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authorHans Goudey <h.goudey@me.com>2022-01-11 01:41:05 +0300
committerHans Goudey <h.goudey@me.com>2022-01-11 01:41:05 +0300
commitf4af21038d82bba525dec4bfd291c43504607acf (patch)
treee8ffe16b4059d1a269cf497b1475a826afb39f80 /source/blender/blenkernel/intern/geometry_component_mesh.cc
parentfe82b8d1e8425c2e9ba30f85de20f85de274dd99 (diff)
Geometry Nodes: Move normal field input to be usable elsewhere
This commit moves the normal field input to `BKE_geometry_set.hh` from the node file so that normals can be used as an implicit input to other nodes. Differential Revision: https://developer.blender.org/D13779
Diffstat (limited to 'source/blender/blenkernel/intern/geometry_component_mesh.cc')
-rw-r--r--source/blender/blenkernel/intern/geometry_component_mesh.cc122
1 files changed, 122 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/geometry_component_mesh.cc b/source/blender/blenkernel/intern/geometry_component_mesh.cc
index cc15e6d7b84..2b4238d26bb 100644
--- a/source/blender/blenkernel/intern/geometry_component_mesh.cc
+++ b/source/blender/blenkernel/intern/geometry_component_mesh.cc
@@ -123,6 +123,128 @@ void MeshComponent::ensure_owns_direct_data()
/** \} */
/* -------------------------------------------------------------------- */
+/** \name Mesh Normals Field Input
+ * \{ */
+
+namespace blender::bke {
+
+static VArray<float3> mesh_face_normals(const Mesh &mesh,
+ const Span<MVert> verts,
+ const Span<MPoly> polys,
+ const Span<MLoop> loops,
+ const IndexMask mask)
+{
+ /* Use existing normals to avoid unnecessarily recalculating them, if possible. */
+ if (!(mesh.runtime.cd_dirty_poly & CD_MASK_NORMAL) &&
+ CustomData_has_layer(&mesh.pdata, CD_NORMAL)) {
+ const void *data = CustomData_get_layer(&mesh.pdata, CD_NORMAL);
+
+ return VArray<float3>::ForSpan({(const float3 *)data, polys.size()});
+ }
+
+ auto normal_fn = [verts, polys, loops](const int i) -> float3 {
+ float3 normal;
+ const MPoly &poly = polys[i];
+ BKE_mesh_calc_poly_normal(&poly, &loops[poly.loopstart], verts.data(), normal);
+ return normal;
+ };
+
+ return VArray<float3>::ForFunc(mask.min_array_size(), normal_fn);
+}
+
+static VArray<float3> mesh_vertex_normals(const Mesh &mesh,
+ const Span<MVert> verts,
+ const Span<MPoly> polys,
+ const Span<MLoop> loops,
+ const IndexMask mask)
+{
+ /* Use existing normals to avoid unnecessarily recalculating them, if possible. */
+ if (!(mesh.runtime.cd_dirty_vert & CD_MASK_NORMAL) &&
+ CustomData_has_layer(&mesh.vdata, CD_NORMAL)) {
+ const void *data = CustomData_get_layer(&mesh.pdata, CD_NORMAL);
+
+ return VArray<float3>::ForSpan({(const float3 *)data, mesh.totvert});
+ }
+
+ /* If the normals are dirty, they must be recalculated for the output of this node's field
+ * source. Ideally vertex normals could be calculated lazily on a const mesh, but that's not
+ * possible at the moment, so we take ownership of the results. Sadly we must also create a copy
+ * of MVert to use the mesh normals API. This can be improved by adding mutex-protected lazy
+ * calculation of normals on meshes.
+ *
+ * Use mask.min_array_size() to avoid calculating a final chunk of data if possible. */
+ Array<MVert> temp_verts(verts);
+ Array<float3> normals(verts.size()); /* Use full size for accumulation from faces. */
+ BKE_mesh_calc_normals_poly_and_vertex(temp_verts.data(),
+ mask.min_array_size(),
+ loops.data(),
+ loops.size(),
+ polys.data(),
+ polys.size(),
+ nullptr,
+ (float(*)[3])normals.data());
+
+ return VArray<float3>::ForContainer(std::move(normals));
+}
+
+VArray<float3> mesh_normals_varray(const MeshComponent &mesh_component,
+ const Mesh &mesh,
+ const IndexMask mask,
+ const AttributeDomain domain)
+{
+ Span<MVert> verts{mesh.mvert, mesh.totvert};
+ Span<MEdge> edges{mesh.medge, mesh.totedge};
+ Span<MPoly> polys{mesh.mpoly, mesh.totpoly};
+ Span<MLoop> loops{mesh.mloop, mesh.totloop};
+
+ switch (domain) {
+ case ATTR_DOMAIN_FACE: {
+ return mesh_face_normals(mesh, verts, polys, loops, mask);
+ }
+ case ATTR_DOMAIN_POINT: {
+ return mesh_vertex_normals(mesh, verts, polys, loops, mask);
+ }
+ case ATTR_DOMAIN_EDGE: {
+ /* In this case, start with vertex normals and convert to the edge domain, since the
+ * conversion from edges to vertices is very simple. Use the full mask since the edges
+ * might use the vertex normal from any index. */
+ GVArray vert_normals = mesh_vertex_normals(
+ mesh, verts, polys, loops, IndexRange(verts.size()));
+ Span<float3> vert_normals_span = vert_normals.get_internal_span().typed<float3>();
+ Array<float3> edge_normals(mask.min_array_size());
+
+ /* Use "manual" domain interpolation instead of the GeometryComponent API to avoid
+ * calculating unnecessary values and to allow normalizing the result much more simply. */
+ for (const int i : mask) {
+ const MEdge &edge = edges[i];
+ edge_normals[i] = float3::interpolate(
+ vert_normals_span[edge.v1], vert_normals_span[edge.v2], 0.5f)
+ .normalized();
+ }
+
+ return VArray<float3>::ForContainer(std::move(edge_normals));
+ }
+ case ATTR_DOMAIN_CORNER: {
+ /* The normals on corners are just the mesh's face normals, so start with the face normal
+ * array and copy the face normal for each of its corners. */
+ VArray<float3> face_normals = mesh_face_normals(
+ mesh, verts, polys, loops, IndexRange(polys.size()));
+
+ /* In this case using the mesh component's generic domain interpolation is fine, the data
+ * will still be normalized, since the face normal is just copied to every corner. */
+ return mesh_component.attribute_try_adapt_domain<float3>(
+ std::move(face_normals), ATTR_DOMAIN_FACE, ATTR_DOMAIN_CORNER);
+ }
+ default:
+ return {};
+ }
+}
+
+} // namespace blender::bke
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
/** \name Attribute Access
* \{ */