Files
test2/source/blender/blenkernel/BKE_anonymous_attribute_id.hh
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

98 lines
3.3 KiB
C++

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