This removes `AnonymousAttributeID` which was "attached" to every anonymous attribute before. It adds more complexity than is justified for its functionality. It was originally introduced to keep the reference count of the anonymous attribute so that it can be deleted automatically when the attribute is not referenced anymore. For quite some time we have had deterministic attribute life-times though which don't rely on the reference count anymore. Anonymous attributes are sometimes shown in the UI as "friendly looking" string like `"UV Map" from Cube`. Some information necessary for this was also stored in `AnonymousAttributeID`. However, this can also be solved differently. Specifically, this functionality has now been added directly to `AttributeFieldInput`. This refactor also allows removing `AttributeIDRef` which was mainly introduced because we had to keep the `AnonymousAttributeID` attached with the attribute name. Just using simple string types to identify attributes can reduce the mental overhead quite significantly. This will be done as a separate refactor though. Pull Request: https://projects.blender.org/blender/blender/pulls/127081
21 lines
550 B
C++
21 lines
550 B
C++
/* SPDX-FileCopyrightText: 2024 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include <fmt/format.h>
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#include <sstream>
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#include <xxhash.h>
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namespace blender::bke {
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template<typename... Args> inline std::string hash_to_anonymous_attribute_name(Args &&...args)
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{
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std::stringstream ss;
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((ss << args), ...);
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const std::string long_name = ss.str();
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const XXH128_hash_t hash = XXH3_128bits(long_name.c_str(), long_name.size());
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return fmt::format(".a_{:x}{:x}", hash.low64, hash.high64);
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}
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} // namespace blender::bke
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