Using ClangBuildAnalyzer on the whole Blender build, it was pointing out that BLI_math.h is the heaviest "header hub" (i.e. non tiny file that is included a lot). However, there's very little (actually zero) source files in Blender that need "all the math" (base, colors, vectors, matrices, quaternions, intersection, interpolation, statistics, solvers and time). A common use case is source files needing just vectors, or just vectors & matrices, or just colors etc. Actually, 181 files were including the whole math thing without needing it at all. This change removes BLI_math.h completely, and instead in all the places that need it, includes BLI_math_vector.h or BLI_math_color.h and so on. Change from that: - BLI_math_color.h was included 1399 times -> now 408 (took 114.0sec to parse -> now 36.3sec) - BLI_simd.h 1403 -> 418 (109.7sec -> 34.9sec). Full rebuild of Blender (Apple M1, Xcode, RelWithDebInfo) is not affected much (342sec -> 334sec). Most of benefit would be when someone's changing BLI_simd.h or BLI_math_color.h or similar files, that now there's 3x fewer files result in a recompile. Pull Request #110944
44 lines
1.1 KiB
C++
44 lines
1.1 KiB
C++
/* SPDX-FileCopyrightText: 2021 Tangent Animation. All rights reserved.
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "usd_reader_geom.h"
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#include "BKE_lib_id.h"
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#include "BKE_modifier.h"
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#include "BKE_object.h"
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#include "BLI_listbase.h"
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#include "BLI_math_geom.h"
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#include "BLI_string.h"
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#include "BLI_utildefines.h"
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#include "DNA_cachefile_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_object_types.h"
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#include "DNA_space_types.h" /* for FILE_MAX */
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namespace blender::io::usd {
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void USDGeomReader::add_cache_modifier()
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{
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ModifierData *md = BKE_modifier_new(eModifierType_MeshSequenceCache);
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BLI_addtail(&object_->modifiers, md);
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MeshSeqCacheModifierData *mcmd = reinterpret_cast<MeshSeqCacheModifierData *>(md);
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mcmd->cache_file = settings_->cache_file;
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id_us_plus(&mcmd->cache_file->id);
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mcmd->read_flag = import_params_.mesh_read_flag;
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STRNCPY(mcmd->object_path, prim_.GetPath().GetString().c_str());
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}
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void USDGeomReader::add_subdiv_modifier()
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{
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ModifierData *md = BKE_modifier_new(eModifierType_Subsurf);
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BLI_addtail(&object_->modifiers, md);
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}
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} // namespace blender::io::usd
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