On a Ryzen 7950x, saves about 30 ms of work every frame where a 10 million vertex line is rebuild from scratch.
48 lines
1.2 KiB
C++
48 lines
1.2 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
|
|
*
|
|
* SPDX-License-Identifier: GPL-2.0-or-later */
|
|
|
|
#include "BLI_bounds.hh"
|
|
|
|
#include "BKE_mesh.hh"
|
|
|
|
#include "GEO_mesh_primitive_line.hh"
|
|
|
|
namespace blender::geometry {
|
|
|
|
Mesh *create_line_mesh(const float3 start, const float3 delta, const int count)
|
|
{
|
|
if (count < 1) {
|
|
return nullptr;
|
|
}
|
|
|
|
Mesh *mesh = BKE_mesh_new_nomain(count, count - 1, 0, 0);
|
|
MutableSpan<float3> positions = mesh->vert_positions_for_write();
|
|
MutableSpan<int2> edges = mesh->edges_for_write();
|
|
|
|
threading::parallel_invoke(
|
|
1024 < count,
|
|
[&]() {
|
|
threading::parallel_for(positions.index_range(), 4096, [&](IndexRange range) {
|
|
for (const int i : range) {
|
|
positions[i] = start + delta * i;
|
|
}
|
|
});
|
|
},
|
|
[&]() {
|
|
threading::parallel_for(edges.index_range(), 4096, [&](IndexRange range) {
|
|
for (const int i : range) {
|
|
edges[i][0] = i;
|
|
edges[i][1] = i + 1;
|
|
}
|
|
});
|
|
});
|
|
|
|
mesh->tag_loose_verts_none();
|
|
mesh->bounds_set_eager(*bounds::min_max<float3>({start, start + delta * count}));
|
|
|
|
return mesh;
|
|
}
|
|
|
|
} // namespace blender::geometry
|