This means the array can be shared between geometries when unchanged, reducing memory usage and increasing performance. It also means that handling the data can be done more generically using the attribute system. In the future the transforms can become attributes too. Two other changes are related here: - The "almost unique ids" are cached with a shared cache so they are shared too. - The reference indices are baked as an attribute now, making the process more generic and potentially easier to optimize in the future. Pull Request: https://projects.blender.org/blender/blender/pulls/117951
291 lines
8.4 KiB
C++
291 lines
8.4 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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#pragma once
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/** \file
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* \ingroup bke
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*
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* #Instances is a container for geometry instances. It fulfills some key requirements:
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* - Support nested instances.
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* - Support instance attributes.
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* - Support referencing different kinds of instances (objects, collections, geometry sets).
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* - Support efficiently iterating over the instanced geometries, i.e. without have to iterate over
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* all instances.
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*
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* #Instances has an ordered set of #InstanceReference. An #InstanceReference contains information
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* about a particular instanced geometry. Each #InstanceReference has a handle (integer index)
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* which is then stored per instance. Many instances can use the same #InstanceReference.
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*/
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#include <optional>
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#include "BLI_array.hh"
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#include "BLI_function_ref.hh"
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#include "BLI_index_mask_fwd.hh"
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#include "BLI_math_matrix_types.hh"
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#include "BLI_shared_cache.hh"
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#include "BLI_vector.hh"
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#include "DNA_customdata_types.h"
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struct Object;
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struct Collection;
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namespace blender::bke {
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class AnonymousAttributePropagationInfo;
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class AttributeAccessor;
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class MutableAttributeAccessor;
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} // namespace blender::bke
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namespace blender::bke {
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struct GeometrySet;
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/**
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* Holds a reference to conceptually unique geometry or a pointer to object/collection data
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* that is instanced with a transform in #Instances.
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*/
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class InstanceReference {
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public:
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enum class Type {
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/**
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* An empty instance. This allows an `InstanceReference` to be default constructed without
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* being in an invalid state. There might also be other use cases that we haven't explored
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* much yet (such as changing the instance later on, and "disabling" some instances).
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*/
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None,
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Object,
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Collection,
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GeometrySet,
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};
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private:
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Type type_ = Type::None;
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/** Depending on the type this is either null, an Object or Collection pointer. */
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void *data_ = nullptr;
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std::unique_ptr<GeometrySet> geometry_set_;
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public:
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InstanceReference() = default;
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InstanceReference(Object &object);
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InstanceReference(Collection &collection);
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InstanceReference(GeometrySet geometry_set);
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InstanceReference(std::unique_ptr<GeometrySet> geometry_set);
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InstanceReference(const InstanceReference &other);
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InstanceReference(InstanceReference &&other);
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InstanceReference &operator=(const InstanceReference &other);
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InstanceReference &operator=(InstanceReference &&other);
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Type type() const;
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Object &object() const;
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Collection &collection() const;
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GeometrySet &geometry_set();
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const GeometrySet &geometry_set() const;
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bool owns_direct_data() const;
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void ensure_owns_direct_data();
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friend bool operator==(const InstanceReference &a, const InstanceReference &b);
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};
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class Instances {
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private:
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/**
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* Contains the data that is used by the individual instances.
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* Actual instances store an index ("handle") into this vector.
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*/
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Vector<InstanceReference> references_;
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/** Transformation of the instances. */
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Vector<float4x4> transforms_;
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CustomData attributes_;
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/* These almost unique ids are generated based on the `id` attribute, which might not contain
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* unique ids at all. They are *almost* unique, because under certain very unlikely
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* circumstances, they are not unique. Code using these ids should not crash when they are not
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* unique but can generally expect them to be unique. */
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mutable SharedCache<Array<int>> almost_unique_ids_cache_;
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public:
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Instances();
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Instances(Instances &&other);
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Instances(const Instances &other);
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~Instances();
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Instances &operator=(const Instances &other);
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Instances &operator=(Instances &&other);
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/**
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* Resize the transform, handles, and attributes to the specified capacity.
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*
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* \note This function should be used carefully, only when it's guaranteed
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* that the data will be filled.
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*/
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void resize(int capacity);
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/**
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* Returns a handle for the given reference.
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* If the reference exists already, the handle of the existing reference is returned.
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* Otherwise a new handle is added.
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*/
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int add_reference(const InstanceReference &reference);
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std::optional<int> find_reference_handle(const InstanceReference &query);
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/**
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* Add a reference to the instance reference with an index specified by the #instance_handle
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* argument. For adding many instances, using #resize and accessing the transform array
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* directly is preferred.
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*/
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void add_instance(int instance_handle, const float4x4 &transform);
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Span<InstanceReference> references() const;
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void remove_unused_references();
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/**
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* If references have a collection or object type, convert them into geometry instances
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* recursively. After that, the geometry sets can be edited. There may still be instances of
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* other types of they can't be converted to geometry sets.
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*/
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void ensure_geometry_instances();
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/**
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* With write access to the instances component, the data in the instanced geometry sets can be
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* changed. This is a function on the component rather than each reference to ensure `const`
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* correctness for that reason.
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*/
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GeometrySet &geometry_set_from_reference(int reference_index);
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Span<int> reference_handles() const;
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MutableSpan<int> reference_handles_for_write();
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MutableSpan<float4x4> transforms();
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Span<float4x4> transforms() const;
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int instances_num() const;
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int references_num() const;
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/**
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* Remove the indices that are not contained in the mask input, and remove unused instance
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* references afterwards.
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*/
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void remove(const IndexMask &mask, const AnonymousAttributePropagationInfo &propagation_info);
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/**
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* Get an id for every instance. These can be used for e.g. motion blur.
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*/
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Span<int> almost_unique_ids() const;
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bke::AttributeAccessor attributes() const;
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bke::MutableAttributeAccessor attributes_for_write();
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CustomData &custom_data_attributes();
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const CustomData &custom_data_attributes() const;
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void foreach_referenced_geometry(
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FunctionRef<void(const GeometrySet &geometry_set)> callback) const;
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bool owns_direct_data() const;
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void ensure_owns_direct_data();
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void tag_reference_handles_changed()
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{
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almost_unique_ids_cache_.tag_dirty();
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}
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};
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/* -------------------------------------------------------------------- */
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/** \name #InstanceReference Inline Methods
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* \{ */
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inline InstanceReference::InstanceReference(std::unique_ptr<GeometrySet> geometry_set)
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: type_(Type::GeometrySet), data_(nullptr), geometry_set_(std::move(geometry_set))
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{
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}
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inline InstanceReference::InstanceReference(Object &object) : type_(Type::Object), data_(&object)
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{
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}
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inline InstanceReference::InstanceReference(Collection &collection)
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: type_(Type::Collection), data_(&collection)
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{
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}
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inline InstanceReference::InstanceReference(const InstanceReference &other)
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: type_(other.type_), data_(other.data_)
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{
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if (other.geometry_set_) {
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geometry_set_ = std::make_unique<GeometrySet>(*other.geometry_set_);
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}
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}
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inline InstanceReference::InstanceReference(InstanceReference &&other)
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: type_(other.type_), data_(other.data_), geometry_set_(std::move(other.geometry_set_))
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{
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other.type_ = Type::None;
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other.data_ = nullptr;
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}
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inline InstanceReference &InstanceReference::operator=(const InstanceReference &other)
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{
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if (this == &other) {
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return *this;
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}
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this->~InstanceReference();
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new (this) InstanceReference(other);
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return *this;
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}
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inline InstanceReference &InstanceReference::operator=(InstanceReference &&other)
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{
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if (this == &other) {
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return *this;
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}
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this->~InstanceReference();
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new (this) InstanceReference(std::move(other));
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return *this;
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}
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inline InstanceReference::Type InstanceReference::type() const
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{
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return type_;
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}
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inline Object &InstanceReference::object() const
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{
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BLI_assert(type_ == Type::Object);
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return *(Object *)data_;
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}
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inline Collection &InstanceReference::collection() const
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{
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BLI_assert(type_ == Type::Collection);
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return *(Collection *)data_;
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}
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inline GeometrySet &InstanceReference::geometry_set()
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{
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BLI_assert(type_ == Type::GeometrySet);
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return *geometry_set_;
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}
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inline const GeometrySet &InstanceReference::geometry_set() const
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{
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BLI_assert(type_ == Type::GeometrySet);
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return *geometry_set_;
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}
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inline CustomData &Instances::custom_data_attributes()
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{
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return attributes_;
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}
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inline const CustomData &Instances::custom_data_attributes() const
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{
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return attributes_;
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}
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/** \} */
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} // namespace blender::bke
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