Attribute copying often uses identical logic for copying selected elements or copying with an index map. Instead of reimplementing this in each file, use the common implementation in the array_utils namespace. This makes the commonality more obvious, gives improved performance (this implementation is multithreaded), reduces binary size (I observed a 173KB reduction), and probably reduces compile time.
338 lines
10 KiB
C++
338 lines
10 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "BLI_array_utils.hh"
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#include "BLI_cpp_type_make.hh"
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#include "BLI_rand.hh"
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#include "BLI_task.hh"
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#include "BKE_attribute_math.hh"
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#include "BKE_geometry_set.hh"
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#include "BKE_instances.hh"
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BLI_CPP_TYPE_MAKE(InstanceReference, blender::bke::InstanceReference, CPPTypeFlags::None)
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namespace blender::bke {
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InstanceReference::InstanceReference(GeometrySet geometry_set)
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: type_(Type::GeometrySet),
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geometry_set_(std::make_unique<GeometrySet>(std::move(geometry_set)))
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{
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}
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void InstanceReference::ensure_owns_direct_data()
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{
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if (type_ != Type::GeometrySet) {
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return;
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}
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geometry_set_->ensure_owns_direct_data();
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}
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bool InstanceReference::owns_direct_data() const
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{
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if (type_ != Type::GeometrySet) {
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/* The object and collection instances are not direct data. */
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return true;
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}
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return geometry_set_->owns_direct_data();
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}
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Instances::Instances(const Instances &other)
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: references_(other.references_),
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reference_handles_(other.reference_handles_),
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transforms_(other.transforms_),
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almost_unique_ids_(other.almost_unique_ids_),
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attributes_(other.attributes_)
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{
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}
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void Instances::reserve(int min_capacity)
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{
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reference_handles_.reserve(min_capacity);
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transforms_.reserve(min_capacity);
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attributes_.reallocate(min_capacity);
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}
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void Instances::resize(int capacity)
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{
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reference_handles_.resize(capacity);
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transforms_.resize(capacity);
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attributes_.reallocate(capacity);
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}
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void Instances::add_instance(const int instance_handle, const float4x4 &transform)
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{
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BLI_assert(instance_handle >= 0);
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BLI_assert(instance_handle < references_.size());
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reference_handles_.append(instance_handle);
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transforms_.append(transform);
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attributes_.reallocate(this->instances_num());
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}
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blender::Span<int> Instances::reference_handles() const
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{
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return reference_handles_;
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}
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blender::MutableSpan<int> Instances::reference_handles()
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{
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return reference_handles_;
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}
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blender::MutableSpan<blender::float4x4> Instances::transforms()
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{
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return transforms_;
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}
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blender::Span<blender::float4x4> Instances::transforms() const
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{
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return transforms_;
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}
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GeometrySet &Instances::geometry_set_from_reference(const int reference_index)
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{
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/* If this assert fails, it means #ensure_geometry_instances must be called first or that the
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* reference can't be converted to a geometry set. */
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BLI_assert(references_[reference_index].type() == InstanceReference::Type::GeometrySet);
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/* The const cast is okay because the instance's hash in the set
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* is not changed by adjusting the data inside the geometry set. */
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return const_cast<GeometrySet &>(references_[reference_index].geometry_set());
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}
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int Instances::add_reference(const InstanceReference &reference)
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{
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return references_.index_of_or_add_as(reference);
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}
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blender::Span<InstanceReference> Instances::references() const
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{
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return references_;
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}
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void Instances::remove(const IndexMask mask)
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{
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using namespace blender;
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if (mask.is_range() && mask.as_range().start() == 0) {
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/* Deleting from the end of the array can be much faster since no data has to be shifted. */
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this->resize(mask.size());
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this->remove_unused_references();
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return;
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}
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const Span<int> old_handles = this->reference_handles();
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Vector<int> new_handles(mask.size());
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array_utils::gather(old_handles, mask.indices(), new_handles.as_mutable_span());
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reference_handles_ = std::move(new_handles);
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const Span<float4x4> old_tansforms = this->transforms();
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Vector<float4x4> new_transforms(mask.size());
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array_utils::gather(old_tansforms, mask.indices(), new_transforms.as_mutable_span());
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transforms_ = std::move(new_transforms);
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const bke::CustomDataAttributes &src_attributes = attributes_;
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bke::CustomDataAttributes dst_attributes;
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dst_attributes.reallocate(mask.size());
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src_attributes.foreach_attribute(
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[&](const bke::AttributeIDRef &id, const bke::AttributeMetaData &meta_data) {
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if (!id.should_be_kept()) {
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return true;
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}
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GSpan src = *src_attributes.get_for_read(id);
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dst_attributes.create(id, meta_data.data_type);
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GMutableSpan dst = *dst_attributes.get_for_write(id);
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array_utils::gather(src, mask.indices(), dst);
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return true;
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},
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ATTR_DOMAIN_INSTANCE);
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attributes_ = std::move(dst_attributes);
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this->remove_unused_references();
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}
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void Instances::remove_unused_references()
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{
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using namespace blender;
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using namespace blender::bke;
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const int tot_instances = this->instances_num();
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const int tot_references_before = references_.size();
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if (tot_instances == 0) {
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/* If there are no instances, no reference is needed. */
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references_.clear();
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return;
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}
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if (tot_references_before == 1) {
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/* There is only one reference and at least one instance. So the only existing reference is
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* used. Nothing to do here. */
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return;
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}
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Array<bool> usage_by_handle(tot_references_before, false);
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std::mutex mutex;
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/* Loop over all instances to see which references are used. */
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threading::parallel_for(IndexRange(tot_instances), 1000, [&](IndexRange range) {
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/* Use local counter to avoid lock contention. */
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Array<bool> local_usage_by_handle(tot_references_before, false);
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for (const int i : range) {
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const int handle = reference_handles_[i];
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BLI_assert(handle >= 0 && handle < tot_references_before);
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local_usage_by_handle[handle] = true;
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}
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std::lock_guard lock{mutex};
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for (const int i : IndexRange(tot_references_before)) {
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usage_by_handle[i] |= local_usage_by_handle[i];
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}
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});
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if (!usage_by_handle.as_span().contains(false)) {
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/* All references are used. */
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return;
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}
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/* Create new references and a mapping for the handles. */
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Vector<int> handle_mapping;
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VectorSet<InstanceReference> new_references;
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int next_new_handle = 0;
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bool handles_have_to_be_updated = false;
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for (const int old_handle : IndexRange(tot_references_before)) {
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if (!usage_by_handle[old_handle]) {
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/* Add some dummy value. It won't be read again. */
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handle_mapping.append(-1);
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}
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else {
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const InstanceReference &reference = references_[old_handle];
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handle_mapping.append(next_new_handle);
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new_references.add_new(reference);
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if (old_handle != next_new_handle) {
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handles_have_to_be_updated = true;
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}
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next_new_handle++;
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}
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}
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references_ = new_references;
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if (!handles_have_to_be_updated) {
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/* All remaining handles are the same as before, so they don't have to be updated. This happens
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* when unused handles are only at the end. */
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return;
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}
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/* Update handles of instances. */
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threading::parallel_for(IndexRange(tot_instances), 1000, [&](IndexRange range) {
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for (const int i : range) {
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reference_handles_[i] = handle_mapping[reference_handles_[i]];
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}
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});
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}
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int Instances::instances_num() const
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{
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return transforms_.size();
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}
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int Instances::references_num() const
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{
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return references_.size();
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}
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bool Instances::owns_direct_data() const
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{
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for (const InstanceReference &reference : references_) {
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if (!reference.owns_direct_data()) {
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return false;
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}
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}
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return true;
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}
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void Instances::ensure_owns_direct_data()
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{
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for (const InstanceReference &const_reference : references_) {
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/* `const` cast is fine because we are not changing anything that would change the hash of the
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* reference. */
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InstanceReference &reference = const_cast<InstanceReference &>(const_reference);
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reference.ensure_owns_direct_data();
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}
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}
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static blender::Array<int> generate_unique_instance_ids(Span<int> original_ids)
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{
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using namespace blender;
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Array<int> unique_ids(original_ids.size());
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Set<int> used_unique_ids;
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used_unique_ids.reserve(original_ids.size());
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Vector<int> instances_with_id_collision;
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for (const int instance_index : original_ids.index_range()) {
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const int original_id = original_ids[instance_index];
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if (used_unique_ids.add(original_id)) {
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/* The original id has not been used by another instance yet. */
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unique_ids[instance_index] = original_id;
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}
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else {
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/* The original id of this instance collided with a previous instance, it needs to be looked
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* at again in a second pass. Don't generate a new random id here, because this might collide
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* with other existing ids. */
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instances_with_id_collision.append(instance_index);
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}
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}
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Map<int, RandomNumberGenerator> generator_by_original_id;
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for (const int instance_index : instances_with_id_collision) {
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const int original_id = original_ids[instance_index];
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RandomNumberGenerator &rng = generator_by_original_id.lookup_or_add_cb(original_id, [&]() {
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RandomNumberGenerator rng;
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rng.seed_random(original_id);
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return rng;
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});
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const int max_iteration = 100;
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for (int iteration = 0;; iteration++) {
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/* Try generating random numbers until an unused one has been found. */
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const int random_id = rng.get_int32();
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if (used_unique_ids.add(random_id)) {
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/* This random id is not used by another instance. */
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unique_ids[instance_index] = random_id;
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break;
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}
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if (iteration == max_iteration) {
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/* It seems to be very unlikely that we ever run into this case (assuming there are less
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* than 2^30 instances). However, if that happens, it's better to use an id that is not
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* unique than to be stuck in an infinite loop. */
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unique_ids[instance_index] = original_id;
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break;
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}
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}
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}
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return unique_ids;
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}
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blender::Span<int> Instances::almost_unique_ids() const
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{
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std::lock_guard lock(almost_unique_ids_mutex_);
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std::optional<GSpan> instance_ids_gspan = attributes_.get_for_read("id");
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if (instance_ids_gspan) {
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Span<int> instance_ids = instance_ids_gspan->typed<int>();
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if (almost_unique_ids_.size() != instance_ids.size()) {
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almost_unique_ids_ = generate_unique_instance_ids(instance_ids);
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}
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}
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else {
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almost_unique_ids_.reinitialize(this->instances_num());
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for (const int i : almost_unique_ids_.index_range()) {
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almost_unique_ids_[i] = i;
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}
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}
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return almost_unique_ids_;
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}
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} // namespace blender::bke
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