @@ PBVHColorBufferNode *BKE_pbvh_node_color_buffer_get(blender::bke::pbvh::Node *no
void BKE_pbvh_node_color_buffer_free(blender::bke::pbvh::Tree &pbvh)
{
Vector<blender::bke::pbvh::Node *> nodes = search_gather(pbvh, {});
blender::Vector<blender::bke::pbvh::Node *> nodes = search_gather(pbvh, {});
for (blender::bke::pbvh::Node *node : nodes) {
MEM_SAFE_FREE(node->color_buffer_.color);
@@ -2794,19 +2789,19 @@ Mesh *BKE_pbvh_get_mesh(blender::bke::pbvh::Tree &pbvh)
return pbvh.mesh_;
}
Span<float3> BKE_pbvh_get_vert_positions(const blender::bke::pbvh::Tree &pbvh)
blender::Span<blender::float3> BKE_pbvh_get_vert_positions(const blender::bke::pbvh::Tree &pbvh)
{
BLI_assert(pbvh.type() == blender::bke::pbvh::Type::Mesh);
return pbvh.vert_positions_;
}
MutableSpan<float3> BKE_pbvh_get_vert_positions(blender::bke::pbvh::Tree &pbvh)
blender::MutableSpan<blender::float3> BKE_pbvh_get_vert_positions(blender::bke::pbvh::Tree &pbvh)
{
BLI_assert(pbvh.type() == blender::bke::pbvh::Type::Mesh);
return pbvh.vert_positions_;
}
Span<float3> BKE_pbvh_get_vert_normals(const blender::bke::pbvh::Tree &pbvh)
blender::Span<blender::float3> BKE_pbvh_get_vert_normals(const blender::bke::pbvh::Tree &pbvh)
{
BLI_assert(pbvh.type() == blender::bke::pbvh::Type::Mesh);
return pbvh.vert_normals_;
@@ -2818,7 +2813,7 @@ void BKE_pbvh_subdiv_cgg_set(blender::bke::pbvh::Tree &pbvh, SubdivCCG *subdiv_c
}
void BKE_pbvh_ensure_node_loops(blender::bke::pbvh::Tree &pbvh,
const Span<blender::int3> corner_tris)
const blender::Span<blender::int3> corner_tris)
{
using namespace blender;
BLI_assert(pbvh.type() == blender::bke::pbvh::Type::Mesh);