Files
test2/source/blender/blenkernel/BKE_editmesh.hh
Brecht Van Lommel 920e709069 Refactor: Make header files more clangd and clang-tidy friendly
When using clangd or running clang-tidy on headers there are
currently many errors. These are noisy in IDEs, make auto fixes
impossible, and break features like code completion, refactoring
and navigation.

This makes source/blender headers work by themselves, which is
generally the goal anyway. But #includes and forward declarations
were often incomplete.

* Add #includes and forward declarations
* Add IWYU pragma: export in a few places
* Remove some unused #includes (but there are many more)
* Tweak ShaderCreateInfo macros to work better with clangd

Some types of headers still have errors, these could be fixed or
worked around with more investigation. Mostly preprocessor
template headers like NOD_static_types.h.

Note that that disabling WITH_UNITY_BUILD is required for clangd to
work properly, otherwise compile_commands.json does not contain
the information for the relevant source files.

For more details see the developer docs:
https://developer.blender.org/docs/handbook/tooling/clangd/

Pull Request: https://projects.blender.org/blender/blender/pulls/132608
2025-01-07 12:39:13 +01:00

122 lines
4.0 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*
* The \link edmesh EDBM module \endlink is for editmode bmesh stuff.
* In contrast, this module is for code shared with blenkernel that's
* only concerned with low level operations on the #BMEditMesh structure.
*/
#include <array>
#include "BLI_array.hh"
#include "BLI_math_vector_types.hh"
#include "bmesh.hh"
struct BMLoop;
struct BMPartialUpdate;
struct BMesh;
struct BMeshCalcTessellation_Params;
struct Depsgraph;
struct Mesh;
struct Object;
struct Scene;
/**
* This structure is used for mesh edit-mode.
*
* Through this, you get access to both the edit #BMesh, its tessellation,
* and various data that doesn't belong in the #BMesh struct itself
* (mostly related to mesh evaluation).
*
* #Mesh.runtime.edit_mesh stores a pointer to this structure.
*/
struct BMEditMesh {
/* Always owned by an original mesh in edit mode. */
BMesh *bm;
/**
* Face triangulation (tessellation) is stored as triplets of three loops,
* which each define a triangle.
*
* \see #Mesh::corner_tris() as the documentation gives useful hints that apply to this data too.
*/
blender::Array<std::array<BMLoop *, 3>> looptris;
/** Selection mode (#SCE_SELECT_VERTEX, #SCE_SELECT_EDGE & #SCE_SELECT_FACE). */
short selectmode;
/** The active material (assigned to newly created faces). */
short mat_nr;
/** Temp variables for x-mirror editing (-1 when the layer does not exist). */
int mirror_cdlayer;
/**
* ID data is older than edit-mode data.
* Set #Main.is_memfile_undo_flush_needed when enabling.
*/
char needs_flush_to_id;
};
/* editmesh.cc */
void BKE_editmesh_looptris_calc_ex(BMEditMesh *em, const BMeshCalcTessellation_Params *params);
void BKE_editmesh_looptris_calc(BMEditMesh *em);
void BKE_editmesh_looptris_calc_with_partial_ex(BMEditMesh *em,
BMPartialUpdate *bmpinfo,
const BMeshCalcTessellation_Params *params);
void BKE_editmesh_looptris_calc_with_partial(BMEditMesh *em, BMPartialUpdate *bmpinfo);
void BKE_editmesh_looptris_and_normals_calc_with_partial(BMEditMesh *em, BMPartialUpdate *bmpinfo);
/**
* Performing the face normal calculation at the same time as tessellation
* gives a reasonable performance boost (approx ~20% faster).
*/
void BKE_editmesh_looptris_and_normals_calc(BMEditMesh *em);
/**
* \note The caller is responsible for ensuring triangulation data,
* typically by calling #BKE_editmesh_looptris_calc.
*/
BMEditMesh *BKE_editmesh_create(BMesh *bm);
BMEditMesh *BKE_editmesh_copy(BMEditMesh *em);
/**
* \brief Return the #BMEditMesh for a given object
*
* \note this function assumes this is a mesh object,
* don't add NULL data check here. caller must do that
*/
BMEditMesh *BKE_editmesh_from_object(Object *ob);
/**
* Return whether the evaluated mesh is a "descendant" of the original mesh: whether it is a
* version of the original mesh propagated during evaluation. This will be false if the mesh was
* taken from an different object during evaluation, with the object info node for example.
*/
bool BKE_editmesh_eval_orig_map_available(const Mesh &mesh_eval, const Mesh *mesh_orig);
/**
* \note Does not free the #BMEditMesh itself.
*/
void BKE_editmesh_free_data(BMEditMesh *em);
blender::Array<blender::float3> BKE_editmesh_vert_coords_alloc(Depsgraph *depsgraph,
BMEditMesh *em,
Scene *scene,
Object *ob);
blender::Array<blender::float3> BKE_editmesh_vert_coords_alloc_orco(BMEditMesh *em);
blender::Span<blender::float3> BKE_editmesh_vert_coords_when_deformed(
Depsgraph *depsgraph,
BMEditMesh *em,
Scene *scene,
Object *obedit,
blender::Array<blender::float3> &r_alloc);
void BKE_editmesh_lnorspace_update(BMEditMesh *em);