1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
|
/*
* 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 <mutex>
#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 intializer 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<bool(blender::StringRefNull attribute_name,
const AttributeMetaData &meta_data)>;
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<CustomDataType> data_types);
AttributeDomain attribute_domain_highest_priority(Span<AttributeDomain> 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<void(OutputAttribute &)>;
private:
GVMutableArrayPtr varray_;
AttributeDomain domain_;
SaveFn save_;
std::optional<fn::GVMutableArray_GSpan> 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<typename T> MutableSpan<T> as_span()
{
return this->as_span().typed<T>();
}
void save();
};
/**
* Same as OutputAttribute, but should be used when the data type is known at compile time.
*/
template<typename T> class OutputAttribute_Typed {
private:
OutputAttribute attribute_;
std::optional<fn::GVMutableArray_Typed<T>> optional_varray_;
VMutableArray<T> *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<T> &operator*()
{
return *varray_;
}
VMutableArray<T> *operator->()
{
return varray_;
}
VMutableArray<T> &varray()
{
return *varray_;
}
AttributeDomain domain() const
{
return attribute_.domain();
}
const CPPType &cpp_type() const
{
return CPPType::get<T>();
}
CustomDataType custom_data_type() const
{
return cpp_type_to_custom_data_type(this->cpp_type());
}
MutableSpan<T> as_span()
{
return attribute_.as_span<T>();
}
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);
void reallocate(const int size);
std::optional<blender::fn::GSpan> get_for_read(const blender::StringRef name) const;
std::optional<blender::fn::GMutableSpan> 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
|