Files
test2/source/blender/blenkernel/intern/geometry_component_instances.cc
Hans Goudey f2d70c02f8 Fix (unreported): Geometry nodes instance ids not copied or cleared
Though to my knowledge we haven't had a report about this yet, this
looks like a clear oversight-- the ids are just more data stored by the
instances component, and should be cleared and copied like other data.

This might have resulted in incorrect random IDs for instances in
renderers in some cases where the component had to be copied.
2021-04-25 21:42:14 -05:00

188 lines
5.4 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "BLI_float4x4.hh"
#include "BLI_map.hh"
#include "BLI_rand.hh"
#include "BLI_set.hh"
#include "BLI_span.hh"
#include "BLI_vector.hh"
#include "DNA_collection_types.h"
#include "BKE_geometry_set.hh"
using blender::float4x4;
using blender::Map;
using blender::MutableSpan;
using blender::Set;
using blender::Span;
/* -------------------------------------------------------------------- */
/** \name Geometry Component Implementation
* \{ */
InstancesComponent::InstancesComponent() : GeometryComponent(GEO_COMPONENT_TYPE_INSTANCES)
{
}
GeometryComponent *InstancesComponent::copy() const
{
InstancesComponent *new_component = new InstancesComponent();
new_component->transforms_ = transforms_;
new_component->instanced_data_ = instanced_data_;
new_component->ids_ = ids_;
return new_component;
}
void InstancesComponent::clear()
{
instanced_data_.clear();
transforms_.clear();
ids_.clear();
}
void InstancesComponent::add_instance(Object *object, float4x4 transform, const int id)
{
InstancedData data;
data.type = INSTANCE_DATA_TYPE_OBJECT;
data.data.object = object;
this->add_instance(data, transform, id);
}
void InstancesComponent::add_instance(Collection *collection, float4x4 transform, const int id)
{
InstancedData data;
data.type = INSTANCE_DATA_TYPE_COLLECTION;
data.data.collection = collection;
this->add_instance(data, transform, id);
}
void InstancesComponent::add_instance(InstancedData data, float4x4 transform, const int id)
{
instanced_data_.append(data);
transforms_.append(transform);
ids_.append(id);
}
Span<InstancedData> InstancesComponent::instanced_data() const
{
return instanced_data_;
}
Span<float4x4> InstancesComponent::transforms() const
{
return transforms_;
}
Span<int> InstancesComponent::ids() const
{
return ids_;
}
MutableSpan<float4x4> InstancesComponent::transforms()
{
return transforms_;
}
int InstancesComponent::instances_amount() const
{
const int size = instanced_data_.size();
BLI_assert(transforms_.size() == size);
return size;
}
bool InstancesComponent::is_empty() const
{
return transforms_.size() == 0;
}
bool InstancesComponent::owns_direct_data() const
{
/* The object and collection instances are not direct data. Instance transforms are direct data
* and are always owned. Therefore, instance components always own all their direct data. */
return true;
}
void InstancesComponent::ensure_owns_direct_data()
{
BLI_assert(this->is_mutable());
}
static blender::Array<int> generate_unique_instance_ids(Span<int> original_ids)
{
using namespace blender;
Array<int> unique_ids(original_ids.size());
Set<int> used_unique_ids;
used_unique_ids.reserve(original_ids.size());
Vector<int> instances_with_id_collision;
for (const int instance_index : original_ids.index_range()) {
const int original_id = original_ids[instance_index];
if (used_unique_ids.add(original_id)) {
/* The original id has not been used by another instance yet. */
unique_ids[instance_index] = original_id;
}
else {
/* The original id of this instance collided with a previous instance, it needs to be looked
* at again in a second pass. Don't generate a new random id here, because this might collide
* with other existing ids. */
instances_with_id_collision.append(instance_index);
}
}
Map<int, RandomNumberGenerator> generator_by_original_id;
for (const int instance_index : instances_with_id_collision) {
const int original_id = original_ids[instance_index];
RandomNumberGenerator &rng = generator_by_original_id.lookup_or_add_cb(original_id, [&]() {
RandomNumberGenerator rng;
rng.seed_random(original_id);
return rng;
});
const int max_iteration = 100;
for (int iteration = 0;; iteration++) {
/* Try generating random numbers until an unused one has been found. */
const int random_id = rng.get_int32();
if (used_unique_ids.add(random_id)) {
/* This random id is not used by another instance. */
unique_ids[instance_index] = random_id;
break;
}
if (iteration == max_iteration) {
/* It seems to be very unlikely that we ever run into this case (assuming there are less
* than 2^30 instances). However, if that happens, it's better to use an id that is not
* unique than to be stuck in an infinite loop. */
unique_ids[instance_index] = original_id;
break;
}
}
}
return unique_ids;
}
blender::Span<int> InstancesComponent::almost_unique_ids() const
{
std::lock_guard lock(almost_unique_ids_mutex_);
if (almost_unique_ids_.size() != ids_.size()) {
almost_unique_ids_ = generate_unique_instance_ids(ids_);
}
return almost_unique_ids_;
}
/** \} */