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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 "BLI_task.hh"
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_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
* \{ */
/* The methods are defaulted here so that they are not instantiated in every translation unit. */
GeometrySet::GeometrySet() = default;
GeometrySet::GeometrySet(const GeometrySet &other) = default;
GeometrySet::GeometrySet(GeometrySet &&other) = default;
GeometrySet::~GeometrySet() = default;
GeometrySet &GeometrySet::operator=(const GeometrySet &other) = default;
GeometrySet &GeometrySet::operator=(GeometrySet &&other) = default;
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 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);
}
/**
* Remove all geometry components with types that are not in the provided list.
*/
void GeometrySet::keep_only(const blender::Span<GeometryComponentType> component_types)
{
for (auto it = components_.keys().begin(); it != components_.keys().end(); ++it) {
const GeometryComponentType type = *it;
if (!component_types.contains(type)) {
components_.remove(it);
}
}
}
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::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: support for geometry instancing Previously, the Point Instance node in geometry nodes could only instance existing objects or collections. The reason was that large parts of Blender worked under the assumption that objects are the main unit of instancing. Now we also want to instance geometry within an object, so a slightly larger refactor was necessary. This should not affect files that do not use the new kind of instances. The main change is a redefinition of what "instanced data" is. Now, an instances is a cow-object + object-data (the geometry). This can be nicely seen in `struct DupliObject`. This allows the same object to generate multiple geometries of different types which can be instanced individually. A nice side effect of this refactor is that having multiple geometry components is not a special case in the depsgraph object iterator anymore, because those components are integrated with the `DupliObject` system. Unfortunately, different systems that work with instances in Blender (e.g. render engines and exporters) often work under the assumption that objects are the main unit of instancing. So those have to be updated as well to be able to handle the new instances. This patch updates Cycles, EEVEE and other viewport engines. Exporters have not been updated yet. Some minimal (not master-ready) changes to update the obj and alembic exporters can be found in P2336 and P2335. Different file formats may want to handle these new instances in different ways. For users, the only thing that changed is that the Point Instance node now has a geometry mode. This also fixes T88454. Differential Revision: https://developer.blender.org/D11841
2021-09-06 18:22:24 +02:00
bool GeometrySet::owns_direct_data() const
{
for (const GeometryComponentPtr &component : components_.values()) {
if (!component->owns_direct_data()) {
return false;
}
}
return 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
/* 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();
}
/* Returns true when the geometry set has any data that is not an instance. */
bool GeometrySet::has_realized_data() const
{
if (components_.is_empty()) {
return false;
}
if (components_.size() > 1) {
return true;
}
/* Check if the only component is an #InstancesComponent. */
return this->get_component_for_read<InstancesComponent>() == nullptr;
}
/* Return true if the geometry set has any component that isn't empty. */
bool GeometrySet::is_empty() const
{
if (components_.is_empty()) {
return true;
}
return !(this->has_mesh() || this->has_curve() || this->has_pointcloud() ||
this->has_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
/* 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();
}
void GeometrySet::attribute_foreach(const Span<GeometryComponentType> component_types,
const bool include_instances,
const AttributeForeachCallback callback) const
{
using namespace blender;
using namespace blender::bke;
for (const GeometryComponentType component_type : component_types) {
if (!this->has(component_type)) {
continue;
}
const GeometryComponent &component = *this->get_component_for_read(component_type);
component.attribute_foreach(
[&](const AttributeIDRef &attribute_id, const AttributeMetaData &meta_data) {
callback(attribute_id, meta_data, component);
return true;
});
}
if (include_instances && this->has_instances()) {
const InstancesComponent &instances = *this->get_component_for_read<InstancesComponent>();
instances.foreach_referenced_geometry([&](const GeometrySet &instance_geometry_set) {
instance_geometry_set.attribute_foreach(component_types, include_instances, callback);
});
}
}
void GeometrySet::gather_attributes_for_propagation(
const Span<GeometryComponentType> component_types,
const GeometryComponentType dst_component_type,
bool include_instances,
blender::Map<blender::bke::AttributeIDRef, AttributeKind> &r_attributes) const
{
using namespace blender;
using namespace blender::bke;
/* Only needed right now to check if an attribute is built-in on this component type.
* TODO: Get rid of the dummy component. */
const GeometryComponent *dummy_component = GeometryComponent::create(dst_component_type);
this->attribute_foreach(
component_types,
include_instances,
[&](const AttributeIDRef &attribute_id,
const AttributeMetaData &meta_data,
const GeometryComponent &component) {
if (component.attribute_is_builtin(attribute_id)) {
if (!dummy_component->attribute_is_builtin(attribute_id)) {
/* Don't propagate built-in attributes that are not built-in on the destination
* component. */
return;
}
}
if (attribute_id.is_anonymous()) {
if (!BKE_anonymous_attribute_id_has_strong_references(&attribute_id.anonymous_id())) {
/* Don't propagate anonymous attributes that are not used anymore. */
return;
}
}
auto add_info = [&](AttributeKind *attribute_kind) {
attribute_kind->domain = meta_data.domain;
attribute_kind->data_type = meta_data.data_type;
};
auto modify_info = [&](AttributeKind *attribute_kind) {
attribute_kind->domain = bke::attribute_domain_highest_priority(
{attribute_kind->domain, meta_data.domain});
attribute_kind->data_type = bke::attribute_data_type_highest_complexity(
{attribute_kind->data_type, meta_data.data_type});
};
r_attributes.add_or_modify(attribute_id, add_info, modify_info);
});
delete dummy_component;
}
static void gather_mutable_geometry_sets(GeometrySet &geometry_set,
Vector<GeometrySet *> &r_geometry_sets)
{
r_geometry_sets.append(&geometry_set);
if (!geometry_set.has_instances()) {
return;
}
/* In the future this can be improved by deduplicating instance references across different
* instances. */
InstancesComponent &instances_component =
geometry_set.get_component_for_write<InstancesComponent>();
instances_component.ensure_geometry_instances();
for (const int handle : instances_component.references().index_range()) {
if (instances_component.references()[handle].type() == InstanceReference::Type::GeometrySet) {
GeometrySet &instance_geometry = instances_component.geometry_set_from_reference(handle);
gather_mutable_geometry_sets(instance_geometry, r_geometry_sets);
}
}
}
/**
* Modify every (recursive) instance separately. This is often more efficient than realizing all
* instances just to change the same thing on all of them.
*/
void GeometrySet::modify_geometry_sets(ForeachSubGeometryCallback callback)
{
Vector<GeometrySet *> geometry_sets;
gather_mutable_geometry_sets(*this, geometry_sets);
blender::threading::parallel_for_each(
geometry_sets, [&](GeometrySet *geometry_set) { callback(*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
/* -------------------------------------------------------------------- */
/** \name C API
* \{ */
void BKE_geometry_set_free(GeometrySet *geometry_set)
{
delete geometry_set;
}
Geometry Nodes: support for geometry instancing Previously, the Point Instance node in geometry nodes could only instance existing objects or collections. The reason was that large parts of Blender worked under the assumption that objects are the main unit of instancing. Now we also want to instance geometry within an object, so a slightly larger refactor was necessary. This should not affect files that do not use the new kind of instances. The main change is a redefinition of what "instanced data" is. Now, an instances is a cow-object + object-data (the geometry). This can be nicely seen in `struct DupliObject`. This allows the same object to generate multiple geometries of different types which can be instanced individually. A nice side effect of this refactor is that having multiple geometry components is not a special case in the depsgraph object iterator anymore, because those components are integrated with the `DupliObject` system. Unfortunately, different systems that work with instances in Blender (e.g. render engines and exporters) often work under the assumption that objects are the main unit of instancing. So those have to be updated as well to be able to handle the new instances. This patch updates Cycles, EEVEE and other viewport engines. Exporters have not been updated yet. Some minimal (not master-ready) changes to update the obj and alembic exporters can be found in P2336 and P2335. Different file formats may want to handle these new instances in different ways. For users, the only thing that changed is that the Point Instance node now has a geometry mode. This also fixes T88454. Differential Revision: https://developer.blender.org/D11841
2021-09-06 18:22:24 +02:00
bool BKE_object_has_geometry_set_instances(const Object *ob)
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: support for geometry instancing Previously, the Point Instance node in geometry nodes could only instance existing objects or collections. The reason was that large parts of Blender worked under the assumption that objects are the main unit of instancing. Now we also want to instance geometry within an object, so a slightly larger refactor was necessary. This should not affect files that do not use the new kind of instances. The main change is a redefinition of what "instanced data" is. Now, an instances is a cow-object + object-data (the geometry). This can be nicely seen in `struct DupliObject`. This allows the same object to generate multiple geometries of different types which can be instanced individually. A nice side effect of this refactor is that having multiple geometry components is not a special case in the depsgraph object iterator anymore, because those components are integrated with the `DupliObject` system. Unfortunately, different systems that work with instances in Blender (e.g. render engines and exporters) often work under the assumption that objects are the main unit of instancing. So those have to be updated as well to be able to handle the new instances. This patch updates Cycles, EEVEE and other viewport engines. Exporters have not been updated yet. Some minimal (not master-ready) changes to update the obj and alembic exporters can be found in P2336 and P2335. Different file formats may want to handle these new instances in different ways. For users, the only thing that changed is that the Point Instance node now has a geometry mode. This also fixes T88454. Differential Revision: https://developer.blender.org/D11841
2021-09-06 18:22:24 +02:00
const GeometrySet *geometry_set = ob->runtime.geometry_set_eval;
if (geometry_set == nullptr) {
return false;
}
if (geometry_set->has_instances()) {
return true;
}
const bool has_mesh = geometry_set->has_mesh();
const bool has_pointcloud = geometry_set->has_pointcloud();
const bool has_volume = geometry_set->has_volume();
const bool has_curve = geometry_set->has_curve();
if (ob->type == OB_MESH) {
return has_pointcloud || has_volume || has_curve;
}
if (ob->type == OB_POINTCLOUD) {
return has_mesh || has_volume || has_curve;
}
if (ob->type == OB_VOLUME) {
return has_mesh || has_pointcloud || has_curve;
}
Geometry Nodes: Support modifier on curve objects With this commit, curve objects support the geometry nodes modifier. Curves objects now evaluate to `CurveEval` unless there was a previous implicit conversion (tessellating modifiers, mesh modifiers, or the settings in the curve "Geometry" panel). In the new code, curves are only considered to be the wire edges-- any generated surface is a mesh instead, stored in the evaluated geometry set. The consolidation of concepts mentioned above allows remove a lot of code that had to do with maintaining the `DispList` type temporarily for modifiers and rendering. Instead, render engines see a separate object for the mesh from the mesh geometry component, and when the curve object evaluates to a curve, the `CurveEval` is always used for drawing wire edges. However, currently the `DispList` type is still maintained and used as an intermediate step in implicit mesh conversion. In the future, more uses of it could be changed to use `CurveEval` and `Mesh` instead. This is mostly not changed behavior, it is just a formalization of existing logic after recent fixes for 2.8 versions last year and two years ago. Also, in the future more functionality can be converted to nodes, removing cases of implicit conversions. For more discussion on that topic, see T89676. The `use_fill_deform` option is removed. It has not worked properly since 2.62, and the choice for filling a curve before or after deformation will work much better and be clearer with a node system. Applying the geometry nodes modifier to generate a curve is not implemented with this commit, so applying the modifier won't work at all. This is a separate technical challenge, and should be solved in a separate step. Differential Revision: https://developer.blender.org/D11597
2021-09-11 13:54:40 -05:00
if (ELEM(ob->type, OB_CURVE, OB_FONT)) {
Geometry Nodes: support for geometry instancing Previously, the Point Instance node in geometry nodes could only instance existing objects or collections. The reason was that large parts of Blender worked under the assumption that objects are the main unit of instancing. Now we also want to instance geometry within an object, so a slightly larger refactor was necessary. This should not affect files that do not use the new kind of instances. The main change is a redefinition of what "instanced data" is. Now, an instances is a cow-object + object-data (the geometry). This can be nicely seen in `struct DupliObject`. This allows the same object to generate multiple geometries of different types which can be instanced individually. A nice side effect of this refactor is that having multiple geometry components is not a special case in the depsgraph object iterator anymore, because those components are integrated with the `DupliObject` system. Unfortunately, different systems that work with instances in Blender (e.g. render engines and exporters) often work under the assumption that objects are the main unit of instancing. So those have to be updated as well to be able to handle the new instances. This patch updates Cycles, EEVEE and other viewport engines. Exporters have not been updated yet. Some minimal (not master-ready) changes to update the obj and alembic exporters can be found in P2336 and P2335. Different file formats may want to handle these new instances in different ways. For users, the only thing that changed is that the Point Instance node now has a geometry mode. This also fixes T88454. Differential Revision: https://developer.blender.org/D11841
2021-09-06 18:22:24 +02:00
return has_mesh || has_pointcloud || has_volume;
}
return false;
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
}
/** \} */