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BKE_geometry_set_instances.hh « blenkernel « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
 * 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 "BKE_geometry_set.hh"

namespace blender::bke {

GeometrySet object_get_evaluated_geometry_set(const Object &object);

/**
 * Used to keep track of a group of instances using the same geometry data.
 */
struct GeometryInstanceGroup {
  /**
   * The geometry set instanced on each of the transforms. The components are not necessarily
   * owned here. For example, they may be owned by the instanced object. This cannot be a
   * reference because not all instanced data will necessarily have a #geometry_set_eval.
   */
  GeometrySet geometry_set;

  /**
   * As an optimization to avoid copying, the same geometry set can be associated with multiple
   * instances. Each instance is stored as a transform matrix here. Again, these must be owned
   * because they may be transformed from the original data. TODO: Validate that last statement.
   */
  Vector<float4x4> transforms;
};

void geometry_set_gather_instances(const GeometrySet &geometry_set,
                                   Vector<GeometryInstanceGroup> &r_instance_groups);

GeometrySet geometry_set_realize_instances(const GeometrySet &geometry_set);

/**
 * Add information about all the attributes on every component of the type. The resulting info
 * will contain the highest complexity data type and the highest priority domain among every
 * attribute with the given name on all of the input components.
 */
void geometry_set_gather_instances_attribute_info(
    Span<GeometryInstanceGroup> set_groups,
    Span<GeometryComponentType> component_types,
    const Set<std::string> &ignored_attributes,
    Map<AttributeIDRef, AttributeKind> &r_attributes);

}  // namespace blender::bke