2023-08-16 00:20:26 +10:00
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/* SPDX-FileCopyrightText: 2023 Blender Authors
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2023-05-31 16:19:06 +02:00
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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2013-01-24 02:14:39 +00:00
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2019-02-18 08:08:12 +11:00
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/** \file
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* \ingroup modifiers
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2013-09-12 03:02:50 +00:00
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*/
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Cleanup: reduce amount of math-related includes
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
2023-08-09 11:39:20 +03:00
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#include "BLI_math_base.h"
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2013-01-24 02:14:39 +00:00
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#include "BLI_utildefines.h"
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2019-02-25 11:56:24 +01:00
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2013-01-24 02:14:39 +00:00
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#include "DNA_modifier_types.h"
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2023-05-04 18:35:37 +02:00
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#include "MOD_meshcache_util.hh"
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2013-01-24 02:14:39 +00:00
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2018-05-12 08:04:56 +02:00
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void MOD_meshcache_calc_range(const float frame,
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const char interp,
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const int frame_tot,
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int r_index_range[2],
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float *r_factor)
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2013-01-24 02:14:39 +00:00
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{
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if (interp == MOD_MESHCACHE_INTERP_NONE) {
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2017-09-27 11:13:03 +10:00
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r_index_range[0] = r_index_range[1] = max_ii(0, min_ii(frame_tot - 1, round_fl_to_int(frame)));
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2013-01-24 02:14:39 +00:00
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*r_factor = 1.0f; /* dummy */
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}
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else {
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const float tframe = floorf(frame);
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const float range = frame - tframe;
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2023-05-04 18:35:37 +02:00
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r_index_range[0] = int(tframe);
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2013-01-24 02:14:39 +00:00
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if (range <= FRAME_SNAP_EPS) {
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/* we're close enough not to need blending */
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r_index_range[1] = r_index_range[0];
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*r_factor = 1.0f; /* dummy */
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}
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else {
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/* blend between 2 frames */
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r_index_range[1] = r_index_range[0] + 1;
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*r_factor = range;
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}
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/* clamp */
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if ((r_index_range[0] >= frame_tot) || (r_index_range[1] >= frame_tot)) {
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r_index_range[0] = r_index_range[1] = frame_tot - 1;
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*r_factor = 1.0f; /* dummy */
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}
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else if ((r_index_range[0] < 0) || (r_index_range[1] < 0)) {
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r_index_range[0] = r_index_range[1] = 0;
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*r_factor = 1.0f; /* dummy */
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}
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}
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}
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