diff options
author | Hans Goudey <h.goudey@me.com> | 2022-01-11 01:41:05 +0300 |
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committer | Hans Goudey <h.goudey@me.com> | 2022-01-11 01:41:05 +0300 |
commit | f4af21038d82bba525dec4bfd291c43504607acf (patch) | |
tree | e8ffe16b4059d1a269cf497b1475a826afb39f80 /source/blender/blenkernel/intern/geometry_component_mesh.cc | |
parent | fe82b8d1e8425c2e9ba30f85de20f85de274dd99 (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.cc | 122 |
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 * \{ */ |