From a459018a9916ccafe8ed56afa672b8a869bb15d7 Mon Sep 17 00:00:00 2001 From: Hans Goudey Date: Tue, 6 Dec 2022 14:25:29 -0600 Subject: [PATCH] Cleanup: Simplify naming in UV sphere primitive It's obvious that these are indices, no need for it to be part of names. --- .../node_geo_mesh_primitive_uv_sphere.cc | 56 +++++++++---------- 1 file changed, 28 insertions(+), 28 deletions(-) diff --git a/source/blender/nodes/geometry/nodes/node_geo_mesh_primitive_uv_sphere.cc b/source/blender/nodes/geometry/nodes/node_geo_mesh_primitive_uv_sphere.cc index 539c4107270..d1009083218 100644 --- a/source/blender/nodes/geometry/nodes/node_geo_mesh_primitive_uv_sphere.cc +++ b/source/blender/nodes/geometry/nodes/node_geo_mesh_primitive_uv_sphere.cc @@ -189,7 +189,7 @@ BLI_NOINLINE static void calculate_sphere_corners(MutableSpan loops, }; /* Add the triangles connected to the top vertex. */ - const int first_vert_ring_index_start = 1; + const int first_vert_ring_start = 1; for (const int segment : IndexRange(segments)) { const int loop_start = segment * 3; const int segment_next = segment_next_or_first(segment); @@ -197,51 +197,51 @@ BLI_NOINLINE static void calculate_sphere_corners(MutableSpan loops, loops[loop_start + 0].v = 0; loops[loop_start + 0].e = segment; - loops[loop_start + 1].v = first_vert_ring_index_start + segment; + loops[loop_start + 1].v = first_vert_ring_start + segment; loops[loop_start + 1].e = segments + segment; - loops[loop_start + 2].v = first_vert_ring_index_start + segment_next; + loops[loop_start + 2].v = first_vert_ring_start + segment_next; loops[loop_start + 2].e = segment_next; } - const int rings_vert_index_start = 1; - const int rings_edge_index_start = segments; - const int rings_loop_index_start = segments * 3; + const int rings_vert_start = 1; + const int rings_edge_start = segments; + const int rings_loop_start = segments * 3; for (const int ring : IndexRange(1, rings - 2)) { - const int ring_vert_index_start = rings_vert_index_start + (ring - 1) * segments; - const int ring_edge_index_start = rings_edge_index_start + (ring - 1) * segments * 2; - const int ring_loop_index_start = rings_loop_index_start + (ring - 1) * segments * 4; + const int ring_vert_start = rings_vert_start + (ring - 1) * segments; + const int ring_edge_start = rings_edge_start + (ring - 1) * segments * 2; + const int ring_loop_start = rings_loop_start + (ring - 1) * segments * 4; - const int next_ring_vert_index_start = ring_vert_index_start + segments; - const int next_ring_edge_index_start = ring_edge_index_start + segments * 2; - const int ring_vertical_edge_index_start = ring_edge_index_start + segments; + const int next_ring_vert_start = ring_vert_start + segments; + const int next_ring_edge_start = ring_edge_start + segments * 2; + const int ring_vertical_edge_start = ring_edge_start + segments; for (const int segment : IndexRange(segments)) { - const int loop_start = ring_loop_index_start + segment * 4; + const int loop_start = ring_loop_start + segment * 4; const int segment_next = segment_next_or_first(segment); - loops[loop_start + 0].v = ring_vert_index_start + segment; - loops[loop_start + 0].e = ring_vertical_edge_index_start + segment; + loops[loop_start + 0].v = ring_vert_start + segment; + loops[loop_start + 0].e = ring_vertical_edge_start + segment; - loops[loop_start + 1].v = next_ring_vert_index_start + segment; - loops[loop_start + 1].e = next_ring_edge_index_start + segment; + loops[loop_start + 1].v = next_ring_vert_start + segment; + loops[loop_start + 1].e = next_ring_edge_start + segment; - loops[loop_start + 2].v = next_ring_vert_index_start + segment_next; - loops[loop_start + 2].e = ring_vertical_edge_index_start + segment_next; + loops[loop_start + 2].v = next_ring_vert_start + segment_next; + loops[loop_start + 2].e = ring_vertical_edge_start + segment_next; - loops[loop_start + 3].v = ring_vert_index_start + segment_next; - loops[loop_start + 3].e = ring_edge_index_start + segment; + loops[loop_start + 3].v = ring_vert_start + segment_next; + loops[loop_start + 3].e = ring_edge_start + segment; } } /* Add the triangles connected to the bottom vertex. */ - const int bottom_loop_index_start = rings_loop_index_start + segments * (rings - 2) * 4; + const int bottom_loop_start = rings_loop_start + segments * (rings - 2) * 4; const int last_edge_ring_start = segments * (rings - 2) * 2 + segments; const int bottom_edge_fan_start = last_edge_ring_start + segments; const int last_vert_index = sphere_vert_total(segments, rings) - 1; const int last_vert_ring_start = last_vert_index - segments; for (const int segment : IndexRange(segments)) { - const int loop_start = bottom_loop_index_start + segment * 3; + const int loop_start = bottom_loop_start + segment * 3; const int segment_next = segment_next_or_first(segment); loops[loop_start + 0].v = last_vert_index; @@ -275,12 +275,12 @@ BLI_NOINLINE static void calculate_sphere_uvs(Mesh *mesh, const float segments, uvs[loop_start + 2] = float2((segment + 1.0f) * segments_inv, dy); } - const int rings_loop_index_start = segments * 3; + const int rings_loop_start = segments * 3; for (const int i_ring : IndexRange(1, rings - 2)) { - const int ring_loop_index_start = rings_loop_index_start + (i_ring - 1) * segments * 4; + const int ring_loop_start = rings_loop_start + (i_ring - 1) * segments * 4; const float ring = float(i_ring); for (const int i_segment : IndexRange(segments)) { - const int loop_start = ring_loop_index_start + i_segment * 4; + const int loop_start = ring_loop_start + i_segment * 4; const float segment = float(i_segment); uvs[loop_start + 0] = float2(segment * segments_inv, ring / rings); uvs[loop_start + 1] = float2(segment * segments_inv, (ring + 1.0f) / rings); @@ -289,9 +289,9 @@ BLI_NOINLINE static void calculate_sphere_uvs(Mesh *mesh, const float segments, } } - const int bottom_loop_index_start = rings_loop_index_start + segments * (rings - 2) * 4; + const int bottom_loop_start = rings_loop_start + segments * (rings - 2) * 4; for (const int i_segment : IndexRange(segments)) { - const int loop_start = bottom_loop_index_start + i_segment * 3; + const int loop_start = bottom_loop_start + i_segment * 3; const float segment = float(i_segment); uvs[loop_start + 0] = float2((segment + 0.5f) * segments_inv, 1.0f); uvs[loop_start + 1] = float2((segment + 1.0f) * segments_inv, 1.0f - dy);