A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
98 lines
3.3 KiB
C++
98 lines
3.3 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Foundation
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include <atomic>
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#include "BLI_implicit_sharing_ptr.hh"
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#include "BLI_set.hh"
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#include "BLI_string_ref.hh"
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namespace blender::bke {
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/**
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* An #AnonymousAttributeID contains information about a specific anonymous attribute.
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* Like normal attributes, anonymous attributes are also identified by their name, so one should
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* not have to compare #AnonymousAttributeID pointers.
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*
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* Anonymous attributes don't need additional information besides their name, with a few
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* exceptions:
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* - The name of anonymous attributes is generated automatically, so it is generally not human
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* readable (just random characters). #AnonymousAttributeID can provide more context as where a
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* specific anonymous attribute was created which can simplify debugging.
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* - [Not yet supported.] When anonymous attributes are contained in on-disk caches, we have to map
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* those back to anonymous attributes at run-time. The issue is that (for various reasons) we
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* might change how anonymous attribute names are generated in the future, which would lead to a
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* mis-match between stored and new attribute names. To work around it, we should cache
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* additional information for anonymous attributes on disk (like which node created it). This
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* information can then be used to map stored attributes to their run-time counterpart.
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*
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* Once created, #AnonymousAttributeID is immutable. Also it is intrinsically reference counted so
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* that it can have shared ownership. `std::shared_ptr` can't be used for that purpose here,
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* because that is not available in C code. If possible, the #AnonymousAttributeIDPtr wrapper
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* should be used to avoid manual reference counting in C++ code.
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*/
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class AnonymousAttributeID : public ImplicitSharingMixin {
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protected:
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std::string name_;
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public:
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virtual ~AnonymousAttributeID() = default;
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StringRefNull name() const
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{
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return name_;
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}
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virtual std::string user_name() const;
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private:
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void delete_self() override
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{
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MEM_delete(this);
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}
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};
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/** Wrapper for #AnonymousAttributeID that avoids manual reference counting. */
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using AnonymousAttributeIDPtr = ImplicitSharingPtr<const AnonymousAttributeID>;
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/**
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* A set of anonymous attribute names that is passed around in geometry nodes.
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*/
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class AnonymousAttributeSet {
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public:
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/**
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* This uses `std::shared_ptr` because attributes sets are passed around by value during geometry
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* nodes evaluation, and this makes it very small if there is no name. Also it makes copying very
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* cheap.
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*/
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std::shared_ptr<Set<std::string>> names;
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};
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/**
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* Can be passed to algorithms which propagate attributes. It can tell the algorithm which
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* anonymous attributes should be propagated and can be skipped.
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*/
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class AnonymousAttributePropagationInfo {
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public:
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/**
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* This uses `std::shared_ptr` because it's usually initialized from an #AnonymousAttributeSet
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* and then the set doesn't have to be copied.
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*/
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std::shared_ptr<Set<std::string>> names;
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/**
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* Propagate all anonymous attributes even if the set above is empty.
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*/
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bool propagate_all = true;
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/**
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* Return true when the anonymous attribute should be propagated and false otherwise.
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*/
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bool propagate(const AnonymousAttributeID &anonymous_id) const;
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};
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} // namespace blender::bke
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