WIP: uv-simple-select #1

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Chris Blackbourn wants to merge 182 commits from uv-simple-select into main

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@ -1137,48 +1137,6 @@ class VertexGroupsAttributeProvider final : public DynamicAttributesProvider {
}
};
/**
* This provider makes face normals available as a read-only float3 attribute.
*/
class NormalAttributeProvider final : public BuiltinAttributeProvider {
public:
NormalAttributeProvider()
: BuiltinAttributeProvider(
"normal", ATTR_DOMAIN_FACE, CD_PROP_FLOAT3, NonCreatable, Readonly, NonDeletable)
{
}
GVArray try_get_for_read(const void *owner) const final
{
const Mesh *mesh = static_cast<const Mesh *>(owner);
if (mesh == nullptr || mesh->totpoly == 0) {
return {};
}
return VArray<float3>::ForSpan({(float3 *)BKE_mesh_poly_normals_ensure(mesh), mesh->totpoly});
}
GAttributeWriter try_get_for_write(void * /*owner*/) const final
{
return {};
}
bool try_delete(void * /*owner*/) const final
{
return false;
}
bool try_create(void * /*owner*/, const AttributeInit & /*initializer*/) const final
{
return false;
}
bool exists(const void *owner) const final
{
const Mesh *mesh = static_cast<const Mesh *>(owner);
return mesh->totpoly != 0;
}
};
/**
* In this function all the attribute providers for a mesh component are created. Most data in this
* function is statically allocated, because it does not change over time.
@ -1229,8 +1187,6 @@ static ComponentAttributeProviders create_attribute_providers_for_mesh()
make_array_write_attribute<float3>,
tag_component_positions_changed);
static NormalAttributeProvider normal;
static BuiltinCustomDataLayerProvider id("id",
ATTR_DOMAIN_POINT,
CD_PROP_INT32,
@ -1308,7 +1264,7 @@ static ComponentAttributeProviders create_attribute_providers_for_mesh()
static CustomDataAttributeProvider face_custom_data(ATTR_DOMAIN_FACE, face_access);
return ComponentAttributeProviders(
{&position, &id, &material_index, &shade_smooth, &sharp_edge, &normal, &crease},
{&position, &id, &material_index, &shade_smooth, &sharp_edge, &crease},
{&corner_custom_data,
&vertex_groups,
&point_custom_data,