/* * 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 /** \file * \ingroup bke */ #include #include #include "BLI_float3.hh" #include "BLI_float4x4.hh" #include "BLI_hash.hh" #include "BLI_map.hh" #include "BLI_set.hh" #include "BLI_user_counter.hh" #include "BLI_vector_set.hh" #include "BKE_attribute_access.hh" #include "BKE_geometry_set.h" struct Collection; struct Mesh; struct Object; struct PointCloud; struct Volume; struct Curve; struct CurveEval; enum class GeometryOwnershipType { /* The geometry is owned. This implies that it can be changed. */ Owned = 0, /* The geometry can be changed, but someone else is responsible for freeing it. */ Editable = 1, /* The geometry cannot be changed and someone else is responsible for freeing it. */ ReadOnly = 2, }; namespace blender::bke { class ComponentAttributeProviders; } class GeometryComponent; /** * This is the base class for specialized geometry component types. */ class GeometryComponent { private: /* The reference count has two purposes. When it becomes zero, the component is freed. When it is * larger than one, the component becomes immutable. */ mutable std::atomic users_ = 1; GeometryComponentType type_; public: GeometryComponent(GeometryComponentType type); virtual ~GeometryComponent() = default; static GeometryComponent *create(GeometryComponentType component_type); /* The returned component should be of the same type as the type this is called on. */ virtual GeometryComponent *copy() const = 0; /* Direct data is everything except for instances of objects/collections. * If this returns true, the geometry set can be cached and is still valid after e.g. modifier * evaluation ends. Instances can only be valid as long as the data they instance is valid. */ virtual bool owns_direct_data() const = 0; virtual void ensure_owns_direct_data() = 0; void user_add() const; void user_remove() const; bool is_mutable() const; GeometryComponentType type() const; /* Return true when any attribute with this name exists, including built in attributes. */ bool attribute_exists(const blender::StringRef attribute_name) const; /* Return the data type and domain of an attribute with the given name if it exists. */ std::optional attribute_get_meta_data( const blender::StringRef attribute_name) const; /* Returns true when the geometry component supports this attribute domain. */ bool attribute_domain_supported(const AttributeDomain domain) const; /* Can only be used with supported domain types. */ virtual int attribute_domain_size(const AttributeDomain domain) const; bool attribute_is_builtin(const blender::StringRef attribute_name) const; /* Get read-only access to the highest priority attribute with the given name. * Returns null if the attribute does not exist. */ blender::bke::ReadAttributeLookup attribute_try_get_for_read( const blender::StringRef attribute_name) const; /* Get read and write access to the highest priority attribute with the given name. * Returns null if the attribute does not exist. */ blender::bke::WriteAttributeLookup attribute_try_get_for_write( const blender::StringRef attribute_name); /* Get a read-only attribute for the domain based on the given attribute. This can be used to * interpolate from one domain to another. * Returns null if the interpolation is not implemented. */ virtual std::unique_ptr attribute_try_adapt_domain( std::unique_ptr varray, const AttributeDomain from_domain, const AttributeDomain to_domain) const; /* Returns true when the attribute has been deleted. */ bool attribute_try_delete(const blender::StringRef attribute_name); /* Returns true when the attribute has been created. */ bool attribute_try_create(const blender::StringRef attribute_name, const AttributeDomain domain, const CustomDataType data_type, const AttributeInit &initializer); /* Try to create the builtin attribute with the given name. No data type or domain has to be * provided, because those are fixed for builtin attributes. */ bool attribute_try_create_builtin(const blender::StringRef attribute_name, const AttributeInit &initializer); blender::Set attribute_names() const; bool attribute_foreach(const AttributeForeachCallback callback) const; virtual bool is_empty() const; /* Get a virtual array to read the data of an attribute on the given domain and data type. * Returns null when the attribute does not exist or cannot be converted to the requested domain * and data type. */ std::unique_ptr attribute_try_get_for_read( const blender::StringRef attribute_name, const AttributeDomain domain, const CustomDataType data_type) const; /* Get a virtual array to read the data of an attribute on the given domain. The data type is * left unchanged. Returns null when the attribute does not exist or cannot be adapted to the * requested domain. */ std::unique_ptr attribute_try_get_for_read( const blender::StringRef attribute_name, const AttributeDomain domain) const; /* Get a virtual array to read data of an attribute with the given data type. The domain is * left unchanged. Returns null when the attribute does not exist or cannot be converted to the * requested data type. */ blender::bke::ReadAttributeLookup attribute_try_get_for_read( const blender::StringRef attribute_name, const CustomDataType data_type) const; /* Get a virtual array to read the data of an attribute. If that is not possible, the returned * virtual array will contain a default value. This never returns null. */ std::unique_ptr attribute_get_for_read( const blender::StringRef attribute_name, const AttributeDomain domain, const CustomDataType data_type, const void *default_value = nullptr) const; /* Should be used instead of the method above when the requested data type is known at compile * time for better type safety. */ template blender::fn::GVArray_Typed attribute_get_for_read(const blender::StringRef attribute_name, const AttributeDomain domain, 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); std::unique_ptr varray = this->attribute_get_for_read( attribute_name, domain, type, &default_value); return blender::fn::GVArray_Typed(std::move(varray)); } /** * Returns an "output attribute", which is essentially a mutable virtual array with some commonly * used convince features. The returned output attribute might be empty if requested attribute * cannot exist on the geometry. * * The included convenience features are: * - Implicit type conversion when writing to builtin attributes. * - If the attribute name exists already, but has a different type/domain, a temporary attribute * is created that will overwrite the existing attribute in the end. */ blender::bke::OutputAttribute attribute_try_get_for_output( const blender::StringRef attribute_name, const AttributeDomain domain, const CustomDataType data_type, const void *default_value = nullptr); /* Same as attribute_try_get_for_output, but should be used when the original values in the * attributes are not read, i.e. the attribute is used only for output. Since values are not read * from this attribute, no default value is necessary. */ blender::bke::OutputAttribute attribute_try_get_for_output_only( const blender::StringRef attribute_name, const AttributeDomain domain, const CustomDataType data_type); /* Statically typed method corresponding to the equally named generic one. */ template blender::bke::OutputAttribute_Typed attribute_try_get_for_output( const blender::StringRef attribute_name, const AttributeDomain domain, const T default_value) { const blender::fn::CPPType &cpp_type = blender::fn::CPPType::get(); const CustomDataType data_type = blender::bke::cpp_type_to_custom_data_type(cpp_type); return this->attribute_try_get_for_output(attribute_name, domain, data_type, &default_value); } /* Statically typed method corresponding to the equally named generic one. */ template blender::bke::OutputAttribute_Typed attribute_try_get_for_output_only( const blender::StringRef attribute_name, const AttributeDomain domain) { const blender::fn::CPPType &cpp_type = blender::fn::CPPType::get(); const CustomDataType data_type = blender::bke::cpp_type_to_custom_data_type(cpp_type); return this->attribute_try_get_for_output_only(attribute_name, domain, data_type); } private: virtual const blender::bke::ComponentAttributeProviders *get_attribute_providers() const; }; template inline constexpr bool is_geometry_component_v = std::is_base_of_v; /** * A geometry set contains zero or more geometry components. There is at most one component of each * type. Individual components might be shared between multiple geometries. Shared components are * copied automatically when write access is requested. * * Copying a geometry set is a relatively cheap operation, because it does not copy the referenced * geometry components. */ struct GeometrySet { private: using GeometryComponentPtr = blender::UserCounter; blender::Map components_; public: GeometryComponent &get_component_for_write(GeometryComponentType component_type); template Component &get_component_for_write() { BLI_STATIC_ASSERT(is_geometry_component_v, ""); return static_cast(this->get_component_for_write(Component::static_type)); } const GeometryComponent *get_component_for_read(GeometryComponentType component_type) const; template const Component *get_component_for_read() const { BLI_STATIC_ASSERT(is_geometry_component_v, ""); return static_cast(get_component_for_read(Component::static_type)); } bool has(const GeometryComponentType component_type) const; template bool has() const { BLI_STATIC_ASSERT(is_geometry_component_v, ""); return this->has(Component::static_type); } void remove(const GeometryComponentType component_type); template void remove() { BLI_STATIC_ASSERT(is_geometry_component_v, ""); return this->remove(Component::static_type); } void add(const GeometryComponent &component); blender::Vector get_components_for_read() const; void compute_boundbox_without_instances(blender::float3 *r_min, blender::float3 *r_max) const; friend std::ostream &operator<<(std::ostream &stream, const GeometrySet &geometry_set); friend bool operator==(const GeometrySet &a, const GeometrySet &b); uint64_t hash() const; void clear(); void ensure_owns_direct_data(); /* Utility methods for creation. */ static GeometrySet create_with_mesh( Mesh *mesh, GeometryOwnershipType ownership = GeometryOwnershipType::Owned); static GeometrySet create_with_pointcloud( PointCloud *pointcloud, GeometryOwnershipType ownership = GeometryOwnershipType::Owned); static GeometrySet create_with_curve( CurveEval *curve, GeometryOwnershipType ownership = GeometryOwnershipType::Owned); /* Utility methods for access. */ bool has_mesh() const; bool has_pointcloud() const; bool has_instances() const; bool has_volume() const; bool has_curve() const; const Mesh *get_mesh_for_read() const; const PointCloud *get_pointcloud_for_read() const; const Volume *get_volume_for_read() const; const CurveEval *get_curve_for_read() const; Mesh *get_mesh_for_write(); PointCloud *get_pointcloud_for_write(); Volume *get_volume_for_write(); CurveEval *get_curve_for_write(); /* Utility methods for replacement. */ void replace_mesh(Mesh *mesh, GeometryOwnershipType ownership = GeometryOwnershipType::Owned); void replace_pointcloud(PointCloud *pointcloud, GeometryOwnershipType ownership = GeometryOwnershipType::Owned); void replace_volume(Volume *volume, GeometryOwnershipType ownership = GeometryOwnershipType::Owned); void replace_curve(CurveEval *curve, GeometryOwnershipType ownership = GeometryOwnershipType::Owned); }; /** A geometry component that can store a mesh. */ class MeshComponent : public GeometryComponent { private: Mesh *mesh_ = nullptr; GeometryOwnershipType ownership_ = GeometryOwnershipType::Owned; /* Due to historical design choices, vertex group data is stored in the mesh, but the vertex * group names are stored on an object. Since we don't have an object here, we copy over the * names into this map. */ blender::Map vertex_group_names_; public: MeshComponent(); ~MeshComponent(); GeometryComponent *copy() const override; void clear(); bool has_mesh() const; void replace(Mesh *mesh, GeometryOwnershipType ownership = GeometryOwnershipType::Owned); void replace_mesh_but_keep_vertex_group_names( Mesh *mesh, GeometryOwnershipType ownership = GeometryOwnershipType::Owned); Mesh *release(); void copy_vertex_group_names_from_object(const struct Object &object); const blender::Map &vertex_group_names() const; blender::Map &vertex_group_names(); const Mesh *get_for_read() const; Mesh *get_for_write(); int attribute_domain_size(const AttributeDomain domain) const final; std::unique_ptr attribute_try_adapt_domain( std::unique_ptr varray, const AttributeDomain from_domain, const AttributeDomain to_domain) const final; bool is_empty() const final; bool owns_direct_data() const override; void ensure_owns_direct_data() override; static constexpr inline GeometryComponentType static_type = GEO_COMPONENT_TYPE_MESH; private: const blender::bke::ComponentAttributeProviders *get_attribute_providers() const final; }; /** A geometry component that stores a point cloud. */ class PointCloudComponent : public GeometryComponent { private: PointCloud *pointcloud_ = nullptr; GeometryOwnershipType ownership_ = GeometryOwnershipType::Owned; public: PointCloudComponent(); ~PointCloudComponent(); GeometryComponent *copy() const override; void clear(); bool has_pointcloud() const; void replace(PointCloud *pointcloud, GeometryOwnershipType ownership = GeometryOwnershipType::Owned); PointCloud *release(); const PointCloud *get_for_read() const; PointCloud *get_for_write(); int attribute_domain_size(const AttributeDomain domain) const final; bool is_empty() const final; bool owns_direct_data() const override; void ensure_owns_direct_data() override; static constexpr inline GeometryComponentType static_type = GEO_COMPONENT_TYPE_POINT_CLOUD; private: const blender::bke::ComponentAttributeProviders *get_attribute_providers() const final; }; /** A geometry component that stores curve data, in other words, a group of splines. */ class CurveComponent : public GeometryComponent { private: CurveEval *curve_ = nullptr; GeometryOwnershipType ownership_ = GeometryOwnershipType::Owned; /** * Curve data necessary to hold the draw cache for rendering, consistent over multiple redraws. * This is necessary because Blender assumes that objects evaluate to an object data type, and * we use #CurveEval rather than #Curve here. It also allows us to mostly reuse the same * batch cache implementation. */ mutable Curve *curve_for_render_ = nullptr; mutable std::mutex curve_for_render_mutex_; public: CurveComponent(); ~CurveComponent(); GeometryComponent *copy() const override; void clear(); bool has_curve() const; void replace(CurveEval *curve, GeometryOwnershipType ownership = GeometryOwnershipType::Owned); CurveEval *release(); const CurveEval *get_for_read() const; CurveEval *get_for_write(); int attribute_domain_size(const AttributeDomain domain) const final; std::unique_ptr attribute_try_adapt_domain( std::unique_ptr varray, const AttributeDomain from_domain, const AttributeDomain to_domain) const final; bool is_empty() const final; bool owns_direct_data() const override; void ensure_owns_direct_data() override; const Curve *get_curve_for_render() const; static constexpr inline GeometryComponentType static_type = GEO_COMPONENT_TYPE_CURVE; private: const blender::bke::ComponentAttributeProviders *get_attribute_providers() const final; }; class InstanceReference { public: enum class Type { /** * An empty instance. This allows an `InstanceReference` to be default constructed without * being in an invalid state. There might also be other use cases that we haven't explored much * yet (such as changing the instance later on, and "disabling" some instances). */ None, Object, Collection, }; private: Type type_ = Type::None; /** Depending on the type this is either null, an Object or Collection pointer. */ void *data_ = nullptr; public: InstanceReference() = default; InstanceReference(Object &object) : type_(Type::Object), data_(&object) { } InstanceReference(Collection &collection) : type_(Type::Collection), data_(&collection) { } Type type() const { return type_; } Object &object() const { BLI_assert(type_ == Type::Object); return *(Object *)data_; } Collection &collection() const { BLI_assert(type_ == Type::Collection); return *(Collection *)data_; } uint64_t hash() const { return blender::get_default_hash(data_); } friend bool operator==(const InstanceReference &a, const InstanceReference &b) { return a.data_ == b.data_; } }; /** A geometry component that stores instances. */ class InstancesComponent : public GeometryComponent { private: /** * Indexed set containing information about the data that is instanced. * Actual instances store an index ("handle") into this set. */ blender::VectorSet references_; /** Index into `references_`. Determines what data is instanced. */ blender::Vector instance_reference_handles_; /** Transformation of the instances. */ blender::Vector instance_transforms_; /** * IDs of the instances. They are used for consistency over multiple frames for things like * motion blur. */ blender::Vector instance_ids_; /* These almost unique ids are generated based on `ids_`, which might not contain unique ids at * all. They are *almost* unique, because under certain very unlikely circumstances, they are not * unique. Code using these ids should not crash when they are not unique but can generally * expect them to be unique. */ mutable std::mutex almost_unique_ids_mutex_; mutable blender::Array almost_unique_ids_; public: InstancesComponent(); ~InstancesComponent() = default; GeometryComponent *copy() const override; void clear(); void reserve(int min_capacity); void resize(int capacity); int add_reference(InstanceReference reference); void add_instance(int instance_handle, const blender::float4x4 &transform, const int id = -1); blender::Span references() const; blender::Span instance_reference_handles() const; blender::MutableSpan instance_reference_handles(); blender::MutableSpan instance_transforms(); blender::Span instance_transforms() const; blender::MutableSpan instance_ids(); blender::Span instance_ids() const; int instances_amount() const; blender::Span almost_unique_ids() const; bool is_empty() const final; bool owns_direct_data() const override; void ensure_owns_direct_data() override; static constexpr inline GeometryComponentType static_type = GEO_COMPONENT_TYPE_INSTANCES; }; /** A geometry component that stores volume grids. */ class VolumeComponent : public GeometryComponent { private: Volume *volume_ = nullptr; GeometryOwnershipType ownership_ = GeometryOwnershipType::Owned; public: VolumeComponent(); ~VolumeComponent(); GeometryComponent *copy() const override; void clear(); bool has_volume() const; void replace(Volume *volume, GeometryOwnershipType ownership = GeometryOwnershipType::Owned); Volume *release(); const Volume *get_for_read() const; Volume *get_for_write(); bool owns_direct_data() const override; void ensure_owns_direct_data() override; static constexpr inline GeometryComponentType static_type = GEO_COMPONENT_TYPE_VOLUME; };