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Diffstat (limited to 'source/blender/blenkernel/intern/mesh_validate.cc')
-rw-r--r-- | source/blender/blenkernel/intern/mesh_validate.cc | 268 |
1 files changed, 268 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/mesh_validate.cc b/source/blender/blenkernel/intern/mesh_validate.cc new file mode 100644 index 00000000000..16733729be0 --- /dev/null +++ b/source/blender/blenkernel/intern/mesh_validate.cc @@ -0,0 +1,268 @@ +/* + * 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. + */ + +/** \file + * \ingroup bke + */ + +#include "DNA_mesh_types.h" +#include "DNA_meshdata_types.h" +#include "DNA_object_types.h" + +#include "BLI_edgehash.h" +#include "BLI_map.hh" +#include "BLI_math_base.h" +#include "BLI_task.hh" +#include "BLI_threads.h" +#include "BLI_timeit.hh" + +#include "BKE_customdata.h" +#include "BKE_mesh.h" + +namespace blender::bke::calc_edges { + +/** This is used to uniquely identify edges in a hash map. */ +struct OrderedEdge { + int v_low, v_high; + + OrderedEdge(const int v1, const int v2) + { + if (v1 < v2) { + v_low = v1; + v_high = v2; + } + else { + v_low = v2; + v_high = v1; + } + } + + OrderedEdge(const uint v1, const uint v2) + : OrderedEdge(static_cast<int>(v1), static_cast<int>(v2)) + { + } + + uint64_t hash() const + { + return (this->v_low << 8) ^ this->v_high; + } + + /** Return a hash value that is likely to be different in the low bits from the normal `hash()` + * function. This is necessary to avoid collisions in #BKE_mesh_calc_edges. */ + uint64_t hash2() const + { + return this->v_low; + } + + friend bool operator==(const OrderedEdge &e1, const OrderedEdge &e2) + { + BLI_assert(e1.v_low < e1.v_high); + BLI_assert(e2.v_low < e2.v_high); + return e1.v_low == e2.v_low && e1.v_high == e2.v_high; + } +}; + +/* The map first contains an edge pointer and later an index. */ +typedef union OrigEdgeOrIndex { + const MEdge *original_edge; + int index; +} OrigEdgeOrIndex; +using EdgeMap = Map<OrderedEdge, OrigEdgeOrIndex>; + +static void reserve_hash_maps(const Mesh *mesh, + const bool keep_existing_edges, + MutableSpan<EdgeMap> edge_maps) +{ + const int totedge_guess = std::max(keep_existing_edges ? mesh->totedge : 0, mesh->totpoly * 2); + parallel_for_each( + edge_maps, [&](EdgeMap &edge_map) { edge_map.reserve(totedge_guess / edge_maps.size()); }); +} + +static void add_existing_edges_to_hash_maps(Mesh *mesh, + MutableSpan<EdgeMap> edge_maps, + uint32_t parallel_mask) +{ + /* Assume existing edges are valid. */ + parallel_for_each(edge_maps, [&](EdgeMap &edge_map) { + const int task_index = &edge_map - &edge_maps[0]; + for (const MEdge &edge : Span(mesh->medge, mesh->totedge)) { + OrderedEdge ordered_edge{edge.v1, edge.v2}; + /* Only add the edge when it belongs into this map. */ + if (task_index == (parallel_mask & ordered_edge.hash2())) { + edge_map.add_new(ordered_edge, {&edge}); + } + } + }); +} + +static void add_polygon_edges_to_hash_maps(Mesh *mesh, + MutableSpan<EdgeMap> edge_maps, + uint32_t parallel_mask) +{ + const Span<MLoop> loops{mesh->mloop, mesh->totloop}; + parallel_for_each(edge_maps, [&](EdgeMap &edge_map) { + const int task_index = &edge_map - &edge_maps[0]; + for (const MPoly &poly : Span(mesh->mpoly, mesh->totpoly)) { + Span<MLoop> poly_loops = loops.slice(poly.loopstart, poly.totloop); + const MLoop *prev_loop = &poly_loops.last(); + for (const MLoop &next_loop : poly_loops) { + /* Can only be the same when the mesh data is invalid. */ + if (prev_loop->v != next_loop.v) { + OrderedEdge ordered_edge{prev_loop->v, next_loop.v}; + /* Only add the edge when it belongs into this map. */ + if (task_index == (parallel_mask & ordered_edge.hash2())) { + edge_map.lookup_or_add(ordered_edge, {nullptr}); + } + } + prev_loop = &next_loop; + } + } + }); +} + +static void serialize_and_initialize_deduplicated_edges(MutableSpan<EdgeMap> edge_maps, + MutableSpan<MEdge> new_edges, + short new_edge_flag) +{ + /* All edges are distributed in the hash tables now. They have to be serialized into a single + * array below. To be able to parallelize this, we have to compute edge index offsets for each + * map. */ + Array<int> edge_index_offsets(edge_maps.size()); + edge_index_offsets[0] = 0; + for (const int i : IndexRange(edge_maps.size() - 1)) { + edge_index_offsets[i + 1] = edge_index_offsets[i] + edge_maps[i].size(); + } + + parallel_for_each(edge_maps, [&](EdgeMap &edge_map) { + const int task_index = &edge_map - &edge_maps[0]; + + int new_edge_index = edge_index_offsets[task_index]; + for (EdgeMap::MutableItem item : edge_map.items()) { + MEdge &new_edge = new_edges[new_edge_index]; + const MEdge *orig_edge = item.value.original_edge; + if (orig_edge != nullptr) { + /* Copy values from original edge. */ + new_edge = *orig_edge; + } + else { + /* Initialize new edge. */ + new_edge.v1 = item.key.v_low; + new_edge.v2 = item.key.v_high; + new_edge.flag = new_edge_flag; + } + item.value.index = new_edge_index; + new_edge_index++; + } + }); +} + +static void update_edge_indices_in_poly_loops(Mesh *mesh, + Span<EdgeMap> edge_maps, + uint32_t parallel_mask) +{ + const MutableSpan<MLoop> loops{mesh->mloop, mesh->totloop}; + parallel_for(IndexRange(mesh->totpoly), 100, [&](IndexRange range) { + for (const int poly_index : range) { + MPoly &poly = mesh->mpoly[poly_index]; + MutableSpan<MLoop> poly_loops = loops.slice(poly.loopstart, poly.totloop); + + MLoop *prev_loop = &poly_loops.last(); + for (MLoop &next_loop : poly_loops) { + int edge_index; + if (prev_loop->v != next_loop.v) { + OrderedEdge ordered_edge{prev_loop->v, next_loop.v}; + /* Double lookup: First find the map that contains the edge, then lookup the edge. */ + const EdgeMap &edge_map = edge_maps[parallel_mask & ordered_edge.hash2()]; + edge_index = edge_map.lookup(ordered_edge).index; + } + else { + /* This is an invalid edge; normally this does not happen in Blender, + * but it can be part of an imported mesh with invalid geometry. See + * T76514. */ + edge_index = 0; + } + prev_loop->e = edge_index; + prev_loop = &next_loop; + } + } + }); +} + +static int get_parallel_maps_count(const Mesh *mesh) +{ + /* Don't use parallelization when the mesh is small. */ + if (mesh->totpoly < 1000) { + return 1; + } + /* Use at most 8 separate hash tables. Using more threads has diminishing returns. These threads + * can better do something more useful instead. */ + const int system_thread_count = BLI_system_thread_count(); + return power_of_2_min_i(std::min(8, system_thread_count)); +} + +static void clear_hash_tables(MutableSpan<EdgeMap> edge_maps) +{ + parallel_for_each(edge_maps, [](EdgeMap &edge_map) { edge_map.clear(); }); +} + +} // namespace blender::bke::calc_edges + +/** + * Calculate edges from polygons. + */ +void BKE_mesh_calc_edges(Mesh *mesh, bool keep_existing_edges, const bool select_new_edges) +{ + using namespace blender; + using namespace blender::bke; + using namespace blender::bke::calc_edges; + + /* Parallelization is achieved by having multiple hash tables for different subsets of edges. + * Each edge is assigned to one of the hash maps based on the lower bits of a hash value. */ + const int parallel_maps = get_parallel_maps_count(mesh); + BLI_assert(is_power_of_2_i(parallel_maps)); + const uint32_t parallel_mask = static_cast<uint32_t>(parallel_maps) - 1; + Array<EdgeMap> edge_maps(parallel_maps); + reserve_hash_maps(mesh, keep_existing_edges, edge_maps); + + /* Add all edges. */ + if (keep_existing_edges) { + calc_edges::add_existing_edges_to_hash_maps(mesh, edge_maps, parallel_mask); + } + calc_edges::add_polygon_edges_to_hash_maps(mesh, edge_maps, parallel_mask); + + /* Compute total number of edges. */ + int new_totedge = 0; + for (EdgeMap &edge_map : edge_maps) { + new_totedge += edge_map.size(); + } + + /* Create new edges. */ + MutableSpan<MEdge> new_edges{ + static_cast<MEdge *>(MEM_calloc_arrayN(new_totedge, sizeof(MEdge), __func__)), new_totedge}; + const short new_edge_flag = (ME_EDGEDRAW | ME_EDGERENDER) | (select_new_edges ? SELECT : 0); + calc_edges::serialize_and_initialize_deduplicated_edges(edge_maps, new_edges, new_edge_flag); + calc_edges::update_edge_indices_in_poly_loops(mesh, edge_maps, parallel_mask); + + /* Free old CustomData and assign new one. */ + CustomData_free(&mesh->edata, mesh->totedge); + CustomData_reset(&mesh->edata); + CustomData_add_layer(&mesh->edata, CD_MEDGE, CD_ASSIGN, new_edges.data(), new_totedge); + mesh->totedge = new_totedge; + mesh->medge = new_edges.data(); + + /* Explicitely clear edge maps, because that way it can be parallelized. */ + clear_hash_tables(edge_maps); +} |