Using Containers::Pair allows me to make certain Range APIs constexpr
that weren't possible in C++11 before. Compared to std::pair it's also
trivially copyable, which is a nice property when storing it in various
growable containers.
As usual, the <Corrade/Containers/PairStl.h> include is in place to help
people with porting, although in many cases this change will be
breaking. I had to do it at some point anyway, so the earlier it is the
better.
Partially needed to avoid build breakages because Corrade itself
switched as well, partially because a cleanup is always good. Done
except for (STL-heavy) code that's deprecated or SceneGraph-related APIs
that are still quite full of STL as well.
A bit sad it took me three years to invent the right name for this
utility, heh. Also moving it together with others to a new
MeshTools/Copy.h header because *this* is the mainly useful API, not
reference() / mutableReference().
MaterialTools and SceneTools will get similar copy() APIs doing the same
thing.
This got probably implemented long before the change in
c74b4c6b90. Or actually maybe not at all.
In any case, it'd cause an ambiguity with the 2D char view constructor
when the "updimensioning" StridedArrayView constructor gets introduced.
Similar to the change done in Corrade, see the commit for details:
878624ac36
Wow, this is probably the most backwards-compatibility code I've ever
written. Can't wait until I can drop all that.
It limits the support for CMake 3.12+, but it's much less verbose and I
don't expect people to use ancient CMake versions with IDEs like Xcode
or VS anyway, so this should be fine.
Basically using the same idea as with the discrete version -- having the
second dimension dynamic, together with restricting the implementation to
just Float and Double.
According to the SubdivideRemoveDuplicatesBenchmark, this makes the
implementation slightly slower. I presume this is due to how minmax and
offsets are calculated which is quite cache-inefficient as it goes over
the same memory block multiple times. Added a TODO for later.
A breaking change, sorry, but I don't want to add yet another layer of
backwards compatibility on APIs that are in master for just a month or
so. This is a test for how many people actually use these APIs -- if
nobody complains, great!
Conflating the fuzzy operation with the discrete one wasn't a good idea,
as people could be unintentionally using the (slower) fuzzy variant on
data that could be easily deduplicated using the discrete variant. One
such case is in the icosphere primitive, and I'm going to look at that
right now.
This turned the primitive from being fully defined at compile time to
being mostly dynamically allocated. Keeping just the positions+normals
case defined at compile time, and splitting the function into two
overloads so the extra code can be DCEd when people call the function
with no flags.
To allow introducing tangents and possibly other attributes. This means
the attribute data isn't defined at compile time anymore, but it
would make further additions too annoying to do due to combinatorial
explosion of all variants.
Making room for GenerateTangents in 3D, and keeping the 2D ones
consistent with 3D. Also renamed GenerateTextureCoords to
GenerateTextureCoordinates in the remaining places to be consistent with
naming in the rest of the APIs.
Now possible in all cases, except for grid, where the combination count
is too large to be practical, even more so with the introduction of
tangents in the future.
The internals don't use any std::vector anymore, only the icosphere
needs an std::unordered_map to do duplicate removal. Additionally, the
most simple primitives are now simply views on constant data,
being completely zero-allocation.
On a Mac this resulted in the dylib going down from 1.5 MB to 418 kB in
Debug, and from 129 kB to 90 kB in Release. Quite nice.
The tests are not ported away from MeshDataXD yet as I want to ensure
the behavior is *exactly* as before.