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2022-01-12BLI: Refactor vector types & functions to use templatesClément Foucault
This patch implements the vector types (i.e:`float2`) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the `blender::math` namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. ####Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: `float3::reflect()`). ####Upsides: - Still support `.x, .y, .z, .w` for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. ####Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call `len_squared_v3v3` in `math::length_squared()` and call it a day. - Type cast does not work with the template version of the `math::` vector functions. Meaning you need to manually cast `float *` and `(float *)[3]` to `float3` for the function calls. i.e: `math::distance_squared(float3(nearest.co), positions[i]);` - Some parts might loose in readability: `float3::dot(v1.normalized(), v2.normalized())` becoming `math::dot(math::normalize(v1), math::normalize(v2))` But I propose, when appropriate, to use `using namespace blender::math;` on function local or file scope to increase readability. `dot(normalize(v1), normalize(v2))` ####Consideration: - Include back `.length()` method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches `delaunay_2d.cc` and the intersection code. I would like to know @howardt opinion on the matter. - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed. But according to @JacquesLucke it is not a real problem for now. I would like to give a huge thanks to @JacquesLucke who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: https://developer.blender.org/D13791
2022-01-12Revert "BLI: Refactor vector types & functions to use templates"Clément Foucault
Includes unwanted changes This reverts commit 46e049d0ce2bce2f53ddc41a0dbbea2969d00a5d.
2022-01-12BLI: Refactor vector types & functions to use templatesClment Foucault
This patch implements the vector types (i.e:`float2`) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the `blender::math` namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. ####Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: `float3::reflect()`). ####Upsides: - Still support `.x, .y, .z, .w` for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. ####Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call `len_squared_v3v3` in `math::length_squared()` and call it a day. - Type cast does not work with the template version of the `math::` vector functions. Meaning you need to manually cast `float *` and `(float *)[3]` to `float3` for the function calls. i.e: `math::distance_squared(float3(nearest.co), positions[i]);` - Some parts might loose in readability: `float3::dot(v1.normalized(), v2.normalized())` becoming `math::dot(math::normalize(v1), math::normalize(v2))` But I propose, when appropriate, to use `using namespace blender::math;` on function local or file scope to increase readability. `dot(normalize(v1), normalize(v2))` ####Consideration: - Include back `.length()` method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches `delaunay_2d.cc` and the intersection code. I would like to know @howardt opinion on the matter. - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed. But according to @JacquesLucke it is not a real problem for now. I would like to give a huge thanks to @JacquesLucke who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: https://developer.blender.org/D13791
2022-01-12Revert "BLI: Refactor vector types & functions to use templates"Clément Foucault
Reverted because the commit removes a lot of commits. This reverts commit a2c1c368af48644fa8995ecbe7138cc0d7900c30.
2022-01-12BLI: Refactor vector types & functions to use templatesClément Foucault
This patch implements the vector types (i.e:float2) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the blender::math namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: float3::reflect()). Upsides: - Still support .x, .y, .z, .w for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call len_squared_v3v3 in math::length_squared() and call it a day. - Type cast does not work with the template version of the math:: vector functions. Meaning you need to manually cast float * and (float *)[3] to float3 for the function calls. i.e: math::distance_squared(float3(nearest.co), positions[i]); - Some parts might loose in readability: float3::dot(v1.normalized(), v2.normalized()) becoming math::dot(math::normalize(v1), math::normalize(v2)) But I propose, when appropriate, to use using namespace blender::math; on function local or file scope to increase readability. dot(normalize(v1), normalize(v2)) Consideration: - Include back .length() method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches delaunay_2d.cc and the intersection code. I would like to know @Howard Trickey (howardt) opinion on the matter. - The noexcept on the copy constructor of mpq(2|3) is being removed. But according to @Jacques Lucke (JacquesLucke) it is not a real problem for now. I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: http://developer.blender.org/D13791
2022-01-07Cleanup: remove redundant const qualifiers for POD typesCampbell Barton
MSVC used to warn about const mismatch for arguments passed by value. Remove these as newer versions of MSVC no longer show this warning.
2021-12-29Fix T94113: Local view + Geometry Nodes is broken for instancesGermano Cavalcante
`GeometrySet::compute_boundbox_without_instances` may not initialize min max in some cases such as meshes without vertices. This can result in a Bounding Box with impossible dimensions (min=FLT_MAX, max=-FLT_MAX). So repeat the same solution seen in `BKE_object_boundbox_calc_from_mesh` and set boundbox values to zero. Reviewed By: HooglyBoogly Differential Revision: https://developer.blender.org/D13664
2021-12-23Cleanup: Remove spline add_point method, refactor mesh to curve nodeHans Goudey
It's better to calculate the size of a spline before creating it, and this should simplify refactoring to a data structure that stores all point attribute contiguously (see T94193). The mesh to curve conversion is simplified slightly now, it creates the curve output after gathering all of the result vertex indices. This should be more efficient too, since it only grows an index vector for each spline, not a whole spline.
2021-12-14Geometry Nodes: support instance attributes when realizing instancesJacques Lucke
This patch refactors the instance-realization code and adds new functionality. * Named and anonymous attributes are propagated from instances to the realized geometry. If the same attribute exists on the geometry and on an instance, the attribute on the geometry has precedence. * The id attribute has special handling to avoid creating the same id on many output points. This is necessary to make e.g. the Random Value node work as expected afterwards. Realizing instance attributes has an effect on existing files, especially due to the id attribute. To avoid breaking existing files, the Realize Instances node now has a legacy option that is enabled for all already existing Realize Instances nodes. Removing this legacy behavior does affect some existing files (although not many). We can decide whether it's worth to remove the old behavior as a separate step. This refactor also improves performance when realizing instances. That is mainly due to multi-threading. See D13446 to get the file used for benchmarking. The curve code is not as optimized as it could be yet. That's mainly because the storage for these attributes might change soonish and it wasn't worth optimizing for the current storage format right now. ``` 1,000,000 x mesh vertex: 530 ms -> 130 ms 1,000,000 x simple cube: 1290 ms -> 190 ms 1,000,000 x point: 1000 ms -> 150 ms 1,000,000 x curve spiral: 1740 ms -> 330 ms 1,000,000 x curve line: 1110 ms -> 210 ms 10,000 x subdivided cylinder: 170 ms -> 40 ms 10 x subdivided spiral: 180 ms -> 180 ms ``` Differential Revision: https://developer.blender.org/D13446
2021-12-13Cleanup/docs: Add comment to spline lookup factor methodHans Goudey
2021-12-07Cleanup: Extend a few comments in BKE_spline.hhHans Goudey
2021-12-07Cleanup: move public doc-strings into headers for 'blenkernel'Campbell Barton
- Added space below non doc-string comments to make it clear these aren't comments for the symbols directly below them. - Use doxy sections for some headers. - Minor improvements to doc-strings. Ref T92709
2021-12-02Cleanup: Move public docs to BKE_spline.hh headerHans Goudey
2021-11-22CurveEval: Add total_length() and total_control_point_size() methodsJohnny Matthews
Add the following methods to the CurveEval class: total_length() : returns the total length of the curve without needing to allocate a new array total_control_point_size() : returns the total number of control points without needing to allocate a new array
2021-11-16Geometry Nodes: refactor virtual array systemJacques Lucke
Goals of this refactor: * Simplify creating virtual arrays. * Simplify passing virtual arrays around. * Simplify converting between typed and generic virtual arrays. * Reduce memory allocations. As a quick reminder, a virtual arrays is a data structure that behaves like an array (i.e. it can be accessed using an index). However, it may not actually be stored as array internally. The two most important implementations of virtual arrays are those that correspond to an actual plain array and those that have the same value for every index. However, many more implementations exist for various reasons (interfacing with legacy attributes, unified iterator over all points in multiple splines, ...). With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and `GVMutableArray`) can be used like "normal values". They typically live on the stack. Before, they were usually inside a `std::unique_ptr`. This makes passing them around much easier. Creation of new virtual arrays is also much simpler now due to some constructors. Memory allocations are reduced by making use of small object optimization inside the core types. Previously, `VArray` was a class with virtual methods that had to be overridden to change the behavior of a the virtual array. Now,`VArray` has a fixed size and has no virtual methods. Instead it contains a `VArrayImpl` that is similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly, unless a new virtual array implementation is added. To support the small object optimization for many `VArrayImpl` classes, a new `blender::Any` type is added. It is similar to `std::any` with two additional features. It has an adjustable inline buffer size and alignment. The inline buffer size of `std::any` can't be relied on and is usually too small for our use case here. Furthermore, `blender::Any` can store additional user-defined type information without increasing the stack size. Differential Revision: https://developer.blender.org/D12986
2021-11-13Cleanup: spelling in comments, comment block formattingCampbell Barton
2021-11-11Fix: Prevent use of uninitialized memory when creating Bezier splineMartijn Versteegh
When Constructing bezier splines from dna, the positions of the left/right handles were set directly in the internal vectors, by requesting a reference to them. The problem is that BezierSpline::handle_positions_left() calls ensure_auto_handles() before returning the reference. That function does some calculations on uninitialized memory if the positions array is not yet filled. Differential Revision: https://developer.blender.org/D13107
2021-10-29Geometry Nodes: do cache invalidation after writing attributesJacques Lucke
This is a better and more general fix for T92511 and T92508 than the ones that I committed before. Previously, we tagged caches dirty when first accessing attributes. This led to incorrect caches when under some circumstances. Now cache invalidation is part of `OutputAttribute.save()`. A nice side benefit of this change is that it may make things more efficient in some cases, because we don't invalidate caches when they don't have to be invalidated. Differential Revision: https://developer.blender.org/D13009
2021-09-29Geometry Nodes: Expose Bezier handle positions as an attributeHans Goudey
This commit exposes left and right bezier handles as an attribute. Interaction basically works like edit mode. If you move an aligned handle, it also moves the opposite handle of the control point. The difference is that you can't edit "Auto" or "Vector" handles, you have to first use the "Set Handle Type" node. That gives the handle types a bit more meaning in the node tree-- changing them in edit mod is more like a "UI override". The attributes are named `handle_start` and `handle_end`, which is the same name used in the curve RNA API. A new virtual array implementation is added which handles the case of splines that don't have these attributes, and it also calls two new functions on `BezierSpline` to set the handle position accounting for aligned handles. The virtual arrays and attribute providers will be refactored (probably templated) in the future, as a next step after the last built-in curve attribute provider has landed. Differential Revision: https://developer.blender.org/D12005
2021-09-21Geometry Nodes: Curve Sample NodeHans Goudey
This node allows sampling positions, tangents, and normals at any arbitrary point along a curve. The curve can include multiple splines, all are taken into account. The node does not yet support transferring generic attributes like radius, because some more general tooling will make that much more feasible and useful in different scenarios. This is a field node, so it is evaluated in the context of a data-flow node like "Set Position". One nice thing about that is it can easily be used to move an entire geometry like the follow path constraint. The point along the curve is chosen either with a factor of the total length of the curve, or a length into the curve, the same choice used in the curve trim node. Differential Revision: https://developer.blender.org/D12565
2021-09-15Splines: Add a method for reversing a SplineJohnny Matthews
This moved the spline reversing logic out of the Curve Reverse geometry node and into the spline class. This allows a spline to reverse itself with a call to `my_spline.reverse()` The base class will reverse position, radii & tilt, while specialized versions are created for Bezier and Nurbs splines to reverse the additional data that these classes encapsulate. Differential Revision: https://developer.blender.org/D12501
2021-08-02Cleanup: Make spline settings copy function publicHans Goudey
It will be useful in the spline type conversion node. Theoretically it could become protected again if that conversion moves out of a node, which might be a nice improvement after an initial version.
2021-07-23Cleanup: Add function to check a curve's spline typesHans Goudey
The need for this has come up a few times.
2021-07-23Fix: "Bake" automatically calculated handles in set handle nodeHans Goudey
Because these handles are calculated lazily, we need to make sure they are calculated before switching to a manually positioned mode. I doubt it would ever be necessary, but theoretically this could happen on a per-point level, to avoid calculating handles not in the selection.
2021-07-14Bezier Spline: Add a more generalized insertion utilityHans Goudey
This logic is from the curve sundivide node, used to add points with proper handles in between two existing points. However, the same logic is used for trimming of Bezier splines, and possibly interactive point insertion in the future, so it's helpful as a general utility. The logic is converted to depend on a bezier spline instead of being static. A temporary segment spline can be used for the latter use case.
2021-06-28Cleanup: Add function to create a CurveEval from a nurbs listHans Goudey
Sometimes the current spline list isn't part of the original curve, like when using the deformed control points, etc. This will be helpful in the curve modifier stack.
2021-06-24Cleanup: compiler warnings with clangBrecht Van Lommel
* Mark either all or no class methods with override * Don't use zero sized array since it has a different size in C and C++. Using a little more memory here is not significant. * Don't use deprecated mechanism to mark private GSet members in clang just like we don't for MSVC, it warns even for simple zero initialization.
2021-06-22Cleanup: Refactor spline copying functionsHans Goudey
Make the virtual functions protected and simpler, so that the logic is better contained in the base class's implementation. Also introduce a `copy_without_attributes` method to be used for realizing instances.
2021-06-22Cleanup: Rename variables, use shorter namesHans Goudey
`src` and `dst` are perfectly clear, and avoid repeating unecessary characters when writing the variables many times, allowing more space for everything else.
2021-06-21Cleanup: Rename spline interpolation functionsHans Goudey
The names were slightly longer than they needed to be clear, and when they are shorter they tend to fit on one line better.
2021-06-20Fix T89302: Broken normals after mesh to curve nodeHans Goudey
The normals were broken because the normal calculation mode wasn't set. This patch adds a default normal mode so all code creating a spline does not necessarily have to set it manually. In the future there should be a way to change this value in the node tree.
2021-06-16Cleanup: Expose function publicly, renameHans Goudey
There is no particular reason these two functions shouldn't be used outside of the bezier spline implementation since they don't do anything particularly controversial.
2021-06-16Splines: Add resize method to CurveEvalHans Goudey
This helps when adding splines to a new curve in parallel.
2021-06-09Splines: Add API functions for interpolating dataHans Goudey
First, expand on the interpolation to evaluated points with a templated helper function, and a function that takes a GSPan. Next, add a set of functions to `Spline` for interpolating at arbitrary intervals between the evaluated points. The code for doing that isn't that complicated anyway, but it's nice to avoid repeating, and it might make it easier to unroll the special cases for the first and last points if we require the index factors to be sorted.
2021-06-02Splines: Function to copy spline settings without dataHans Goudey
Often you need to copy a spline to do an operation, but don't want to manually copy over all of the settings. I've already forgotten to do it once anyway. These functions copy a spline's "settings" into a new spline, but not the data. I tried to avoid duplicating any copying so this is easier to extend in the future. Differential Revision: https://developer.blender.org/D11463
2021-05-27Fix build error: Make CurveEval a structHans Goudey
We need a pointer to this in DNA, which means it cannot be a class.
2021-05-27Cleanup: Use consistent variable namesHans Goudey
2021-05-19Geometry Nodes: Support for dynamic attributes on curve splinesHans Goudey
With this patch you will be able to add and remove attributes from curve data inside of geometry nodes. The following is currently implemented: * Adding attributes with any data type to splines or spline points. * Support for working with multiple splines at the same time. * Interaction with the three builtin point attributes. * Resampling attributes in the resample node. The following is not implemented in this patch: * Joining attributes when joining splines with the join geometry node. * Domain interpolation between spline and point domains. * More efficient ways to call attribute operations once per spline. Differential Revision: https://developer.blender.org/D11251
2021-05-19Cleanup: Use copy constructor for CurveEvalHans Goudey
There is no need for a special "copy" method with a copy constructor, which will be necessary to explicitly copy attributes anyway.
2021-05-16Splines: Convenience methods for point offsets of multiple splinesHans Goudey
Since spline data is stored separately for each spline, the data often needs to be flattened into a separate array. It's helpful to have the necessarily-sequential part of that split off into a separate method. I've found myself using functions like these in quite a few places.
2021-05-15Cleanup: Update / improve commentsHans Goudey
2021-05-12Cleanup: Simplify public/private specifiersHans Goudey
By rearranging a few variables we can remove redundant specifiers
2021-05-12Cleanup: Splines: Add accessors to spline vectorHans Goudey
Not allowing external direct access to the vector of splines in the curve will help for things like reallocating custom data when a spline is added or removed.
2021-05-12Geometry Nodes Curves: Expose first builtin point attributesHans Goudey
This commit exposes the first spline control point attributes. The implementation incorporates the attributes into the virtual array system, providing efficient methods to flatten the data into a contiguous array and to apply changes from a flattened array. This is only part of the eventual goal, which includes changes to run attribute nodes separately for each spline to completely avoid copying. So far `tilt` and `radius`, the two generic attributes common to all spline types, are implemented. The more complex `position` attribute is also added. It requires some special handling for Bezier splines, where the control point handles need to be moved along with the control points. To make that work I also added automatic handle recalculation to the Bezier spline. Differential Revision: https://developer.blender.org/D11187
2021-05-11Cleanup: Reorder class variable declarationsHans Goudey
The order was arbitrary, and rearranging the declarations makes the class look less messy, and makes room for future comments.
2021-05-10Fix warning on Apple Clang, missing override specifierSeverin
Was giving a warning: ``` BKE_spline.hh:293:35: warning: 'interpolate_to_evaluated_points' overrides a member function but is not marked 'override' [-Winconsistent-missing-override] ```
2021-05-07Geometry Noes: Curve Resample NodeHans Goudey
This node generates a naturally parametarized (even length edge) poly spline version of every spline in the input. There are two modes, "Count", and "Length". These are similar to the same options for the line primitive node in end points mode. I implemented this instead of a "Sample Points" node, because for this operation it's trivial to keep the result as a curve, which is nice since it increases flexibility, and because it can make instancing simpler, i.e. using the transforms of each evaluated point rather than requiring the construction of a "rotation" attribute. Differential Revision: https://developer.blender.org/D11173
2021-05-04Fix: Incorrect type used for geometry nodes poly splinesHans Goudey
2021-05-03Geometry Nodes: Initial basic curve data supportHans Goudey
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