/* * 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 "BLI_float4x4.hh" #include "BLI_map.hh" #include "BLI_rand.hh" #include "BLI_set.hh" #include "BLI_span.hh" #include "BLI_vector.hh" #include "DNA_collection_types.h" #include "BKE_geometry_set.hh" using blender::float4x4; using blender::Map; using blender::MutableSpan; using blender::Set; using blender::Span; /* -------------------------------------------------------------------- */ /** \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); instance_ids_.reserve(min_capacity); } /** * 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); instance_ids_.resize(capacity); } 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, const int id) { BLI_assert(instance_handle >= 0); BLI_assert(instance_handle < references_.size()); instance_reference_handles_.append(instance_handle); instance_transforms_.append(transform); instance_ids_.append(id); } 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_; } /** * 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(InstanceReference reference) { return references_.index_of_or_add_as(reference); } blender::Span InstancesComponent::references() const { return references_; } int InstancesComponent::instances_amount() const { return instance_transforms_.size(); } bool InstancesComponent::is_empty() const { return this->instance_reference_handles_.size() == 0; } bool InstancesComponent::owns_direct_data() const { /* The object and collection instances are not direct data. Instance transforms are direct data * and are always owned. Therefore, instance components always own all their direct data. */ return true; } void InstancesComponent::ensure_owns_direct_data() { BLI_assert(this->is_mutable()); } 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 (almost_unique_ids_.size() != instance_ids_.size()) { almost_unique_ids_ = generate_unique_instance_ids(instance_ids_); } return almost_unique_ids_; } /** \} */