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source/blender/editors/include/ED_mesh.h
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| void ED_mesh_edges_remove(struct Mesh *mesh, struct ReportList *reports, int count); | void ED_mesh_edges_remove(struct Mesh *mesh, struct ReportList *reports, int count); | ||||
| void ED_mesh_loops_remove(struct Mesh *mesh, struct ReportList *reports, int count); | void ED_mesh_loops_remove(struct Mesh *mesh, struct ReportList *reports, int count); | ||||
| void ED_mesh_polys_remove(struct Mesh *mesh, struct ReportList *reports, int count); | void ED_mesh_polys_remove(struct Mesh *mesh, struct ReportList *reports, int count); | ||||
| void ED_mesh_geometry_clear(struct Mesh *mesh); | void ED_mesh_geometry_clear(struct Mesh *mesh); | ||||
| void ED_mesh_update(struct Mesh *mesh, struct bContext *C, bool calc_edges, bool calc_edges_loose); | void ED_mesh_update(struct Mesh *mesh, struct bContext *C, bool calc_edges, bool calc_edges_loose); | ||||
| bool *ED_mesh_uv_map_vert_select_layer_ensure(struct Mesh *mesh, int uv_map_index); | |||||
| bool *ED_mesh_uv_map_edge_select_layer_ensure(struct Mesh *mesh, int uv_map_index); | |||||
campbellbarton: *picky* prefer `select` over `selection`, it's just as clear and shorter. | |||||
Done Inline ActionsI don't really agree with these shorter names (in general) . To me 'select' sounds like a verb, while 'selection' is s state. But I don't care enough to really dispute it, so I'll do them. Baardaap: I don't really agree with these shorter names (in general) . To me 'select' sounds like a verb… | |||||
Done Inline ActionsFor what it's worth, I agree that the abbreviations are unnecessary and make the code harder to read. HooglyBoogly: For what it's worth, I agree that the abbreviations are unnecessary and make the code harder to… | |||||
Done Inline ActionsThe new names are confusing but I don't think this relates especially to select/selection terms. Suggest:
... etc. campbellbarton: The new names are confusing but I don't think this relates especially to select/selection terms. | |||||
Done Inline ActionsTo me (maybe because english is not my native language) select still looks like a verb in those names and I don't really understand why it would be bad to add the 'ion' to make it absolutely clear. The word order doesn't really help to make the distinction either , as some parts of blender use english grammar order and other parts use 'yoda' order so... I also have my doubts about uv_layer_index. In the CustomData code the layer_index signifies the index in *all* the layers (of all types) within the domain, while this is not really the layer_index, but the uv_map index (i.e. the n'th uv map). I do agree uv_index is confusing. I propose uv_map_index . But it's not important enough to me to keep discussing it. At least not within the scope of this patch. That discussion would be better done on the style guide task maybe. And also it's probably more important to be consistent with the surrounding code. I'll rename them to these new names. using uv_map_index instead of uv_layer_index , let me know if you disagree. Baardaap: To me (maybe because english is not my native language) select still looks like a verb in those… | |||||
| bool *ED_mesh_uv_map_pin_layer_ensure(struct Mesh *mesh, int uv_map_index); | |||||
| const bool *ED_mesh_uv_map_vert_select_layer_get(const struct Mesh *mesh, int uv_map_index); | |||||
| const bool *ED_mesh_uv_map_edge_select_layer_get(const struct Mesh *mesh, int uv_map_index); | |||||
| const bool *ED_mesh_uv_map_pin_layer_get(const struct Mesh *mesh, int uv_map_index); | |||||
| bool ED_mesh_edge_is_loose(const struct Mesh *mesh, int index); | bool ED_mesh_edge_is_loose(const struct Mesh *mesh, int index); | ||||
| void ED_mesh_uv_ensure(struct Mesh *me, const char *name); | void ED_mesh_uv_ensure(struct Mesh *me, const char *name); | ||||
| int ED_mesh_uv_add( | int ED_mesh_uv_add( | ||||
| struct Mesh *me, const char *name, bool active_set, bool do_init, struct ReportList *reports); | struct Mesh *me, const char *name, bool active_set, bool do_init, struct ReportList *reports); | ||||
| bool ED_mesh_uv_remove_index(struct Mesh *me, int n); | bool ED_mesh_uv_remove_index(struct Mesh *me, int n); | ||||
| bool ED_mesh_uv_remove_active(struct Mesh *me); | bool ED_mesh_uv_remove_active(struct Mesh *me); | ||||
| bool ED_mesh_uv_remove_named(struct Mesh *me, const char *name); | bool ED_mesh_uv_remove_named(struct Mesh *me, const char *name); | ||||
| void ED_mesh_uv_loop_reset(struct bContext *C, struct Mesh *me); | void ED_mesh_uv_loop_reset(struct bContext *C, struct Mesh *me); | ||||
| /** | /** | ||||
| * Without a #bContext, called when UV-editing. | * Without a #bContext, called when UV-editing. | ||||
| */ | */ | ||||
| void ED_mesh_uv_loop_reset_ex(struct Mesh *me, int layernum); | void ED_mesh_uv_loop_reset_ex(struct Mesh *me, int layernum); | ||||
| bool ED_mesh_color_ensure(struct Mesh *me, const char *name); | bool ED_mesh_color_ensure(struct Mesh *me, const char *name); | ||||
| int ED_mesh_color_add( | int ED_mesh_color_add( | ||||
| struct Mesh *me, const char *name, bool active_set, bool do_init, struct ReportList *reports); | struct Mesh *me, const char *name, bool active_set, bool do_init, struct ReportList *reports); | ||||
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*picky* prefer select over selection, it's just as clear and shorter.