/* * 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->transforms_ = transforms_; new_component->instanced_data_ = instanced_data_; return new_component; } void InstancesComponent::clear() { instanced_data_.clear(); transforms_.clear(); } void InstancesComponent::add_instance(Object *object, float4x4 transform, const int id) { InstancedData data; data.type = INSTANCE_DATA_TYPE_OBJECT; data.data.object = object; this->add_instance(data, transform, id); } void InstancesComponent::add_instance(Collection *collection, float4x4 transform, const int id) { InstancedData data; data.type = INSTANCE_DATA_TYPE_COLLECTION; data.data.collection = collection; this->add_instance(data, transform, id); } void InstancesComponent::add_instance(InstancedData data, float4x4 transform, const int id) { instanced_data_.append(data); transforms_.append(transform); ids_.append(id); } Span InstancesComponent::instanced_data() const { return instanced_data_; } Span InstancesComponent::transforms() const { return transforms_; } Span InstancesComponent::ids() const { return ids_; } MutableSpan InstancesComponent::transforms() { return transforms_; } int InstancesComponent::instances_amount() const { const int size = instanced_data_.size(); BLI_assert(transforms_.size() == size); return size; } bool InstancesComponent::is_empty() const { return transforms_.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() != ids_.size()) { almost_unique_ids_ = generate_unique_instance_ids(ids_); } return almost_unique_ids_; } /** \} */