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authorHans Goudey <h.goudey@me.com>2021-05-03 20:29:17 +0300
committerHans Goudey <h.goudey@me.com>2021-05-03 20:29:17 +0300
commit8216b759e9557c786e517aa64eee424fed0ac742 (patch)
tree561a8ed066e89a700fdbf6455b76e4007b132e5f /source/blender/blenkernel/BKE_spline.hh
parentc9d81678d7dd7da0ba8d2111f9575d16f00e6a5b (diff)
Geometry Nodes: Initial basic curve data support
This patch adds initial curve support to geometry nodes. Currently there is only one node available, the "Curve to Mesh" node, T87428. However, the aim of the changes here is larger than just supporting curve data in nodes-- it also uses the opportunity to add better spline data structures, intended to replace the existing curve evaluation code. The curve code in Blender is quite old, and it's generally regarded as some of the messiest, hardest-to-understand code as well. The classes in `BKE_spline.hh` aim to be faster, more extensible, and much more easily understandable. Further explanation can be found in comments in that file. Initial builtin spline attributes are supported-- reading and writing from the `cyclic` and `resolution` attributes works with any of the attribute nodes. Also, only Z-up normal calculation is implemented at the moment, and tilts do not apply yet. **Limitations** - For now, you must bring curves into the node tree with an "Object Info" node. Changes to the curve modifier stack will come later. - Converting to a mesh is necessary to visualize the curve data. Further progress can be tracked in: T87245 Higher level design document: https://wiki.blender.org/wiki/Modules/Physics_Nodes/Projects/EverythingNodes/CurveNodes Differential Revision: https://developer.blender.org/D11091
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+/*
+ * 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.
+ */
+
+#pragma once
+
+/** \file
+ * \ingroup bke
+ */
+
+#include <mutex>
+
+#include "FN_generic_virtual_array.hh"
+
+#include "BLI_float3.hh"
+#include "BLI_float4x4.hh"
+#include "BLI_vector.hh"
+
+#include "BKE_attribute_math.hh"
+
+struct Curve;
+
+class Spline;
+using SplinePtr = std::unique_ptr<Spline>;
+
+/**
+ * A spline is an abstraction of a single branch-less curve section, its evaluation methods,
+ * and data. The spline data itself is just control points and a set of attributes by the set
+ * of "evaluated" data is often used instead.
+ *
+ * Any derived class of Spline has to manage two things:
+ * 1. Interpolating arbitrary attribute data from the control points to evaluated points.
+ * 2. Evaluating the positions based on the stored control point data.
+ *
+ * Beyond that, everything is the base class's responsibility, with minor exceptions. Further
+ * evaluation happens in a layer on top of the evaluated points generated by the derived types.
+ *
+ * There are a few methods to evaluate a spline:
+ * 1. #evaluated_positions and #interpolate_to_evaluated_points give data at the initial
+ * evaluated points, depending on the resolution.
+ * 2. #lookup_evaluated_factor and #lookup_evaluated_factor are meant for one-off lookups
+ * along the length of a curve.
+ *
+ * Commonly used evaluated data is stored in caches on the spline itself so that operations on
+ * splines don't need to worry about taking ownership of evaluated data when they don't need to.
+ */
+class Spline {
+ public:
+ enum class Type {
+ Bezier,
+ NURBS,
+ Poly,
+ };
+
+ protected:
+ Type type_;
+ bool is_cyclic_ = false;
+
+ public:
+ enum NormalCalculationMode {
+ ZUp,
+ Minimum,
+ Tangent,
+ };
+ /* Only #Zup is supported at the moment. */
+ NormalCalculationMode normal_mode;
+
+ protected:
+ /** Direction of the spline at each evaluated point. */
+ mutable blender::Vector<blender::float3> evaluated_tangents_cache_;
+ mutable std::mutex tangent_cache_mutex_;
+ mutable bool tangent_cache_dirty_ = true;
+
+ /** Normal direction vectors for each evaluated point. */
+ mutable blender::Vector<blender::float3> evaluated_normals_cache_;
+ mutable std::mutex normal_cache_mutex_;
+ mutable bool normal_cache_dirty_ = true;
+
+ /** Accumulated lengths along the evaluated points. */
+ mutable blender::Vector<float> evaluated_lengths_cache_;
+ mutable std::mutex length_cache_mutex_;
+ mutable bool length_cache_dirty_ = true;
+
+ public:
+ virtual ~Spline() = default;
+ Spline(const Type type) : type_(type)
+ {
+ }
+ Spline(Spline &other)
+ : type_(other.type_), is_cyclic_(other.is_cyclic_), normal_mode(other.normal_mode)
+ {
+ }
+
+ virtual SplinePtr copy() const = 0;
+
+ Spline::Type type() const;
+
+ /** Return the number of control points. */
+ virtual int size() const = 0;
+ int segments_size() const;
+ bool is_cyclic() const;
+ void set_cyclic(const bool value);
+
+ virtual blender::MutableSpan<blender::float3> positions() = 0;
+ virtual blender::Span<blender::float3> positions() const = 0;
+ virtual blender::MutableSpan<float> radii() = 0;
+ virtual blender::Span<float> radii() const = 0;
+ virtual blender::MutableSpan<float> tilts() = 0;
+ virtual blender::Span<float> tilts() const = 0;
+
+ virtual void translate(const blender::float3 &translation);
+ virtual void transform(const blender::float4x4 &matrix);
+
+ /**
+ * Mark all caches for re-computation. This must be called after any operation that would
+ * change the generated positions, tangents, normals, mapping, etc. of the evaluated points.
+ */
+ virtual void mark_cache_invalid() = 0;
+ virtual int evaluated_points_size() const = 0;
+ int evaluated_edges_size() const;
+
+ float length() const;
+
+ virtual blender::Span<blender::float3> evaluated_positions() const = 0;
+
+ blender::Span<float> evaluated_lengths() const;
+ blender::Span<blender::float3> evaluated_tangents() const;
+ blender::Span<blender::float3> evaluated_normals() const;
+
+ void bounds_min_max(blender::float3 &min, blender::float3 &max, const bool use_evaluated) const;
+
+ struct LookupResult {
+ /**
+ * The index of the evaluated point before the result location. In other words, the index of
+ * the edge that the result lies on. If the sampled factor/length is the very end of the
+ * spline, this will be the second to last index, if it's the very beginning, this will be 0.
+ */
+ int evaluated_index;
+ /**
+ * The index of the evaluated point after the result location, accounting for wrapping when
+ * the spline is cyclic. If the sampled factor/length is the very end of the spline, this will
+ * be the last index (#evaluated_points_size - 1).
+ */
+ int next_evaluated_index;
+ /**
+ * The portion of the way from the evaluated point at #evaluated_index to the next point.
+ * If the sampled factor/length is the very end of the spline, this will be the 1.0f
+ */
+ float factor;
+ };
+ LookupResult lookup_evaluated_factor(const float factor) const;
+ LookupResult lookup_evaluated_length(const float length) const;
+
+ /**
+ * Interpolate a virtual array of data with the size of the number of control points to the
+ * evaluated points. For poly splines, the lifetime of the returned virtual array must not
+ * exceed the lifetime of the input data.
+ */
+ virtual blender::fn::GVArrayPtr interpolate_to_evaluated_points(
+ const blender::fn::GVArray &source_data) const = 0;
+
+ protected:
+ virtual void correct_end_tangents() const = 0;
+};
+
+/**
+ * A Bézier spline is made up of a many curve segments, possibly achieving continuity of curvature
+ * by constraining the alignment of curve handles. Evaluation stores the positions and a map of
+ * factors and indices in a list of floats, which is then used to interpolate any other data.
+ */
+class BezierSpline final : public Spline {
+ public:
+ enum class HandleType {
+ /** The handle can be moved anywhere, and doesn't influence the point's other handle. */
+ Free,
+ /** The location is automatically calculated to be smooth. */
+ Auto,
+ /** The location is calculated to point to the next/previous control point. */
+ Vector,
+ /** The location is constrained to point in the opposite direction as the other handle. */
+ Align,
+ };
+
+ private:
+ blender::Vector<HandleType> handle_types_left_;
+ blender::Vector<blender::float3> handle_positions_left_;
+ blender::Vector<blender::float3> positions_;
+ blender::Vector<HandleType> handle_types_right_;
+ blender::Vector<blender::float3> handle_positions_right_;
+ blender::Vector<float> radii_;
+ blender::Vector<float> tilts_;
+ int resolution_;
+
+ /** Start index in evaluated points array for every control point. */
+ mutable blender::Vector<int> offset_cache_;
+ mutable std::mutex offset_cache_mutex_;
+ mutable bool offset_cache_dirty_ = true;
+
+ /** Cache of evaluated positions. */
+ mutable blender::Vector<blender::float3> evaluated_position_cache_;
+ mutable std::mutex position_cache_mutex_;
+ mutable bool position_cache_dirty_ = true;
+
+ /** Cache of "index factors" based calculated from the evaluated positions. */
+ mutable blender::Vector<float> evaluated_mapping_cache_;
+ mutable std::mutex mapping_cache_mutex_;
+ mutable bool mapping_cache_dirty_ = true;
+
+ public:
+ virtual SplinePtr copy() const final;
+ BezierSpline() : Spline(Type::Bezier)
+ {
+ }
+ BezierSpline(const BezierSpline &other)
+ : Spline((Spline &)other),
+ handle_types_left_(other.handle_types_left_),
+ handle_positions_left_(other.handle_positions_left_),
+ positions_(other.positions_),
+ handle_types_right_(other.handle_types_right_),
+ handle_positions_right_(other.handle_positions_right_),
+ radii_(other.radii_),
+ tilts_(other.tilts_),
+ resolution_(other.resolution_)
+ {
+ }
+
+ int size() const final;
+ int resolution() const;
+ void set_resolution(const int value);
+
+ void add_point(const blender::float3 position,
+ const HandleType handle_type_start,
+ const blender::float3 handle_position_start,
+ const HandleType handle_type_end,
+ const blender::float3 handle_position_end,
+ const float radius,
+ const float tilt);
+
+ blender::MutableSpan<blender::float3> positions() final;
+ blender::Span<blender::float3> positions() const final;
+ blender::MutableSpan<float> radii() final;
+ blender::Span<float> radii() const final;
+ blender::MutableSpan<float> tilts() final;
+ blender::Span<float> tilts() const final;
+ blender::Span<HandleType> handle_types_left() const;
+ blender::MutableSpan<HandleType> handle_types_left();
+ blender::Span<blender::float3> handle_positions_left() const;
+ blender::MutableSpan<blender::float3> handle_positions_left();
+ blender::Span<HandleType> handle_types_right() const;
+ blender::MutableSpan<HandleType> handle_types_right();
+ blender::Span<blender::float3> handle_positions_right() const;
+ blender::MutableSpan<blender::float3> handle_positions_right();
+
+ void translate(const blender::float3 &translation) override;
+ void transform(const blender::float4x4 &matrix) override;
+
+ bool point_is_sharp(const int index) const;
+
+ void mark_cache_invalid() final;
+ int evaluated_points_size() const final;
+
+ blender::Span<int> control_point_offsets() const;
+ blender::Span<float> evaluated_mappings() const;
+ blender::Span<blender::float3> evaluated_positions() const final;
+ struct InterpolationData {
+ int control_point_index;
+ int next_control_point_index;
+ /**
+ * Linear interpolation weight between the two indices, from 0 to 1.
+ * Higher means next control point.
+ */
+ float factor;
+ };
+ InterpolationData interpolation_data_from_index_factor(const float index_factor) const;
+
+ virtual blender::fn::GVArrayPtr interpolate_to_evaluated_points(
+ const blender::fn::GVArray &source_data) const;
+
+ private:
+ void correct_end_tangents() const final;
+ bool segment_is_vector(const int start_index) const;
+ void evaluate_bezier_segment(const int index,
+ const int next_index,
+ blender::MutableSpan<blender::float3> positions) const;
+ blender::Array<int> evaluated_point_offsets() const;
+};
+
+/**
+ * Data for Non-Uniform Rational B-Splines. The mapping from control points to evaluated points is
+ * influenced by a vector of knots, weights for each point, and the order of the spline. Every
+ * mapping of data to evaluated points is handled the same way, but the positions are cached in
+ * the spline.
+ */
+class NURBSpline final : public Spline {
+ public:
+ enum class KnotsMode {
+ Normal,
+ EndPoint,
+ Bezier,
+ };
+ KnotsMode knots_mode;
+
+ struct BasisCache {
+ /** The influence at each control point `i + #start_index`. */
+ blender::Vector<float> weights;
+ /**
+ * An offset for the start of #weights: the first control point index with a non-zero weight.
+ */
+ int start_index;
+ };
+
+ private:
+ blender::Vector<blender::float3> positions_;
+ blender::Vector<float> radii_;
+ blender::Vector<float> tilts_;
+ blender::Vector<float> weights_;
+ int resolution_;
+ /**
+ * Defines the number of nearby control points that influence a given evaluated point. Higher
+ * orders give smoother results. The number of control points must be greater than or equal to
+ * this value.
+ */
+ uint8_t order_;
+
+ /**
+ * Determines where and how the control points affect the evaluated points. The length should
+ * always be the value returned by #knots_size(), and each value should be greater than or equal
+ * to the previous. Only invalidated when a point is added or removed.
+ */
+ mutable blender::Vector<float> knots_;
+ mutable std::mutex knots_mutex_;
+ mutable bool knots_dirty_ = true;
+
+ /** Cache of control point influences on each evaluated point. */
+ mutable blender::Vector<BasisCache> basis_cache_;
+ mutable std::mutex basis_cache_mutex_;
+ mutable bool basis_cache_dirty_ = true;
+
+ /**
+ * Cache of position data calculated from the basis cache. Though it is interpolated
+ * in the same way as any other attribute, it is stored to save unnecessary recalculation.
+ */
+ mutable blender::Vector<blender::float3> evaluated_position_cache_;
+ mutable std::mutex position_cache_mutex_;
+ mutable bool position_cache_dirty_ = true;
+
+ public:
+ SplinePtr copy() const final;
+ NURBSpline() : Spline(Type::NURBS)
+ {
+ }
+ NURBSpline(const NURBSpline &other)
+ : Spline((Spline &)other),
+ knots_mode(other.knots_mode),
+ positions_(other.positions_),
+ radii_(other.radii_),
+ tilts_(other.tilts_),
+ weights_(other.weights_),
+ resolution_(other.resolution_),
+ order_(other.order_)
+ {
+ }
+
+ int size() const final;
+ int resolution() const;
+ void set_resolution(const int value);
+ uint8_t order() const;
+ void set_order(const uint8_t value);
+
+ void add_point(const blender::float3 position,
+ const float radius,
+ const float tilt,
+ const float weight);
+
+ bool check_valid_size_and_order() const;
+ int knots_size() const;
+
+ blender::MutableSpan<blender::float3> positions() final;
+ blender::Span<blender::float3> positions() const final;
+ blender::MutableSpan<float> radii() final;
+ blender::Span<float> radii() const final;
+ blender::MutableSpan<float> tilts() final;
+ blender::Span<float> tilts() const final;
+ blender::Span<float> knots() const;
+
+ blender::MutableSpan<float> weights();
+ blender::Span<float> weights() const;
+
+ void mark_cache_invalid() final;
+ int evaluated_points_size() const final;
+
+ blender::Span<blender::float3> evaluated_positions() const final;
+
+ blender::fn::GVArrayPtr interpolate_to_evaluated_points(
+ const blender::fn::GVArray &source_data) const final;
+
+ protected:
+ void correct_end_tangents() const final;
+ void calculate_knots() const;
+ void calculate_basis_cache() const;
+};
+
+/**
+ * A Poly spline is like a bezier spline with a resolution of one. The main reason to distinguish
+ * the two is for reduced complexity and increased performance, since interpolating data to control
+ * points does not change it.
+ */
+class PolySpline final : public Spline {
+ public:
+ blender::Vector<blender::float3> positions_;
+ blender::Vector<float> radii_;
+ blender::Vector<float> tilts_;
+
+ private:
+ public:
+ SplinePtr copy() const final;
+ PolySpline() : Spline(Type::Bezier)
+ {
+ }
+ PolySpline(const PolySpline &other)
+ : Spline((Spline &)other),
+ positions_(other.positions_),
+ radii_(other.radii_),
+ tilts_(other.tilts_)
+ {
+ }
+
+ int size() const final;
+
+ void add_point(const blender::float3 position, const float radius, const float tilt);
+
+ blender::MutableSpan<blender::float3> positions() final;
+ blender::Span<blender::float3> positions() const final;
+ blender::MutableSpan<float> radii() final;
+ blender::Span<float> radii() const final;
+ blender::MutableSpan<float> tilts() final;
+ blender::Span<float> tilts() const final;
+
+ void mark_cache_invalid() final;
+ int evaluated_points_size() const final;
+
+ blender::Span<blender::float3> evaluated_positions() const final;
+
+ blender::fn::GVArrayPtr interpolate_to_evaluated_points(
+ const blender::fn::GVArray &source_data) const final;
+
+ protected:
+ void correct_end_tangents() const final;
+};
+
+/**
+ * A #CurveEval corresponds to the #Curve object data. The name is different for clarity, since
+ * more of the data is stored in the splines, but also just to be different than the name in DNA.
+ */
+class CurveEval {
+ public:
+ blender::Vector<SplinePtr> splines;
+
+ CurveEval *copy();
+
+ void translate(const blender::float3 &translation);
+ void transform(const blender::float4x4 &matrix);
+ void bounds_min_max(blender::float3 &min, blender::float3 &max, const bool use_evaluated) const;
+};
+
+std::unique_ptr<CurveEval> curve_eval_from_dna_curve(const Curve &curve);