Cleanup: Avoid using keyword in sculpt header

This approach doesn't scale well, and the right solution is to move
this code to the proper namespace anyway.
This commit is contained in:
Hans Goudey
2023-11-30 10:35:13 -05:00
parent 759d2634fd
commit 3adcc1378c
16 changed files with 100 additions and 74 deletions

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@@ -947,7 +947,7 @@ static void do_boundary_brush_smooth_task(Object *ob, const Brush *brush, PBVHNo
BKE_pbvh_vertex_iter_end;
}
void SCULPT_do_boundary_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes)
void SCULPT_do_boundary_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes)
{
using namespace blender;
SculptSession *ss = ob->sculpt;

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@@ -55,6 +55,7 @@
#include <cstdlib>
#include <cstring>
using blender::Span;
using blender::Vector;
static void cloth_brush_simulation_location_get(SculptSession *ss,

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@@ -91,7 +91,7 @@ static int sculpt_detail_flood_fill_exec(bContext *C, wmOperator *op)
float size;
float bb_min[3], bb_max[3], center[3], dim[3];
Vector<PBVHNode *> nodes = blender::bke::pbvh::search_gather(ss->pbvh, {});
blender::Vector<PBVHNode *> nodes = blender::bke::pbvh::search_gather(ss->pbvh, {});
if (nodes.is_empty()) {
return OPERATOR_CANCELLED;

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@@ -53,6 +53,9 @@
#include "bmesh.h"
using blender::Span;
using blender::Vector;
/* Sculpt Expand. */
/* Operator for creating selections and patterns in Sculpt Mode. Expand can create masks, face sets
* and fill vertex colors. */
@@ -2112,7 +2115,7 @@ static void sculpt_expand_cache_initial_config_set(bContext *C,
static void sculpt_expand_undo_push(Object *ob, ExpandCache *expand_cache)
{
SculptSession *ss = ob->sculpt;
Vector<PBVHNode *> nodes = blender::bke::pbvh::search_gather(ss->pbvh, {});
blender::Vector<PBVHNode *> nodes = blender::bke::pbvh::search_gather(ss->pbvh, {});
switch (expand_cache->target) {
case SCULPT_EXPAND_TARGET_MASK:

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@@ -391,7 +391,7 @@ static void do_relax_face_sets_brush_task(Object *ob,
BKE_pbvh_vertex_iter_end;
}
void SCULPT_do_draw_face_sets_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes)
void SCULPT_do_draw_face_sets_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes)
{
using namespace blender;
SculptSession *ss = ob->sculpt;
@@ -1429,7 +1429,7 @@ static void sculpt_face_set_edit_modify_geometry(bContext *C,
WM_event_add_notifier(C, NC_GEOM | ND_DATA, mesh);
}
static void face_set_edit_do_post_visibility_updates(Object *ob, Span<PBVHNode *> nodes)
static void face_set_edit_do_post_visibility_updates(Object *ob, blender::Span<PBVHNode *> nodes)
{
SculptSession *ss = ob->sculpt;

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@@ -225,7 +225,7 @@ static int sculpt_mask_filter_exec(bContext *C, wmOperator *op)
void SCULPT_mask_filter_smooth_apply(Sculpt * /*sd*/,
Object *ob,
Span<PBVHNode *> nodes,
blender::Span<PBVHNode *> nodes,
const int smooth_iterations)
{
using namespace blender;

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@@ -851,7 +851,7 @@ static void sculpt_mesh_filter_cancel(bContext *C, wmOperator * /*op*/)
}
/* Gather all PBVH leaf nodes. */
Vector<PBVHNode *> nodes = blender::bke::pbvh::search_gather(ss->pbvh, {});
blender::Vector<PBVHNode *> nodes = blender::bke::pbvh::search_gather(ss->pbvh, {});
for (PBVHNode *node : nodes) {
PBVHVertexIter vd;

View File

@@ -58,9 +58,6 @@ struct wmKeyMap;
struct wmOperator;
struct wmOperatorType;
using blender::Span;
using blender::Vector;
/* Updates */
/* -------------------------------------------------------------------- */
@@ -362,7 +359,7 @@ struct FilterCache {
float (*limit_surface_co)[3];
/* unmasked nodes */
Vector<PBVHNode *> nodes;
blender::Vector<PBVHNode *> nodes;
/* Cloth filter. */
SculptClothSimulation *cloth_sim;
@@ -676,7 +673,7 @@ struct ExpandCache {
/* Cached PBVH nodes. This allows to skip gathering all nodes from the PBVH each time expand
* needs to update the state of the elements. */
Vector<PBVHNode *> nodes;
blender::Vector<PBVHNode *> nodes;
/* Expand state options. */
@@ -876,7 +873,9 @@ inline void SCULPT_mask_vert_set(const PBVHType type,
break;
}
}
void SCULPT_mask_write_array(SculptSession *ss, Span<PBVHNode *> nodes, Span<float> mask);
void SCULPT_mask_write_array(SculptSession *ss,
blender::Span<PBVHNode *> nodes,
blender::Span<float> mask);
/** Ensure random access; required for PBVH_BMESH */
void SCULPT_vertex_random_access_ensure(SculptSession *ss);
@@ -1071,17 +1070,29 @@ BLI_INLINE bool SCULPT_tool_needs_all_pbvh_nodes(const Brush *brush)
return false;
}
void SCULPT_calc_brush_plane(
Sculpt *sd, Object *ob, Span<PBVHNode *> nodes, float r_area_no[3], float r_area_co[3]);
void SCULPT_calc_brush_plane(Sculpt *sd,
Object *ob,
blender::Span<PBVHNode *> nodes,
float r_area_no[3],
float r_area_co[3]);
void SCULPT_calc_area_normal(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes, float r_area_no[3]);
void SCULPT_calc_area_normal(Sculpt *sd,
Object *ob,
blender::Span<PBVHNode *> nodes,
float r_area_no[3]);
/**
* This calculates flatten center and area normal together,
* amortizing the memory bandwidth and loop overhead to calculate both at the same time.
*/
void SCULPT_calc_area_normal_and_center(
Sculpt *sd, Object *ob, Span<PBVHNode *> nodes, float r_area_no[3], float r_area_co[3]);
void SCULPT_calc_area_center(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes, float r_area_co[3]);
void SCULPT_calc_area_normal_and_center(Sculpt *sd,
Object *ob,
blender::Span<PBVHNode *> nodes,
float r_area_no[3],
float r_area_co[3]);
void SCULPT_calc_area_center(Sculpt *sd,
Object *ob,
blender::Span<PBVHNode *> nodes,
float r_area_co[3]);
PBVHVertRef SCULPT_nearest_vertex_get(
Sculpt *sd, Object *ob, const float co[3], float max_distance, bool use_original);
@@ -1349,7 +1360,7 @@ void SCULPT_mesh_filter_properties(wmOperatorType *ot);
void SCULPT_mask_filter_smooth_apply(Sculpt *sd,
Object *ob,
Span<PBVHNode *> nodes,
blender::Span<PBVHNode *> nodes,
int smooth_iterations);
/* Filter orientation utils. */
@@ -1364,7 +1375,7 @@ void SCULPT_filter_zero_disabled_axis_components(float r_v[3], FilterCache *filt
* \{ */
/* Main cloth brush function */
void SCULPT_do_cloth_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_cloth_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_cloth_simulation_free(SculptClothSimulation *cloth_sim);
@@ -1378,7 +1389,8 @@ SculptClothSimulation *SCULPT_cloth_brush_simulation_create(Object *ob,
bool needs_deform_coords);
void SCULPT_cloth_brush_simulation_init(SculptSession *ss, SculptClothSimulation *cloth_sim);
void SCULPT_cloth_sim_activate_nodes(SculptClothSimulation *cloth_sim, Span<PBVHNode *> nodes);
void SCULPT_cloth_sim_activate_nodes(SculptClothSimulation *cloth_sim,
blender::Span<PBVHNode *> nodes);
void SCULPT_cloth_brush_store_simulation_state(SculptSession *ss,
SculptClothSimulation *cloth_sim);
@@ -1386,11 +1398,11 @@ void SCULPT_cloth_brush_store_simulation_state(SculptSession *ss,
void SCULPT_cloth_brush_do_simulation_step(Sculpt *sd,
Object *ob,
SculptClothSimulation *cloth_sim,
Span<PBVHNode *> nodes);
blender::Span<PBVHNode *> nodes);
void SCULPT_cloth_brush_ensure_nodes_constraints(Sculpt *sd,
Object *ob,
Span<PBVHNode *> nodes,
blender::Span<PBVHNode *> nodes,
SculptClothSimulation *cloth_sim,
float initial_location[3],
float radius);
@@ -1411,7 +1423,8 @@ void SCULPT_cloth_plane_falloff_preview_draw(uint gpuattr,
const float outline_col[3],
float outline_alpha);
Vector<PBVHNode *> SCULPT_cloth_brush_affected_nodes_gather(SculptSession *ss, Brush *brush);
blender::Vector<PBVHNode *> SCULPT_cloth_brush_affected_nodes_gather(SculptSession *ss,
Brush *brush);
BLI_INLINE bool SCULPT_is_cloth_deform_brush(const Brush *brush)
{
@@ -1447,8 +1460,8 @@ void SCULPT_neighbor_coords_average_interior(SculptSession *ss,
PBVHVertRef vertex);
void SCULPT_smooth(
Sculpt *sd, Object *ob, Span<PBVHNode *> nodes, float bstrength, bool smooth_mask);
void SCULPT_do_smooth_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes, float bstrength, bool smooth_mask);
void SCULPT_do_smooth_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
/* Surface Smooth Brush. */
@@ -1465,7 +1478,7 @@ void SCULPT_surface_smooth_displace_step(SculptSession *ss,
PBVHVertRef vertex,
float beta,
float fade);
void SCULPT_do_surface_smooth_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_surface_smooth_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
/* Slide/Relax */
void SCULPT_relax_vertex(SculptSession *ss,
@@ -1481,7 +1494,7 @@ void SCULPT_relax_vertex(SculptSession *ss,
*/
bool SCULPT_pbvh_calc_area_normal(const Brush *brush,
Object *ob,
Span<PBVHNode *> nodes,
blender::Span<PBVHNode *> nodes,
float r_area_no[3]);
/**
@@ -1628,7 +1641,7 @@ void SCULPT_OT_dynamic_topology_toggle(wmOperatorType *ot);
/**
* Main Brush Function.
*/
void SCULPT_do_pose_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_pose_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
/**
* Calculate the pose origin and (Optionally the pose factor)
* that is used when using the pose brush.
@@ -1665,7 +1678,7 @@ SculptBoundary *SCULPT_boundary_data_init(Object *object,
float radius);
void SCULPT_boundary_data_free(SculptBoundary *boundary);
/* Main Brush Function. */
void SCULPT_do_boundary_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_boundary_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_boundary_edges_preview_draw(uint gpuattr,
SculptSession *ss,
@@ -1675,21 +1688,21 @@ void SCULPT_boundary_pivot_line_preview_draw(uint gpuattr, SculptSession *ss);
/* Multi-plane Scrape Brush. */
/* Main Brush Function. */
void SCULPT_do_multiplane_scrape_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_multiplane_scrape_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_multiplane_scrape_preview_draw(uint gpuattr,
Brush *brush,
SculptSession *ss,
const float outline_col[3],
float outline_alpha);
/* Draw Face Sets Brush. */
void SCULPT_do_draw_face_sets_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_draw_face_sets_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
/* Paint Brush. */
void SCULPT_do_paint_brush(PaintModeSettings *paint_mode_settings,
Sculpt *sd,
Object *ob,
Span<PBVHNode *> nodes,
Span<PBVHNode *> texnodes);
blender::Span<PBVHNode *> nodes,
blender::Span<PBVHNode *> texnodes);
/**
* \brief Get the image canvas for painting on the given object.
@@ -1705,42 +1718,45 @@ bool SCULPT_paint_image_canvas_get(PaintModeSettings *paint_mode_settings,
void SCULPT_do_paint_brush_image(PaintModeSettings *paint_mode_settings,
Sculpt *sd,
Object *ob,
Span<PBVHNode *> texnodes);
blender::Span<PBVHNode *> texnodes);
bool SCULPT_use_image_paint_brush(PaintModeSettings *settings, Object *ob) ATTR_NONNULL();
/* Smear Brush. */
void SCULPT_do_smear_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_smear_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
float SCULPT_clay_thumb_get_stabilized_pressure(StrokeCache *cache);
void SCULPT_do_draw_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_draw_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_fill_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_scrape_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_clay_thumb_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_flatten_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_clay_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_clay_strips_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_snake_hook_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_thumb_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_rotate_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_layer_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_inflate_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_nudge_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_crease_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_pinch_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_grab_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_elastic_deform_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_draw_sharp_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_slide_relax_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_fill_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_scrape_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_clay_thumb_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_flatten_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_clay_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_clay_strips_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_snake_hook_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_thumb_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_rotate_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_layer_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_inflate_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_nudge_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_crease_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_pinch_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_grab_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_elastic_deform_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_draw_sharp_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_slide_relax_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_displacement_smear_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_displacement_eraser_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_mask_brush_draw(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_mask_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void SCULPT_do_displacement_smear_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_displacement_eraser_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_mask_brush_draw(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_mask_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
/** \} */
void SCULPT_bmesh_topology_rake(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes, float bstrength);
void SCULPT_bmesh_topology_rake(Sculpt *sd,
Object *ob,
blender::Span<PBVHNode *> nodes,
float bstrength);
/* end sculpt_brush_types.cc */

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@@ -191,7 +191,7 @@ static void do_multiplane_scrape_brush_task(Object *ob,
/* Public functions. */
void SCULPT_do_multiplane_scrape_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes)
void SCULPT_do_multiplane_scrape_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes)
{
using namespace blender;
SculptSession *ss = ob->sculpt;

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@@ -1278,7 +1278,7 @@ static int sculpt_reveal_all_exec(bContext *C, wmOperator *op)
bool with_bmesh = BKE_pbvh_type(ss->pbvh) == PBVH_BMESH;
Vector<PBVHNode *> nodes = blender::bke::pbvh::search_gather(ss->pbvh, {});
blender::Vector<PBVHNode *> nodes = blender::bke::pbvh::search_gather(ss->pbvh, {});
if (nodes.is_empty()) {
return OPERATOR_CANCELLED;

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@@ -237,8 +237,8 @@ static void do_sample_wet_paint_task(SculptSession *ss,
void SCULPT_do_paint_brush(PaintModeSettings *paint_mode_settings,
Sculpt *sd,
Object *ob,
Span<PBVHNode *> nodes,
Span<PBVHNode *> texnodes)
blender::Span<PBVHNode *> nodes,
blender::Span<PBVHNode *> texnodes)
{
using namespace blender;
if (SCULPT_use_image_paint_brush(paint_mode_settings, ob)) {
@@ -489,7 +489,7 @@ static void do_smear_store_prev_colors_task(SculptSession *ss,
BKE_pbvh_vertex_iter_end;
}
void SCULPT_do_smear_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes)
void SCULPT_do_smear_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes)
{
using namespace blender;
Brush *brush = BKE_paint_brush(&sd->paint);

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@@ -579,7 +579,7 @@ bool SCULPT_use_image_paint_brush(PaintModeSettings *settings, Object *ob)
void SCULPT_do_paint_brush_image(PaintModeSettings *paint_mode_settings,
Sculpt *sd,
Object *ob,
Span<PBVHNode *> texnodes)
blender::Span<PBVHNode *> texnodes)
{
Brush *brush = BKE_paint_brush(&sd->paint);

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@@ -1109,7 +1109,7 @@ static void sculpt_pose_align_pivot_local_space(float r_mat[4][4],
ortho_basis_v3v3_v3(r_mat[0], r_mat[1], r_mat[2]);
}
void SCULPT_do_pose_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes)
void SCULPT_do_pose_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes)
{
using namespace blender;
SculptSession *ss = ob->sculpt;

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@@ -226,7 +226,7 @@ static void do_enhance_details_brush_task(Object *ob,
BKE_pbvh_vertex_iter_end;
}
static void SCULPT_enhance_details_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes)
static void SCULPT_enhance_details_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes)
{
using namespace blender;
SculptSession *ss = ob->sculpt;
@@ -317,8 +317,11 @@ static void do_smooth_brush_task(Object *ob,
BKE_pbvh_vertex_iter_end;
}
void SCULPT_smooth(
Sculpt *sd, Object *ob, Span<PBVHNode *> nodes, float bstrength, const bool smooth_mask)
void SCULPT_smooth(Sculpt *sd,
Object *ob,
blender::Span<PBVHNode *> nodes,
float bstrength,
const bool smooth_mask)
{
using namespace blender;
SculptSession *ss = ob->sculpt;
@@ -352,7 +355,7 @@ void SCULPT_smooth(
}
}
void SCULPT_do_smooth_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes)
void SCULPT_do_smooth_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes)
{
SculptSession *ss = ob->sculpt;
@@ -508,7 +511,7 @@ static void do_surface_smooth_brush_displace_task(Object *ob, const Brush *brush
BKE_pbvh_vertex_iter_end;
}
void SCULPT_do_surface_smooth_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes)
void SCULPT_do_surface_smooth_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes)
{
using namespace blender;
Brush *brush = BKE_paint_brush(&sd->paint);

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@@ -420,7 +420,7 @@ static int sculpt_set_pivot_position_exec(bContext *C, wmOperator *op)
}
}
else {
Vector<PBVHNode *> nodes = blender::bke::pbvh::search_gather(ss->pbvh, {});
blender::Vector<PBVHNode *> nodes = blender::bke::pbvh::search_gather(ss->pbvh, {});
float avg[3];
int total = 0;

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@@ -80,6 +80,9 @@
#include "bmesh.h"
#include "sculpt_intern.hh"
using blender::Span;
using blender::Vector;
/* Uncomment to print the undo stack in the console on push/undo/redo. */
//#define SCULPT_UNDO_DEBUG