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/nodes | |
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/nodes')
-rw-r--r-- | source/blender/nodes/geometry/nodes/node_geo_input_normal.cc | 240 |
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)); } |