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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/nodes
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/nodes')
-rw-r--r--source/blender/nodes/geometry/nodes/node_geo_input_normal.cc240
1 files changed, 1 insertions, 239 deletions
diff --git a/source/blender/nodes/geometry/nodes/node_geo_input_normal.cc b/source/blender/nodes/geometry/nodes/node_geo_input_normal.cc
index db5f30fb6c9..120ae0e9bd1 100644
--- a/source/blender/nodes/geometry/nodes/node_geo_input_normal.cc
+++ b/source/blender/nodes/geometry/nodes/node_geo_input_normal.cc
@@ -31,247 +31,9 @@ static void node_declare(NodeDeclarationBuilder &b)
b.add_output<decl::Vector>(N_("Normal")).field_source();
}
-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));
-}
-
-static VArray<float3> construct_mesh_normals_gvarray(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 {};
- }
-}
-
-static void calculate_bezier_normals(const BezierSpline &spline, MutableSpan<float3> normals)
-{
- Span<int> offsets = spline.control_point_offsets();
- Span<float3> evaluated_normals = spline.evaluated_normals();
- for (const int i : IndexRange(spline.size())) {
- normals[i] = evaluated_normals[offsets[i]];
- }
-}
-
-static void calculate_poly_normals(const PolySpline &spline, MutableSpan<float3> normals)
-{
- normals.copy_from(spline.evaluated_normals());
-}
-
-/**
- * Because NURBS control points are not necessarily on the path, the normal at the control points
- * is not well defined, so create a temporary poly spline to find the normals. This requires extra
- * copying currently, but may be more efficient in the future if attributes have some form of CoW.
- */
-static void calculate_nurbs_normals(const NURBSpline &spline, MutableSpan<float3> normals)
-{
- PolySpline poly_spline;
- poly_spline.resize(spline.size());
- poly_spline.positions().copy_from(spline.positions());
- poly_spline.tilts().copy_from(spline.tilts());
- normals.copy_from(poly_spline.evaluated_normals());
-}
-
-static Array<float3> curve_normal_point_domain(const CurveEval &curve)
-{
- Span<SplinePtr> splines = curve.splines();
- Array<int> offsets = curve.control_point_offsets();
- const int total_size = offsets.last();
- Array<float3> normals(total_size);
-
- threading::parallel_for(splines.index_range(), 128, [&](IndexRange range) {
- for (const int i : range) {
- const Spline &spline = *splines[i];
- MutableSpan spline_normals{normals.as_mutable_span().slice(offsets[i], spline.size())};
- switch (splines[i]->type()) {
- case Spline::Type::Bezier:
- calculate_bezier_normals(static_cast<const BezierSpline &>(spline), spline_normals);
- break;
- case Spline::Type::Poly:
- calculate_poly_normals(static_cast<const PolySpline &>(spline), spline_normals);
- break;
- case Spline::Type::NURBS:
- calculate_nurbs_normals(static_cast<const NURBSpline &>(spline), spline_normals);
- break;
- }
- }
- });
- return normals;
-}
-
-static VArray<float3> construct_curve_normal_gvarray(const CurveComponent &component,
- const AttributeDomain domain)
-{
- const CurveEval *curve = component.get_for_read();
- if (curve == nullptr) {
- return nullptr;
- }
-
- if (domain == ATTR_DOMAIN_POINT) {
- const Span<SplinePtr> splines = curve->splines();
-
- /* Use a reference to evaluated normals if possible to avoid an allocation and a copy.
- * This is only possible when there is only one poly spline. */
- if (splines.size() == 1 && splines.first()->type() == Spline::Type::Poly) {
- const PolySpline &spline = static_cast<PolySpline &>(*splines.first());
- return VArray<float3>::ForSpan(spline.evaluated_normals());
- }
-
- Array<float3> normals = curve_normal_point_domain(*curve);
- return VArray<float3>::ForContainer(std::move(normals));
- }
-
- if (domain == ATTR_DOMAIN_CURVE) {
- Array<float3> point_normals = curve_normal_point_domain(*curve);
- VArray<float3> varray = VArray<float3>::ForContainer(std::move(point_normals));
- return component.attribute_try_adapt_domain<float3>(
- std::move(varray), ATTR_DOMAIN_POINT, ATTR_DOMAIN_CURVE);
- }
-
- return nullptr;
-}
-
-class NormalFieldInput final : public GeometryFieldInput {
- public:
- NormalFieldInput() : GeometryFieldInput(CPPType::get<float3>(), "Normal node")
- {
- category_ = Category::Generated;
- }
-
- GVArray get_varray_for_context(const GeometryComponent &component,
- const AttributeDomain domain,
- IndexMask mask) const final
- {
- if (component.type() == GEO_COMPONENT_TYPE_MESH) {
- const MeshComponent &mesh_component = static_cast<const MeshComponent &>(component);
- const Mesh *mesh = mesh_component.get_for_read();
- if (mesh == nullptr) {
- return {};
- }
-
- return construct_mesh_normals_gvarray(mesh_component, *mesh, mask, domain);
- }
- if (component.type() == GEO_COMPONENT_TYPE_CURVE) {
- const CurveComponent &curve_component = static_cast<const CurveComponent &>(component);
- return construct_curve_normal_gvarray(curve_component, domain);
- }
- return {};
- }
-
- uint64_t hash() const override
- {
- /* Some random constant hash. */
- return 669605641;
- }
-
- bool is_equal_to(const fn::FieldNode &other) const override
- {
- return dynamic_cast<const NormalFieldInput *>(&other) != nullptr;
- }
-};
-
static void node_geo_exec(GeoNodeExecParams params)
{
- Field<float3> normal_field{std::make_shared<NormalFieldInput>()};
+ Field<float3> normal_field{std::make_shared<bke::NormalFieldInput>()};
params.set_output("Normal", std::move(normal_field));
}