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test/source/blender/blenkernel/intern/geometry_set.cc

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Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
Geometry Nodes: Make instances real on-demand This commit makes the geometry output of the collection info usable. The output is the geometry of a collection instance, but this commit adds a utility to convert the instances to real geometry, used in the background whenever it is needed, like copy on write. The recursive nature of the "realize instances" code is essential, because collection instances in the `InstancesComponent`, might have no geometry sets of their own containing even more collection instances, which might then contain object instances, etc. Another consideration is that currently, every single instance contains a reference to its data. This is inefficient since most of the time there are many locations and only a few sets of unique data. So this commit adds a `GeometryInstanceGroup` to support this future optimization. The API for instances returns a vector of `GeometryInstanceGroup`. This may be less efficient when there are many instances, but it makes more complicated operations like point distribution that need to iterate over input geometry multiple times much simpler. Any code that needs to change data, like most of the attribute nodes, can simply call `geometry_set_realize_instances(geometry_set)`, which will move any geometry in the `InstancesComponent` to new "real" geometry components. Many nodes can support read-only access to instances in order to avoid making them real, this will be addressed where needed in the near future. Instances from the existing "dupli" system are not supported yet. Differential Revision: https://developer.blender.org/D10327
2021-02-12 11:58:15 -06:00
#include "BLI_map.hh"
#include "BKE_attribute.h"
#include "BKE_attribute_access.hh"
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
#include "BKE_geometry_set.hh"
#include "BKE_lib_id.h"
#include "BKE_mesh.h"
#include "BKE_mesh_wrapper.h"
Geometry Nodes: Make instances real on-demand This commit makes the geometry output of the collection info usable. The output is the geometry of a collection instance, but this commit adds a utility to convert the instances to real geometry, used in the background whenever it is needed, like copy on write. The recursive nature of the "realize instances" code is essential, because collection instances in the `InstancesComponent`, might have no geometry sets of their own containing even more collection instances, which might then contain object instances, etc. Another consideration is that currently, every single instance contains a reference to its data. This is inefficient since most of the time there are many locations and only a few sets of unique data. So this commit adds a `GeometryInstanceGroup` to support this future optimization. The API for instances returns a vector of `GeometryInstanceGroup`. This may be less efficient when there are many instances, but it makes more complicated operations like point distribution that need to iterate over input geometry multiple times much simpler. Any code that needs to change data, like most of the attribute nodes, can simply call `geometry_set_realize_instances(geometry_set)`, which will move any geometry in the `InstancesComponent` to new "real" geometry components. Many nodes can support read-only access to instances in order to avoid making them real, this will be addressed where needed in the near future. Instances from the existing "dupli" system are not supported yet. Differential Revision: https://developer.blender.org/D10327
2021-02-12 11:58:15 -06:00
#include "BKE_modifier.h"
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
#include "BKE_pointcloud.h"
#include "BKE_spline.hh"
#include "BKE_volume.h"
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
Geometry Nodes: Make instances real on-demand This commit makes the geometry output of the collection info usable. The output is the geometry of a collection instance, but this commit adds a utility to convert the instances to real geometry, used in the background whenever it is needed, like copy on write. The recursive nature of the "realize instances" code is essential, because collection instances in the `InstancesComponent`, might have no geometry sets of their own containing even more collection instances, which might then contain object instances, etc. Another consideration is that currently, every single instance contains a reference to its data. This is inefficient since most of the time there are many locations and only a few sets of unique data. So this commit adds a `GeometryInstanceGroup` to support this future optimization. The API for instances returns a vector of `GeometryInstanceGroup`. This may be less efficient when there are many instances, but it makes more complicated operations like point distribution that need to iterate over input geometry multiple times much simpler. Any code that needs to change data, like most of the attribute nodes, can simply call `geometry_set_realize_instances(geometry_set)`, which will move any geometry in the `InstancesComponent` to new "real" geometry components. Many nodes can support read-only access to instances in order to avoid making them real, this will be addressed where needed in the near future. Instances from the existing "dupli" system are not supported yet. Differential Revision: https://developer.blender.org/D10327
2021-02-12 11:58:15 -06:00
#include "DNA_collection_types.h"
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
#include "DNA_object_types.h"
#include "BLI_rand.hh"
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
#include "MEM_guardedalloc.h"
using blender::float3;
using blender::float4x4;
Geometry Nodes: Make instances real on-demand This commit makes the geometry output of the collection info usable. The output is the geometry of a collection instance, but this commit adds a utility to convert the instances to real geometry, used in the background whenever it is needed, like copy on write. The recursive nature of the "realize instances" code is essential, because collection instances in the `InstancesComponent`, might have no geometry sets of their own containing even more collection instances, which might then contain object instances, etc. Another consideration is that currently, every single instance contains a reference to its data. This is inefficient since most of the time there are many locations and only a few sets of unique data. So this commit adds a `GeometryInstanceGroup` to support this future optimization. The API for instances returns a vector of `GeometryInstanceGroup`. This may be less efficient when there are many instances, but it makes more complicated operations like point distribution that need to iterate over input geometry multiple times much simpler. Any code that needs to change data, like most of the attribute nodes, can simply call `geometry_set_realize_instances(geometry_set)`, which will move any geometry in the `InstancesComponent` to new "real" geometry components. Many nodes can support read-only access to instances in order to avoid making them real, this will be addressed where needed in the near future. Instances from the existing "dupli" system are not supported yet. Differential Revision: https://developer.blender.org/D10327
2021-02-12 11:58:15 -06:00
using blender::Map;
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
using blender::MutableSpan;
using blender::Span;
using blender::StringRef;
using blender::Vector;
/* -------------------------------------------------------------------- */
/** \name Geometry Component
* \{ */
GeometryComponent::GeometryComponent(GeometryComponentType type) : type_(type)
{
}
GeometryComponent *GeometryComponent::create(GeometryComponentType component_type)
{
switch (component_type) {
case GEO_COMPONENT_TYPE_MESH:
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
return new MeshComponent();
case GEO_COMPONENT_TYPE_POINT_CLOUD:
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
return new PointCloudComponent();
case GEO_COMPONENT_TYPE_INSTANCES:
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
return new InstancesComponent();
case GEO_COMPONENT_TYPE_VOLUME:
return new VolumeComponent();
case GEO_COMPONENT_TYPE_CURVE:
return new CurveComponent();
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
}
BLI_assert_unreachable();
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
return nullptr;
}
void GeometryComponent::user_add() const
{
users_.fetch_add(1);
}
void GeometryComponent::user_remove() const
{
const int new_users = users_.fetch_sub(1) - 1;
if (new_users == 0) {
delete this;
}
}
bool GeometryComponent::is_mutable() const
{
/* If the item is shared, it is read-only. */
/* The user count can be 0, when this is called from the destructor. */
return users_ <= 1;
}
GeometryComponentType GeometryComponent::type() const
{
return type_;
}
bool GeometryComponent::is_empty() const
{
return false;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Geometry Set
* \{ */
/* This method can only be used when the geometry set is mutable. It returns a mutable geometry
* component of the given type.
*/
GeometryComponent &GeometrySet::get_component_for_write(GeometryComponentType component_type)
{
return components_.add_or_modify(
component_type,
[&](GeometryComponentPtr *value_ptr) -> GeometryComponent & {
/* If the component did not exist before, create a new one. */
new (value_ptr) GeometryComponentPtr(GeometryComponent::create(component_type));
return **value_ptr;
},
[&](GeometryComponentPtr *value_ptr) -> GeometryComponent & {
GeometryComponentPtr &value = *value_ptr;
if (value->is_mutable()) {
/* If the referenced component is already mutable, return it directly. */
return *value;
}
/* If the referenced component is shared, make a copy. The copy is not shared and is
* therefore mutable. */
GeometryComponent *copied_component = value->copy();
value = GeometryComponentPtr{copied_component};
return *copied_component;
});
}
/* Get the component of the given type. Might return null if the component does not exist yet. */
const GeometryComponent *GeometrySet::get_component_for_read(
GeometryComponentType component_type) const
{
const GeometryComponentPtr *component = components_.lookup_ptr(component_type);
if (component != nullptr) {
return component->get();
}
return nullptr;
}
bool GeometrySet::has(const GeometryComponentType component_type) const
{
return components_.contains(component_type);
}
void GeometrySet::remove(const GeometryComponentType component_type)
{
components_.remove(component_type);
}
void GeometrySet::add(const GeometryComponent &component)
{
BLI_assert(!components_.contains(component.type()));
component.user_add();
GeometryComponentPtr component_ptr{const_cast<GeometryComponent *>(&component)};
components_.add_new(component.type(), std::move(component_ptr));
}
/**
* Get all geometry components in this geometry set for read-only access.
*/
Vector<const GeometryComponent *> GeometrySet::get_components_for_read() const
{
Vector<const GeometryComponent *> components;
for (const GeometryComponentPtr &ptr : components_.values()) {
components.append(ptr.get());
}
return components;
}
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
void GeometrySet::compute_boundbox_without_instances(float3 *r_min, float3 *r_max) const
{
const PointCloud *pointcloud = this->get_pointcloud_for_read();
if (pointcloud != nullptr) {
BKE_pointcloud_minmax(pointcloud, *r_min, *r_max);
}
const Mesh *mesh = this->get_mesh_for_read();
if (mesh != nullptr) {
BKE_mesh_wrapper_minmax(mesh, *r_min, *r_max);
}
const Volume *volume = this->get_volume_for_read();
if (volume != nullptr) {
BKE_volume_min_max(volume, *r_min, *r_max);
}
const CurveEval *curve = this->get_curve_for_read();
if (curve != nullptr) {
/* Using the evaluated positions is somewhat arbitrary, but it is probably expected. */
curve->bounds_min_max(*r_min, *r_max, true);
}
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
}
std::ostream &operator<<(std::ostream &stream, const GeometrySet &geometry_set)
{
stream << "<GeometrySet at " << &geometry_set << ", " << geometry_set.components_.size()
<< " components>";
return stream;
}
/* Remove all geometry components from the geometry set. */
void GeometrySet::clear()
{
components_.clear();
}
/* Make sure that the geometry can be cached. This does not ensure ownership of object/collection
* instances. */
void GeometrySet::ensure_owns_direct_data()
{
for (GeometryComponentType type : components_.keys()) {
const GeometryComponent *component = this->get_component_for_read(type);
if (!component->owns_direct_data()) {
GeometryComponent &component_for_write = this->get_component_for_write(type);
component_for_write.ensure_owns_direct_data();
}
}
}
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
/* Returns a read-only mesh or null. */
const Mesh *GeometrySet::get_mesh_for_read() const
{
const MeshComponent *component = this->get_component_for_read<MeshComponent>();
return (component == nullptr) ? nullptr : component->get_for_read();
}
/* Returns true when the geometry set has a mesh component that has a mesh. */
bool GeometrySet::has_mesh() const
{
const MeshComponent *component = this->get_component_for_read<MeshComponent>();
return component != nullptr && component->has_mesh();
}
/* Returns a read-only point cloud of null. */
const PointCloud *GeometrySet::get_pointcloud_for_read() const
{
const PointCloudComponent *component = this->get_component_for_read<PointCloudComponent>();
return (component == nullptr) ? nullptr : component->get_for_read();
}
/* Returns a read-only volume or null. */
const Volume *GeometrySet::get_volume_for_read() const
{
const VolumeComponent *component = this->get_component_for_read<VolumeComponent>();
return (component == nullptr) ? nullptr : component->get_for_read();
}
/* Returns a read-only curve or null. */
const CurveEval *GeometrySet::get_curve_for_read() const
{
const CurveComponent *component = this->get_component_for_read<CurveComponent>();
return (component == nullptr) ? nullptr : component->get_for_read();
}
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
/* Returns true when the geometry set has a point cloud component that has a point cloud. */
bool GeometrySet::has_pointcloud() const
{
const PointCloudComponent *component = this->get_component_for_read<PointCloudComponent>();
return component != nullptr && component->has_pointcloud();
}
/* Returns true when the geometry set has an instances component that has at least one instance. */
bool GeometrySet::has_instances() const
{
const InstancesComponent *component = this->get_component_for_read<InstancesComponent>();
return component != nullptr && component->instances_amount() >= 1;
}
/* Returns true when the geometry set has a volume component that has a volume. */
bool GeometrySet::has_volume() const
{
const VolumeComponent *component = this->get_component_for_read<VolumeComponent>();
return component != nullptr && component->has_volume();
}
/* Returns true when the geometry set has a curve component that has a curve. */
bool GeometrySet::has_curve() const
{
const CurveComponent *component = this->get_component_for_read<CurveComponent>();
return component != nullptr && component->has_curve();
}
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
/* Create a new geometry set that only contains the given mesh. */
GeometrySet GeometrySet::create_with_mesh(Mesh *mesh, GeometryOwnershipType ownership)
{
GeometrySet geometry_set;
MeshComponent &component = geometry_set.get_component_for_write<MeshComponent>();
component.replace(mesh, ownership);
return geometry_set;
}
/* Create a new geometry set that only contains the given point cloud. */
GeometrySet GeometrySet::create_with_pointcloud(PointCloud *pointcloud,
GeometryOwnershipType ownership)
{
GeometrySet geometry_set;
PointCloudComponent &component = geometry_set.get_component_for_write<PointCloudComponent>();
component.replace(pointcloud, ownership);
return geometry_set;
}
/* Create a new geometry set that only contains the given curve. */
GeometrySet GeometrySet::create_with_curve(CurveEval *curve, GeometryOwnershipType ownership)
{
GeometrySet geometry_set;
CurveComponent &component = geometry_set.get_component_for_write<CurveComponent>();
component.replace(curve, ownership);
return geometry_set;
}
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
/* Clear the existing mesh and replace it with the given one. */
void GeometrySet::replace_mesh(Mesh *mesh, GeometryOwnershipType ownership)
{
MeshComponent &component = this->get_component_for_write<MeshComponent>();
component.replace(mesh, ownership);
}
/* Clear the existing curve and replace it with the given one. */
void GeometrySet::replace_curve(CurveEval *curve, GeometryOwnershipType ownership)
{
CurveComponent &component = this->get_component_for_write<CurveComponent>();
component.replace(curve, ownership);
}
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
/* Clear the existing point cloud and replace with the given one. */
void GeometrySet::replace_pointcloud(PointCloud *pointcloud, GeometryOwnershipType ownership)
{
PointCloudComponent &pointcloud_component = this->get_component_for_write<PointCloudComponent>();
pointcloud_component.replace(pointcloud, ownership);
}
/* Clear the existing volume and replace with the given one. */
void GeometrySet::replace_volume(Volume *volume, GeometryOwnershipType ownership)
{
VolumeComponent &volume_component = this->get_component_for_write<VolumeComponent>();
volume_component.replace(volume, ownership);
}
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
/* Returns a mutable mesh or null. No ownership is transferred. */
Mesh *GeometrySet::get_mesh_for_write()
{
MeshComponent &component = this->get_component_for_write<MeshComponent>();
return component.get_for_write();
}
/* Returns a mutable point cloud or null. No ownership is transferred. */
PointCloud *GeometrySet::get_pointcloud_for_write()
{
PointCloudComponent &component = this->get_component_for_write<PointCloudComponent>();
return component.get_for_write();
}
/* Returns a mutable volume or null. No ownership is transferred. */
Volume *GeometrySet::get_volume_for_write()
{
VolumeComponent &component = this->get_component_for_write<VolumeComponent>();
return component.get_for_write();
}
/* Returns a mutable curve or null. No ownership is transferred. */
CurveEval *GeometrySet::get_curve_for_write()
{
CurveComponent &component = this->get_component_for_write<CurveComponent>();
return component.get_for_write();
}
/** \} */
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
/* -------------------------------------------------------------------- */
/** \name C API
* \{ */
void BKE_geometry_set_free(GeometrySet *geometry_set)
{
delete geometry_set;
}
bool BKE_geometry_set_has_instances(const GeometrySet *geometry_set)
{
return geometry_set->get_component_for_read<InstancesComponent>() != nullptr;
}
/** \} */