Files
test/source/blender/blenkernel/BKE_instances.hh
Jacques Lucke 6dca66d606 Fix: Instances: ensure unique instance ids
The previous code to get unique instance ids did not actually ensure 100%
uniqueness. Now the code does and hence the "almost" from the name is removed.
In practice, this change likely does not have any impact because the fallback
case is very unlikely to be reached.

Pull Request: https://projects.blender.org/blender/blender/pulls/144324
2025-08-11 10:03:59 +02:00

322 lines
9.1 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*
* #Instances is a container for geometry instances. It fulfills some key requirements:
* - Support nested instances.
* - Support instance attributes.
* - Support referencing different kinds of instances (objects, collections, geometry sets).
* - Support efficiently iterating over the instanced geometries, i.e. without have to iterate over
* all instances.
*
* #Instances has an ordered set of #InstanceReference. An #InstanceReference contains information
* about a particular instanced geometry. Each #InstanceReference has a handle (integer index)
* which is then stored per instance. Many instances can use the same #InstanceReference.
*/
#include <optional>
#include "BLI_array.hh"
#include "BLI_function_ref.hh"
#include "BLI_index_mask_fwd.hh"
#include "BLI_math_matrix_types.hh"
#include "BLI_memory_counter_fwd.hh"
#include "BLI_shared_cache.hh"
#include "BLI_string_ref.hh"
#include "BLI_vector.hh"
#include "BLI_virtual_array_fwd.hh"
#include "BKE_attribute_filter.hh"
#include "BKE_attribute_storage.hh"
struct Object;
struct Collection;
namespace blender::bke {
class AttributeAccessor;
class MutableAttributeAccessor;
} // namespace blender::bke
namespace blender::bke {
struct GeometrySet;
struct AttributeAccessorFunctions;
/**
* Holds a reference to conceptually unique geometry or a pointer to object/collection data
* that is instanced with a transform in #Instances.
*/
class InstanceReference {
public:
enum class Type {
/**
* An empty instance. This allows an `InstanceReference` to be default constructed without
* being in an invalid state. There might also be other use cases that we haven't explored
* much yet (such as changing the instance later on, and "disabling" some instances).
*/
None,
Object,
Collection,
GeometrySet,
};
private:
Type type_ = Type::None;
/** Depending on the type this is either null, an Object or Collection pointer. */
void *data_ = nullptr;
std::unique_ptr<GeometrySet> geometry_set_;
public:
InstanceReference() = default;
InstanceReference(Object &object);
InstanceReference(Collection &collection);
InstanceReference(GeometrySet geometry_set);
InstanceReference(std::unique_ptr<GeometrySet> geometry_set);
InstanceReference(const InstanceReference &other);
InstanceReference(InstanceReference &&other);
InstanceReference &operator=(const InstanceReference &other);
InstanceReference &operator=(InstanceReference &&other);
Type type() const;
Object &object() const;
Collection &collection() const;
GeometrySet &geometry_set();
const GeometrySet &geometry_set() const;
/**
* Converts the instance reference to a geometry set, even if it was an object or collection
* before.
*
* \note Uses out-parameter to be able to use #GeometrySet forward declaration.
*/
void to_geometry_set(GeometrySet &r_geometry_set) const;
StringRefNull name() const;
bool owns_direct_data() const;
void ensure_owns_direct_data();
void count_memory(MemoryCounter &memory) const;
friend bool operator==(const InstanceReference &a, const InstanceReference &b);
uint64_t hash() const;
};
class Instances {
private:
/**
* Contains the data that is used by the individual instances.
* Actual instances store an index ("handle") into this vector.
*/
Vector<InstanceReference> references_;
int instances_num_ = 0;
bke::AttributeStorage attributes_;
/**
* Caches how often each reference is used.
*/
mutable SharedCache<Array<int>> reference_user_counts_;
/* These unique ids are generated based on the `id` attribute, which might not contain
* unique ids at all. */
mutable SharedCache<Array<int>> unique_ids_cache_;
public:
Instances();
Instances(Instances &&other);
Instances(const Instances &other);
~Instances();
Instances &operator=(const Instances &other);
Instances &operator=(Instances &&other);
/**
* Resize the transform, handles, and attributes to the specified capacity.
*
* \note This function should be used carefully, only when it's guaranteed
* that the data will be filled.
*/
void resize(int capacity);
/**
* Returns a handle for the given reference.
* If the reference exists already, the handle of the existing reference is returned.
* Otherwise a new handle is added.
*/
int add_reference(const InstanceReference &reference);
/**
* Same as above, but does not deduplicate with existing references.
*/
int add_new_reference(const InstanceReference &reference);
std::optional<int> find_reference_handle(const InstanceReference &query);
/**
* Add a reference to the instance reference with an index specified by the #instance_handle
* argument. For adding many instances, using #resize and accessing the transform array
* directly is preferred.
*/
void add_instance(int instance_handle, const float4x4 &transform);
Span<InstanceReference> references() const;
MutableSpan<InstanceReference> references_for_write();
void remove_unused_references();
/**
* If references have a collection or object type, convert them into geometry instances
* recursively. After that, the geometry sets can be edited. There may still be instances of
* other types of they can't be converted to geometry sets.
*/
void ensure_geometry_instances();
/**
* With write access to the instances component, the data in the instanced geometry sets can be
* changed. This is a function on the component rather than each reference to ensure `const`
* correctness for that reason.
*/
GeometrySet &geometry_set_from_reference(int reference_index);
Span<int> reference_handles() const;
MutableSpan<int> reference_handles_for_write();
Span<float4x4> transforms() const;
MutableSpan<float4x4> transforms_for_write();
int instances_num() const;
int references_num() const;
/**
* Remove the indices that are not contained in the mask input, and remove unused instance
* references afterwards.
*/
void remove(const IndexMask &mask, const AttributeFilter &attribute_filter);
/**
* Get an id for every instance. These can be used e.g. motion blur. This is based on the "id"
* attribute but makes sure that the ids are actually unique.
*/
Span<int> unique_ids() const;
/**
* Get cached user counts for every reference.
*/
Span<int> reference_user_counts() const;
bke::AttributeAccessor attributes() const;
bke::MutableAttributeAccessor attributes_for_write();
bke::AttributeStorage &attribute_storage();
const bke::AttributeStorage &attribute_storage() const;
void foreach_referenced_geometry(
FunctionRef<void(const GeometrySet &geometry_set)> callback) const;
bool owns_direct_data() const;
void ensure_owns_direct_data();
void count_memory(MemoryCounter &memory) const;
void tag_reference_handles_changed()
{
reference_user_counts_.tag_dirty();
unique_ids_cache_.tag_dirty();
}
};
VArray<float3> instance_position_varray(const Instances &instances);
VMutableArray<float3> instance_position_varray_for_write(Instances &instances);
const AttributeAccessorFunctions &instance_attribute_accessor_functions();
/* -------------------------------------------------------------------- */
/** \name #InstanceReference Inline Methods
* \{ */
inline InstanceReference::InstanceReference(std::unique_ptr<GeometrySet> geometry_set)
: type_(Type::GeometrySet), geometry_set_(std::move(geometry_set))
{
}
inline InstanceReference::InstanceReference(Object &object) : type_(Type::Object), data_(&object)
{
}
inline InstanceReference::InstanceReference(Collection &collection)
: type_(Type::Collection), data_(&collection)
{
}
inline InstanceReference::InstanceReference(InstanceReference &&other)
: type_(other.type_), data_(other.data_), geometry_set_(std::move(other.geometry_set_))
{
other.type_ = Type::None;
other.data_ = nullptr;
}
inline InstanceReference &InstanceReference::operator=(const InstanceReference &other)
{
if (this == &other) {
return *this;
}
this->~InstanceReference();
new (this) InstanceReference(other);
return *this;
}
inline InstanceReference &InstanceReference::operator=(InstanceReference &&other)
{
if (this == &other) {
return *this;
}
this->~InstanceReference();
new (this) InstanceReference(std::move(other));
return *this;
}
inline InstanceReference::Type InstanceReference::type() const
{
return type_;
}
inline Object &InstanceReference::object() const
{
BLI_assert(type_ == Type::Object);
return *(Object *)data_;
}
inline Collection &InstanceReference::collection() const
{
BLI_assert(type_ == Type::Collection);
return *(Collection *)data_;
}
inline GeometrySet &InstanceReference::geometry_set()
{
BLI_assert(type_ == Type::GeometrySet);
return *geometry_set_;
}
inline const GeometrySet &InstanceReference::geometry_set() const
{
BLI_assert(type_ == Type::GeometrySet);
return *geometry_set_;
}
inline AttributeStorage &Instances::attribute_storage()
{
return attributes_;
}
inline const AttributeStorage &Instances::attribute_storage() const
{
return attributes_;
}
/** \} */
} // namespace blender::bke