/* * 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. */ #pragma once #include #include "FN_cpp_type.hh" #include "FN_generic_span.hh" #include "FN_generic_virtual_array.hh" #include "BKE_attribute.h" #include "BLI_color.hh" #include "BLI_float2.hh" #include "BLI_float3.hh" #include "BLI_function_ref.hh" /** * Contains information about an attribute in a geometry component. * More information can be added in the future. E.g. whether the attribute is builtin and how it is * stored (uv map, vertex group, ...). */ struct AttributeMetaData { AttributeDomain domain; CustomDataType data_type; constexpr friend bool operator==(AttributeMetaData a, AttributeMetaData b) { return (a.domain == b.domain) && (a.data_type == b.data_type); } }; /** * Base class for the attribute initializer types described below. */ struct AttributeInit { enum class Type { Default, VArray, MoveArray, }; Type type; AttributeInit(const Type type) : type(type) { } }; /** * Create an attribute using the default value for the data type. * The default values may depend on the attribute provider implementation. */ struct AttributeInitDefault : public AttributeInit { AttributeInitDefault() : AttributeInit(Type::Default) { } }; /** * Create an attribute by copying data from an existing virtual array. The virtual array * must have the same type as the newly created attribute. * * Note that this can be used to fill the new attribute with the default */ struct AttributeInitVArray : public AttributeInit { const blender::fn::GVArray *varray; AttributeInitVArray(const blender::fn::GVArray *varray) : AttributeInit(Type::VArray), varray(varray) { } }; /** * Create an attribute with a by passing ownership of a pre-allocated contiguous array of data. * Sometimes data is created before a geometry component is available. In that case, it's * preferable to move data directly to the created attribute to avoid a new allocation and a copy. * * Note that this will only have a benefit for attributes that are stored directly as contiguous * arrays, so not for some built-in attributes. * * The array must be allocated with MEM_*, since `attribute_try_create` will free the array if it * can't be used directly, and that is generally how Blender expects custom data to be allocated. */ struct AttributeInitMove : public AttributeInit { void *data = nullptr; AttributeInitMove(void *data) : AttributeInit(Type::MoveArray), data(data) { } }; /* Returns false when the iteration should be stopped. */ using AttributeForeachCallback = blender::FunctionRef; namespace blender::bke { using fn::CPPType; using fn::GVArray; using fn::GVArrayPtr; using fn::GVMutableArray; using fn::GVMutableArrayPtr; const CPPType *custom_data_type_to_cpp_type(const CustomDataType type); CustomDataType cpp_type_to_custom_data_type(const CPPType &type); CustomDataType attribute_data_type_highest_complexity(Span data_types); AttributeDomain attribute_domain_highest_priority(Span domains); /** * Used when looking up a "plain attribute" based on a name for reading from it. */ struct ReadAttributeLookup { /* The virtual array that is used to read from this attribute. */ GVArrayPtr varray; /* Domain the attribute lives on in the geometry. */ AttributeDomain domain; /* Convenience function to check if the attribute has been found. */ operator bool() const { return this->varray.get() != nullptr; } }; /** * Used when looking up a "plain attribute" based on a name for reading from it and writing to it. */ struct WriteAttributeLookup { /* The virtual array that is used to read from and write to the attribute. */ GVMutableArrayPtr varray; /* Domain the attributes lives on in the geometry. */ AttributeDomain domain; /* Convenience function to check if the attribute has been found. */ operator bool() const { return this->varray.get() != nullptr; } }; /** * An output attribute allows writing to an attribute (and optionally reading as well). It adds * some convenience features on top of `GVMutableArray` that are very commonly used. * * Supported convenience features: * - Implicit type conversion when writing to builtin attributes. * - Supports simple access to a span containing the attribute values (that avoids the use of * VMutableArray_Span in many cases). * - An output attribute can live side by side with an existing attribute with a different domain * or data type. The old attribute will only be overwritten when the #save function is called. */ class OutputAttribute { public: using SaveFn = std::function; private: GVMutableArrayPtr varray_; AttributeDomain domain_; SaveFn save_; std::optional optional_span_varray_; bool ignore_old_values_ = false; bool save_has_been_called_ = false; public: OutputAttribute() = default; OutputAttribute(GVMutableArrayPtr varray, AttributeDomain domain, SaveFn save, const bool ignore_old_values) : varray_(std::move(varray)), domain_(domain), save_(std::move(save)), ignore_old_values_(ignore_old_values) { } OutputAttribute(OutputAttribute &&other) = default; ~OutputAttribute(); operator bool() const { return varray_.get() != nullptr; } GVMutableArray &operator*() { return *varray_; } GVMutableArray *operator->() { return varray_.get(); } GVMutableArray &varray() { return *varray_; } AttributeDomain domain() const { return domain_; } const CPPType &cpp_type() const { return varray_->type(); } CustomDataType custom_data_type() const { return cpp_type_to_custom_data_type(this->cpp_type()); } fn::GMutableSpan as_span() { if (!optional_span_varray_.has_value()) { const bool materialize_old_values = !ignore_old_values_; optional_span_varray_.emplace(*varray_, materialize_old_values); } fn::GVMutableArray_GSpan &span_varray = *optional_span_varray_; return span_varray; } template MutableSpan as_span() { return this->as_span().typed(); } void save(); }; /** * Same as OutputAttribute, but should be used when the data type is known at compile time. */ template class OutputAttribute_Typed { private: OutputAttribute attribute_; std::optional> optional_varray_; VMutableArray *varray_ = nullptr; public: OutputAttribute_Typed(OutputAttribute attribute) : attribute_(std::move(attribute)) { if (attribute_) { optional_varray_.emplace(attribute_.varray()); varray_ = &**optional_varray_; } } operator bool() const { return varray_ != nullptr; } VMutableArray &operator*() { return *varray_; } VMutableArray *operator->() { return varray_; } VMutableArray &varray() { return *varray_; } AttributeDomain domain() const { return attribute_.domain(); } const CPPType &cpp_type() const { return CPPType::get(); } CustomDataType custom_data_type() const { return cpp_type_to_custom_data_type(this->cpp_type()); } MutableSpan as_span() { return attribute_.as_span(); } void save() { attribute_.save(); } }; /** * A basic container around DNA CustomData so that its users * don't have to implement special copy and move constructors. */ class CustomDataAttributes { /** * #CustomData needs a size to be freed, and unfortunately it isn't stored in the struct * itself, so keep track of the size here so this class can implement its own destructor. * If the implementation of the attribute storage changes, this could be removed. */ int size_; public: CustomData data; CustomDataAttributes(); ~CustomDataAttributes(); CustomDataAttributes(const CustomDataAttributes &other); CustomDataAttributes(CustomDataAttributes &&other); CustomDataAttributes &operator=(const CustomDataAttributes &other); void reallocate(const int size); std::optional get_for_read(const blender::StringRef name) const; blender::fn::GVArrayPtr get_for_read(const StringRef name, const CustomDataType data_type, const void *default_value) const; template blender::fn::GVArray_Typed get_for_read(const blender::StringRef name, const T &default_value) const { const blender::fn::CPPType &cpp_type = blender::fn::CPPType::get(); const CustomDataType type = blender::bke::cpp_type_to_custom_data_type(cpp_type); GVArrayPtr varray = this->get_for_read(name, type, &default_value); return blender::fn::GVArray_Typed(std::move(varray)); } std::optional get_for_write(const blender::StringRef name); bool create(const blender::StringRef name, const CustomDataType data_type); bool create_by_move(const blender::StringRef name, const CustomDataType data_type, void *buffer); bool remove(const blender::StringRef name); bool foreach_attribute(const AttributeForeachCallback callback, const AttributeDomain domain) const; }; } // namespace blender::bke