/* * 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. */ #include #include "BLI_float4x4.hh" #include "BLI_map.hh" #include "BLI_rand.hh" #include "BLI_set.hh" #include "BLI_span.hh" #include "BLI_task.hh" #include "BLI_vector.hh" #include "DNA_collection_types.h" #include "BKE_geometry_set.hh" #include "BKE_geometry_set_instances.hh" #include "attribute_access_intern.hh" using blender::float4x4; using blender::Map; using blender::MutableSpan; using blender::Set; using blender::Span; using blender::VectorSet; /* -------------------------------------------------------------------- */ /** \name Geometry Component Implementation * \{ */ InstancesComponent::InstancesComponent() : GeometryComponent(GEO_COMPONENT_TYPE_INSTANCES) { } GeometryComponent *InstancesComponent::copy() const { InstancesComponent *new_component = new InstancesComponent(); new_component->instance_reference_handles_ = instance_reference_handles_; new_component->instance_transforms_ = instance_transforms_; new_component->instance_ids_ = instance_ids_; new_component->references_ = references_; return new_component; } void InstancesComponent::reserve(int min_capacity) { instance_reference_handles_.reserve(min_capacity); instance_transforms_.reserve(min_capacity); if (!instance_ids_.is_empty()) { this->instance_ids_ensure(); } } /** * Resize the transform, handles, and ID vectors to the specified capacity. * * \note This function should be used carefully, only when it's guaranteed * that the data will be filled. */ void InstancesComponent::resize(int capacity) { instance_reference_handles_.resize(capacity); instance_transforms_.resize(capacity); if (!instance_ids_.is_empty()) { this->instance_ids_ensure(); } } void InstancesComponent::clear() { instance_reference_handles_.clear(); instance_transforms_.clear(); instance_ids_.clear(); references_.clear(); } void InstancesComponent::add_instance(const int instance_handle, const float4x4 &transform) { BLI_assert(instance_handle >= 0); BLI_assert(instance_handle < references_.size()); instance_reference_handles_.append(instance_handle); instance_transforms_.append(transform); if (!instance_ids_.is_empty()) { this->instance_ids_ensure(); } } blender::Span InstancesComponent::instance_reference_handles() const { return instance_reference_handles_; } blender::MutableSpan InstancesComponent::instance_reference_handles() { return instance_reference_handles_; } blender::MutableSpan InstancesComponent::instance_transforms() { return instance_transforms_; } blender::Span InstancesComponent::instance_transforms() const { return instance_transforms_; } blender::MutableSpan InstancesComponent::instance_ids() { return instance_ids_; } blender::Span InstancesComponent::instance_ids() const { return instance_ids_; } /** * Make sure the ID storage size matches the number of instances. By directly resizing the * component's vectors internally, it is possible to be in a situation where the IDs are not * empty but they do not have the correct size; this function resolves that. */ blender::MutableSpan InstancesComponent::instance_ids_ensure() { instance_ids_.append_n_times(0, this->instances_amount() - instance_ids_.size()); return instance_ids_; } void InstancesComponent::instance_ids_clear() { instance_ids_.clear_and_make_inline(); } /** * With write access to the instances component, the data in the instanced geometry sets can be * changed. This is a function on the component rather than each reference to ensure `const` * correctness for that reason. */ GeometrySet &InstancesComponent::geometry_set_from_reference(const int reference_index) { /* If this assert fails, it means #ensure_geometry_instances must be called first or that the * reference can't be converted to a geometry set. */ BLI_assert(references_[reference_index].type() == InstanceReference::Type::GeometrySet); /* The const cast is okay because the instance's hash in the set * is not changed by adjusting the data inside the geometry set. */ return const_cast(references_[reference_index].geometry_set()); } /** * Returns a handle for the given reference. * If the reference exists already, the handle of the existing reference is returned. * Otherwise a new handle is added. */ int InstancesComponent::add_reference(const InstanceReference &reference) { return references_.index_of_or_add_as(reference); } blender::Span InstancesComponent::references() const { return references_; } void InstancesComponent::remove_unused_references() { using namespace blender; using namespace blender::bke; const int tot_instances = this->instances_amount(); const int tot_references_before = references_.size(); if (tot_instances == 0) { /* If there are no instances, no reference is needed. */ references_.clear(); return; } if (tot_references_before == 1) { /* There is only one reference and at least one instance. So the only existing reference is * used. Nothing to do here. */ return; } Array usage_by_handle(tot_references_before, false); std::mutex mutex; /* Loop over all instances to see which references are used. */ threading::parallel_for(IndexRange(tot_instances), 1000, [&](IndexRange range) { /* Use local counter to avoid lock contention. */ Array local_usage_by_handle(tot_references_before, false); for (const int i : range) { const int handle = instance_reference_handles_[i]; BLI_assert(handle >= 0 && handle < tot_references_before); local_usage_by_handle[handle] = true; } std::lock_guard lock{mutex}; for (const int i : IndexRange(tot_references_before)) { usage_by_handle[i] |= local_usage_by_handle[i]; } }); if (!usage_by_handle.as_span().contains(false)) { /* All references are used. */ return; } /* Create new references and a mapping for the handles. */ Vector handle_mapping; VectorSet new_references; int next_new_handle = 0; bool handles_have_to_be_updated = false; for (const int old_handle : IndexRange(tot_references_before)) { if (!usage_by_handle[old_handle]) { /* Add some dummy value. It won't be read again. */ handle_mapping.append(-1); } else { const InstanceReference &reference = references_[old_handle]; handle_mapping.append(next_new_handle); new_references.add_new(reference); if (old_handle != next_new_handle) { handles_have_to_be_updated = true; } next_new_handle++; } } references_ = new_references; if (!handles_have_to_be_updated) { /* All remaining handles are the same as before, so they don't have to be updated. This happens * when unused handles are only at the end. */ return; } /* Update handles of instances. */ threading::parallel_for(IndexRange(tot_instances), 1000, [&](IndexRange range) { for (const int i : range) { instance_reference_handles_[i] = handle_mapping[instance_reference_handles_[i]]; } }); } int InstancesComponent::instances_amount() const { return instance_transforms_.size(); } int InstancesComponent::references_amount() const { return references_.size(); } bool InstancesComponent::is_empty() const { return this->instance_reference_handles_.size() == 0; } bool InstancesComponent::owns_direct_data() const { for (const InstanceReference &reference : references_) { if (!reference.owns_direct_data()) { return false; } } return true; } void InstancesComponent::ensure_owns_direct_data() { BLI_assert(this->is_mutable()); for (const InstanceReference &const_reference : references_) { /* Const cast is fine because we are not changing anything that would change the hash of the * reference. */ InstanceReference &reference = const_cast(const_reference); reference.ensure_owns_direct_data(); } } static blender::Array generate_unique_instance_ids(Span original_ids) { using namespace blender; Array unique_ids(original_ids.size()); Set used_unique_ids; used_unique_ids.reserve(original_ids.size()); Vector instances_with_id_collision; for (const int instance_index : original_ids.index_range()) { const int original_id = original_ids[instance_index]; if (used_unique_ids.add(original_id)) { /* The original id has not been used by another instance yet. */ unique_ids[instance_index] = original_id; } else { /* The original id of this instance collided with a previous instance, it needs to be looked * at again in a second pass. Don't generate a new random id here, because this might collide * with other existing ids. */ instances_with_id_collision.append(instance_index); } } Map generator_by_original_id; for (const int instance_index : instances_with_id_collision) { const int original_id = original_ids[instance_index]; RandomNumberGenerator &rng = generator_by_original_id.lookup_or_add_cb(original_id, [&]() { RandomNumberGenerator rng; rng.seed_random(original_id); return rng; }); const int max_iteration = 100; for (int iteration = 0;; iteration++) { /* Try generating random numbers until an unused one has been found. */ const int random_id = rng.get_int32(); if (used_unique_ids.add(random_id)) { /* This random id is not used by another instance. */ unique_ids[instance_index] = random_id; break; } if (iteration == max_iteration) { /* It seems to be very unlikely that we ever run into this case (assuming there are less * than 2^30 instances). However, if that happens, it's better to use an id that is not * unique than to be stuck in an infinite loop. */ unique_ids[instance_index] = original_id; break; } } } return unique_ids; } blender::Span InstancesComponent::almost_unique_ids() const { std::lock_guard lock(almost_unique_ids_mutex_); if (instance_ids().is_empty()) { almost_unique_ids_.reinitialize(this->instances_amount()); for (const int i : almost_unique_ids_.index_range()) { almost_unique_ids_[i] = i; } } else { if (almost_unique_ids_.size() != instance_ids_.size()) { almost_unique_ids_ = generate_unique_instance_ids(instance_ids_); } } return almost_unique_ids_; } int InstancesComponent::attribute_domain_size(const AttributeDomain domain) const { if (domain != ATTR_DOMAIN_POINT) { return 0; } return this->instances_amount(); } namespace blender::bke { static float3 get_transform_position(const float4x4 &transform) { return transform.translation(); } static void set_transform_position(float4x4 &transform, const float3 position) { copy_v3_v3(transform.values[3], position); } class InstancePositionAttributeProvider final : public BuiltinAttributeProvider { public: InstancePositionAttributeProvider() : BuiltinAttributeProvider( "position", ATTR_DOMAIN_POINT, CD_PROP_FLOAT3, NonCreatable, Writable, NonDeletable) { } GVArray try_get_for_read(const GeometryComponent &component) const final { const InstancesComponent &instances_component = static_cast( component); Span transforms = instances_component.instance_transforms(); return VArray::ForDerivedSpan(transforms); } WriteAttributeLookup try_get_for_write(GeometryComponent &component) const final { InstancesComponent &instances_component = static_cast(component); MutableSpan transforms = instances_component.instance_transforms(); return {VMutableArray::ForDerivedSpan(transforms), domain_}; } bool try_delete(GeometryComponent &UNUSED(component)) const final { return false; } bool try_create(GeometryComponent &UNUSED(component), const AttributeInit &UNUSED(initializer)) const final { return false; } bool exists(const GeometryComponent &UNUSED(component)) const final { return true; } }; class InstanceIDAttributeProvider final : public BuiltinAttributeProvider { public: InstanceIDAttributeProvider() : BuiltinAttributeProvider( "id", ATTR_DOMAIN_POINT, CD_PROP_INT32, Creatable, Writable, Deletable) { } GVArray try_get_for_read(const GeometryComponent &component) const final { const InstancesComponent &instances = static_cast(component); if (instances.instance_ids().is_empty()) { return {}; } return VArray::ForSpan(instances.instance_ids()); } WriteAttributeLookup try_get_for_write(GeometryComponent &component) const final { InstancesComponent &instances = static_cast(component); if (instances.instance_ids().is_empty()) { return {}; } return {VMutableArray::ForSpan(instances.instance_ids()), domain_}; } bool try_delete(GeometryComponent &component) const final { InstancesComponent &instances = static_cast(component); if (instances.instance_ids().is_empty()) { return false; } instances.instance_ids_clear(); return true; } bool try_create(GeometryComponent &component, const AttributeInit &initializer) const final { InstancesComponent &instances = static_cast(component); if (instances.instances_amount() == 0) { return false; } MutableSpan ids = instances.instance_ids_ensure(); switch (initializer.type) { case AttributeInit::Type::Default: { ids.fill(0); break; } case AttributeInit::Type::VArray: { const GVArray &varray = static_cast(initializer).varray; varray.materialize_to_uninitialized(varray.index_range(), ids.data()); break; } case AttributeInit::Type::MoveArray: { void *source_data = static_cast(initializer).data; ids.copy_from({static_cast(source_data), instances.instances_amount()}); MEM_freeN(source_data); break; } } return true; } bool exists(const GeometryComponent &component) const final { const InstancesComponent &instances = static_cast(component); return !instances.instance_ids().is_empty(); } }; static ComponentAttributeProviders create_attribute_providers_for_instances() { static InstancePositionAttributeProvider position; static InstanceIDAttributeProvider id; return ComponentAttributeProviders({&position, &id}, {}); } } // namespace blender::bke const blender::bke::ComponentAttributeProviders *InstancesComponent::get_attribute_providers() const { static blender::bke::ComponentAttributeProviders providers = blender::bke::create_attribute_providers_for_instances(); return &providers; } /** \} */