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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/intern/spline_base.cc
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
Diffstat (limited to 'source/blender/blenkernel/intern/spline_base.cc')
-rw-r--r--source/blender/blenkernel/intern/spline_base.cc252
1 files changed, 252 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/spline_base.cc b/source/blender/blenkernel/intern/spline_base.cc
new file mode 100644
index 00000000000..acfd3eba912
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+++ b/source/blender/blenkernel/intern/spline_base.cc
@@ -0,0 +1,252 @@
+/*
+ * 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_array.hh"
+#include "BLI_span.hh"
+
+#include "BKE_spline.hh"
+
+using blender::float3;
+using blender::IndexRange;
+using blender::MutableSpan;
+using blender::Span;
+
+Spline::Type Spline::type() const
+{
+ return type_;
+}
+
+void Spline::translate(const blender::float3 &translation)
+{
+ for (float3 &position : this->positions()) {
+ position += translation;
+ }
+ this->mark_cache_invalid();
+}
+
+void Spline::transform(const blender::float4x4 &matrix)
+{
+ for (float3 &position : this->positions()) {
+ position = matrix * position;
+ }
+ this->mark_cache_invalid();
+}
+
+int Spline::evaluated_edges_size() const
+{
+ const int eval_size = this->evaluated_points_size();
+ if (eval_size == 1) {
+ return 0;
+ }
+
+ return this->is_cyclic_ ? eval_size : eval_size - 1;
+}
+
+float Spline::length() const
+{
+ return this->evaluated_lengths().last();
+}
+
+int Spline::segments_size() const
+{
+ const int points_len = this->size();
+
+ return is_cyclic_ ? points_len : points_len - 1;
+}
+
+bool Spline::is_cyclic() const
+{
+ return is_cyclic_;
+}
+
+void Spline::set_cyclic(const bool value)
+{
+ is_cyclic_ = value;
+}
+
+static void accumulate_lengths(Span<float3> positions,
+ const bool is_cyclic,
+ MutableSpan<float> lengths)
+{
+ float length = 0.0f;
+ for (const int i : IndexRange(positions.size() - 1)) {
+ length += float3::distance(positions[i], positions[i + 1]);
+ lengths[i] = length;
+ }
+ if (is_cyclic) {
+ lengths.last() = length + float3::distance(positions.last(), positions.first());
+ }
+}
+
+/**
+ * Return non-owning access to the cache of accumulated lengths along the spline. Each item is the
+ * length of the subsequent segment, i.e. the first value is the length of the first segment rather
+ * than 0. This calculation is rather trivial, and only depends on the evaluated positions.
+ * However, the results are used often, so it makes sense to cache it.
+ */
+Span<float> Spline::evaluated_lengths() const
+{
+ if (!length_cache_dirty_) {
+ return evaluated_lengths_cache_;
+ }
+
+ std::lock_guard lock{length_cache_mutex_};
+ if (!length_cache_dirty_) {
+ return evaluated_lengths_cache_;
+ }
+
+ const int total = evaluated_edges_size();
+ evaluated_lengths_cache_.resize(total);
+
+ Span<float3> positions = this->evaluated_positions();
+ accumulate_lengths(positions, is_cyclic_, evaluated_lengths_cache_);
+
+ length_cache_dirty_ = false;
+ return evaluated_lengths_cache_;
+}
+
+static float3 direction_bisect(const float3 &prev, const float3 &middle, const float3 &next)
+{
+ const float3 dir_prev = (middle - prev).normalized();
+ const float3 dir_next = (next - middle).normalized();
+
+ return (dir_prev + dir_next).normalized();
+}
+
+static void calculate_tangents(Span<float3> positions,
+ const bool is_cyclic,
+ MutableSpan<float3> tangents)
+{
+ if (positions.size() == 1) {
+ return;
+ }
+
+ for (const int i : IndexRange(1, positions.size() - 2)) {
+ tangents[i] = direction_bisect(positions[i - 1], positions[i], positions[i + 1]);
+ }
+
+ if (is_cyclic) {
+ const float3 &second_to_last = positions[positions.size() - 2];
+ const float3 &last = positions.last();
+ const float3 &first = positions.first();
+ const float3 &second = positions[1];
+ tangents.first() = direction_bisect(last, first, second);
+ tangents.last() = direction_bisect(second_to_last, last, first);
+ }
+ else {
+ tangents.first() = (positions[1] - positions[0]).normalized();
+ tangents.last() = (positions.last() - positions[positions.size() - 2]).normalized();
+ }
+}
+
+/**
+ * Return non-owning access to the direction of the curve at each evaluated point.
+ */
+Span<float3> Spline::evaluated_tangents() const
+{
+ if (!tangent_cache_dirty_) {
+ return evaluated_tangents_cache_;
+ }
+
+ std::lock_guard lock{tangent_cache_mutex_};
+ if (!tangent_cache_dirty_) {
+ return evaluated_tangents_cache_;
+ }
+
+ const int eval_size = this->evaluated_points_size();
+ evaluated_tangents_cache_.resize(eval_size);
+
+ Span<float3> positions = this->evaluated_positions();
+
+ if (eval_size == 1) {
+ evaluated_tangents_cache_.first() = float3(1.0f, 0.0f, 0.0f);
+ }
+ else {
+ calculate_tangents(positions, is_cyclic_, evaluated_tangents_cache_);
+ this->correct_end_tangents();
+ }
+
+ tangent_cache_dirty_ = false;
+ return evaluated_tangents_cache_;
+}
+
+static void calculate_normals_z_up(Span<float3> tangents, MutableSpan<float3> normals)
+{
+ for (const int i : normals.index_range()) {
+ normals[i] = float3::cross(tangents[i], float3(0.0f, 0.0f, 1.0f)).normalized();
+ }
+}
+
+/**
+ * Return non-owning access to the direction vectors perpendicular to the tangents at every
+ * evaluated point. The method used to generate the normal vectors depends on Spline.normal_mode.
+ *
+ * TODO: Support changing the normal based on tilts.
+ */
+Span<float3> Spline::evaluated_normals() const
+{
+ if (!normal_cache_dirty_) {
+ return evaluated_normals_cache_;
+ }
+
+ std::lock_guard lock{normal_cache_mutex_};
+ if (!normal_cache_dirty_) {
+ return evaluated_normals_cache_;
+ }
+
+ const int eval_size = this->evaluated_points_size();
+ evaluated_normals_cache_.resize(eval_size);
+
+ Span<float3> tangents = evaluated_tangents();
+
+ /* Only Z up normals are supported at the moment. */
+ calculate_normals_z_up(tangents, evaluated_normals_cache_);
+
+ normal_cache_dirty_ = false;
+ return evaluated_normals_cache_;
+}
+
+Spline::LookupResult Spline::lookup_evaluated_factor(const float factor) const
+{
+ return this->lookup_evaluated_length(this->length() * factor);
+}
+
+/**
+ * \note This does not support extrapolation currently.
+ */
+Spline::LookupResult Spline::lookup_evaluated_length(const float length) const
+{
+ BLI_assert(length >= 0.0f && length <= this->length());
+
+ Span<float> lengths = this->evaluated_lengths();
+
+ const float *offset = std::lower_bound(lengths.begin(), lengths.end(), length);
+ const int index = offset - lengths.begin();
+ const int next_index = (index == this->size() - 1) ? 0 : index + 1;
+
+ const float previous_length = (index == 0) ? 0.0f : lengths[index - 1];
+ const float factor = (length - previous_length) / (lengths[index] - previous_length);
+
+ return LookupResult{index, next_index, factor};
+}
+
+void Spline::bounds_min_max(float3 &min, float3 &max, const bool use_evaluated) const
+{
+ Span<float3> positions = use_evaluated ? this->evaluated_positions() : this->positions();
+ for (const float3 &position : positions) {
+ minmax_v3v3_v3(min, max, position);
+ }
+}