The `object_to_world` and `world_to_object` matrices are set during depsgraph evaluation, calculated from the object's animated location, rotation, scale, parenting, and constraints. It's confusing and unnecessary to store them with the original data in DNA. This commit moves them to `ObjectRuntime` and moves the matrices to use the C++ `float4x4` type, giving the potential for simplified code using the C++ abstractions. The matrices are accessible with functions on `Object` directly since they are used so commonly. Though for write access, directly using the runtime struct is necessary. The inverse `world_to_object` matrix is often calculated before it's used, even though it's calculated as part of depsgraph evaluation. Long term we might not want to store this in `ObjectRuntime` at all, and just calculate it on demand. Or at least we should remove the redundant calculations. That should be done separately though. Pull Request: https://projects.blender.org/blender/blender/pulls/118210
147 lines
5.4 KiB
C++
147 lines
5.4 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "BKE_collection.hh"
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#include "BKE_geometry_set_instances.hh"
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#include "BKE_instances.hh"
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#include "BKE_mesh_wrapper.hh"
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#include "BKE_modifier.hh"
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#include "BKE_object_types.hh"
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#include "DNA_collection_types.h"
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#include "DNA_layer_types.h"
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#include "DNA_object_types.h"
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namespace blender::bke {
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static void add_final_mesh_as_geometry_component(const Object &object, GeometrySet &geometry_set)
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{
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Mesh *mesh = BKE_modifier_get_evaluated_mesh_from_evaluated_object(
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&const_cast<Object &>(object));
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if (mesh != nullptr) {
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BKE_mesh_wrapper_ensure_mdata(mesh);
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geometry_set.replace_mesh(mesh, GeometryOwnershipType::ReadOnly);
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}
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}
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GeometrySet object_get_evaluated_geometry_set(const Object &object)
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{
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if (object.type == OB_MESH && object.mode == OB_MODE_EDIT) {
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GeometrySet geometry_set;
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if (object.runtime->geometry_set_eval != nullptr) {
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/* `geometry_set_eval` only contains non-mesh components, see `editbmesh_build_data`. */
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geometry_set = *object.runtime->geometry_set_eval;
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}
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add_final_mesh_as_geometry_component(object, geometry_set);
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return geometry_set;
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}
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if (object.runtime->geometry_set_eval != nullptr) {
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GeometrySet geometry_set = *object.runtime->geometry_set_eval;
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/* Ensure that subdivision is performed on the CPU. */
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if (geometry_set.has_mesh()) {
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add_final_mesh_as_geometry_component(object, geometry_set);
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}
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return geometry_set;
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}
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/* Otherwise, construct a new geometry set with the component based on the object type. */
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if (object.type == OB_MESH) {
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GeometrySet geometry_set;
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add_final_mesh_as_geometry_component(object, geometry_set);
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return geometry_set;
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}
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if (object.type == OB_EMPTY && object.instance_collection != nullptr) {
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Collection &collection = *object.instance_collection;
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std::unique_ptr<Instances> instances = std::make_unique<Instances>();
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const int handle = instances->add_reference(collection);
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instances->add_instance(handle, float4x4::identity());
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return GeometrySet::from_instances(instances.release());
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}
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/* Return by value since there is not always an existing geometry set owned elsewhere to use. */
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return {};
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}
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void Instances::foreach_referenced_geometry(
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FunctionRef<void(const GeometrySet &geometry_set)> callback) const
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{
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for (const InstanceReference &reference : references_) {
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switch (reference.type()) {
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case InstanceReference::Type::Object: {
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const Object &object = reference.object();
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const GeometrySet object_geometry_set = object_get_evaluated_geometry_set(object);
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callback(object_geometry_set);
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break;
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}
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case InstanceReference::Type::Collection: {
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Collection &collection = reference.collection();
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FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN (&collection, object) {
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const GeometrySet object_geometry_set = object_get_evaluated_geometry_set(*object);
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callback(object_geometry_set);
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}
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FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
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break;
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}
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case InstanceReference::Type::GeometrySet: {
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const GeometrySet &instance_geometry_set = reference.geometry_set();
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callback(instance_geometry_set);
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break;
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}
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case InstanceReference::Type::None: {
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break;
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}
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}
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}
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}
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void Instances::ensure_geometry_instances()
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{
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Vector<InstanceReference> new_references;
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new_references.reserve(references_.size());
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for (const InstanceReference &reference : references_) {
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switch (reference.type()) {
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case InstanceReference::Type::None: {
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new_references.append(InstanceReference(GeometrySet{}));
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break;
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}
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case InstanceReference::Type::GeometrySet: {
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/* Those references can stay as their were. */
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new_references.append(reference);
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break;
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}
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case InstanceReference::Type::Object: {
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/* Create a new reference that contains the geometry set of the object. We may want to
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* treat e.g. lamps and similar object types separately here. */
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const Object &object = reference.object();
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GeometrySet object_geometry_set = object_get_evaluated_geometry_set(object);
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if (object_geometry_set.has_instances()) {
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object_geometry_set.get_instances_for_write()->ensure_geometry_instances();
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}
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new_references.append(std::move(object_geometry_set));
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break;
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}
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case InstanceReference::Type::Collection: {
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/* Create a new reference that contains a geometry set that contains all objects from the
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* collection as instances. */
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std::unique_ptr<Instances> instances = std::make_unique<Instances>();
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Collection &collection = reference.collection();
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FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN (&collection, object) {
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const int handle = instances->add_reference(*object);
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instances->add_instance(handle, object->object_to_world());
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float4x4 &transform = instances->transforms().last();
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transform.location() -= collection.instance_offset;
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}
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FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
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instances->ensure_geometry_instances();
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new_references.append(GeometrySet::from_instances(instances.release()));
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break;
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}
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}
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}
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references_ = std::move(new_references);
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}
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} // namespace blender::bke
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