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test2/source/blender/nodes/geometry/node_geometry_util.hh

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/* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include <string.h>
BLI: Refactor vector types & functions to use templates This patch implements the vector types (i.e:`float2`) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the `blender::math` namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. ####Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: `float3::reflect()`). ####Upsides: - Still support `.x, .y, .z, .w` for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. ####Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call `len_squared_v3v3` in `math::length_squared()` and call it a day. - Type cast does not work with the template version of the `math::` vector functions. Meaning you need to manually cast `float *` and `(float *)[3]` to `float3` for the function calls. i.e: `math::distance_squared(float3(nearest.co), positions[i]);` - Some parts might loose in readability: `float3::dot(v1.normalized(), v2.normalized())` becoming `math::dot(math::normalize(v1), math::normalize(v2))` But I propose, when appropriate, to use `using namespace blender::math;` on function local or file scope to increase readability. `dot(normalize(v1), normalize(v2))` ####Consideration: - Include back `.length()` method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches `delaunay_2d.cc` and the intersection code. I would like to know @howardt opinion on the matter. - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed. But according to @JacquesLucke it is not a real problem for now. I would like to give a huge thanks to @JacquesLucke who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: https://developer.blender.org/D13791
2022-01-12 12:57:07 +01:00
#include "BLI_math_vec_types.hh"
#include "BLI_utildefines.h"
#include "MEM_guardedalloc.h"
#include "DNA_node_types.h"
#include "BKE_node.h"
#include "BLT_translation.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 "NOD_geometry.h"
#include "NOD_geometry_exec.hh"
#include "NOD_socket_declarations.hh"
#include "NOD_socket_declarations_geometry.hh"
#include "RNA_access.h"
#include "node_geometry_register.hh"
#include "node_util.h"
struct BVHTreeFromMesh;
void geo_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass);
bool geo_node_poll_default(struct bNodeType *ntype,
struct bNodeTree *ntree,
const char **r_disabled_hint);
namespace blender::nodes {
void transform_mesh(Mesh &mesh,
const float3 translation,
const float3 rotation,
const float3 scale);
void transform_geometry_set(GeoNodeExecParams &params,
GeometrySet &geometry,
const float4x4 &transform,
const Depsgraph &depsgraph);
Mesh *create_line_mesh(const float3 start, const float3 delta, int count);
Mesh *create_grid_mesh(int verts_x, int verts_y, float size_x, float size_y);
struct ConeAttributeOutputs {
StrongAnonymousAttributeID top_id;
StrongAnonymousAttributeID bottom_id;
StrongAnonymousAttributeID side_id;
};
Mesh *create_cylinder_or_cone_mesh(float radius_top,
float radius_bottom,
float depth,
int circle_segments,
int side_segments,
int fill_segments,
GeometryNodeMeshCircleFillType fill_type,
ConeAttributeOutputs &attribute_outputs);
/**
* Copies the point domain attributes from `in_component` that are in the mask to `out_component`.
*/
void copy_point_attributes_based_on_mask(const GeometryComponent &in_component,
GeometryComponent &result_component,
Span<bool> masks,
bool invert);
/**
* Returns the parts of the geometry that are on the selection for the given domain. If the domain
* is not applicable for the component, e.g. face domain for point cloud, nothing happens to that
* component. If no component can work with the domain, then `error_message` is set to true.
*/
void separate_geometry(GeometrySet &geometry_set,
eAttrDomain domain,
GeometryNodeDeleteGeometryMode mode,
const Field<bool> &selection_field,
bool &r_is_error);
void get_closest_in_bvhtree(BVHTreeFromMesh &tree_data,
const VArray<float3> &positions,
const IndexMask mask,
const MutableSpan<int> r_indices,
const MutableSpan<float> r_distances_sq,
const MutableSpan<float3> r_positions);
Geometry Nodes: Curve and mesh topology access nodes This patch contains an initial set of nodes to access basic mesh topology information, as explored in T100020. The nodes allow six direct topology mappings for meshes: - **Corner -> Face** The face a corner is in, the index in the face - **Vertex -> Edge** Choose an edge attached to the vertex - **Vertex -> Corner** Choose a corner attached to the vertex - **Corner -> Edge** The next and previous edge at each face corner - **Corner -> Vertex** The vertex associated with a corner - **Corner -> Corner** Offset a corner index within a face And two new topology mappings for curves: - **Curve -> Points** Choose a point within a curve - **Point -> Curve** The curve a point is in, the index in the curve The idea is that some of the 16 possible mesh mappings are more important, and that this is a useful set of nodes to start exploring this area. For mappings with an arbitrary number of connections, we must sort them and use an index to choose a single element, because geometry nodes does not support list fields. Note that the sort index has repeating behavior as it goes over the "Total" number of connections, and negative sort indices choose from the end. Currently which of the "start" elements is used is determined by the field context, so the "Field at Index" and "Interpolate Domain" nodes will be quite important. Also, currently the "Sort Index" inputs are clamped to the number of connections. One important feature that isn't implemented here is using the winding order for the output elements. This can be a separate mode for some of these nodes. It will be optional because of the performance impact. There are several todos for separate commits after this: - Rename "Control Point Neighbors" to be consistent with this naming - Version away the "Vertex Neighbors" node which is fully redundant now - Implement a special case for when no weights are used for performance - De-duplicating some of the sorting logic between the nodes - Improve performance and memory use of topology mappings - Look into caching some of the mappings on meshes Differential Revision: https://developer.blender.org/D16029
2022-09-28 14:38:27 -05:00
int apply_offset_in_cyclic_range(IndexRange range, int start_index, int offset);
std::optional<eCustomDataType> node_data_type_to_custom_data_type(eNodeSocketDatatype type);
std::optional<eCustomDataType> node_socket_to_custom_data_type(const bNodeSocket &socket);
Geometry Nodes: Curve and mesh topology access nodes This patch contains an initial set of nodes to access basic mesh topology information, as explored in T100020. The nodes allow six direct topology mappings for meshes: - **Corner -> Face** The face a corner is in, the index in the face - **Vertex -> Edge** Choose an edge attached to the vertex - **Vertex -> Corner** Choose a corner attached to the vertex - **Corner -> Edge** The next and previous edge at each face corner - **Corner -> Vertex** The vertex associated with a corner - **Corner -> Corner** Offset a corner index within a face And two new topology mappings for curves: - **Curve -> Points** Choose a point within a curve - **Point -> Curve** The curve a point is in, the index in the curve The idea is that some of the 16 possible mesh mappings are more important, and that this is a useful set of nodes to start exploring this area. For mappings with an arbitrary number of connections, we must sort them and use an index to choose a single element, because geometry nodes does not support list fields. Note that the sort index has repeating behavior as it goes over the "Total" number of connections, and negative sort indices choose from the end. Currently which of the "start" elements is used is determined by the field context, so the "Field at Index" and "Interpolate Domain" nodes will be quite important. Also, currently the "Sort Index" inputs are clamped to the number of connections. One important feature that isn't implemented here is using the winding order for the output elements. This can be a separate mode for some of these nodes. It will be optional because of the performance impact. There are several todos for separate commits after this: - Rename "Control Point Neighbors" to be consistent with this naming - Version away the "Vertex Neighbors" node which is fully redundant now - Implement a special case for when no weights are used for performance - De-duplicating some of the sorting logic between the nodes - Improve performance and memory use of topology mappings - Look into caching some of the mappings on meshes Differential Revision: https://developer.blender.org/D16029
2022-09-28 14:38:27 -05:00
class FieldAtIndexInput final : public bke::GeometryFieldInput {
private:
Field<int> index_field_;
GField value_field_;
eAttrDomain value_field_domain_;
public:
FieldAtIndexInput(Field<int> index_field, GField value_field, eAttrDomain value_field_domain);
GVArray get_varray_for_context(const bke::GeometryFieldContext &context,
const IndexMask mask) const final;
std::optional<eAttrDomain> preferred_domain(const GeometryComponent & /*component*/) const final
{
return value_field_domain_;
}
};
} // namespace blender::nodes