Welcome to mirror list, hosted at ThFree Co, Russian Federation.

geometry_component_instances.cc « intern « blenkernel « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 9479d012cb87c9648dbc5d0d0db7ad56b2f28557 (plain)
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
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
/*
 * 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"
#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);
  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<int> InstancesComponent::instance_reference_handles() const
{
  return instance_reference_handles_;
}

blender::MutableSpan<int> InstancesComponent::instance_reference_handles()
{
  return instance_reference_handles_;
}

blender::MutableSpan<blender::float4x4> InstancesComponent::instance_transforms()
{
  return instance_transforms_;
}
blender::Span<blender::float4x4> InstancesComponent::instance_transforms() const
{
  return instance_transforms_;
}

blender::MutableSpan<int> InstancesComponent::instance_ids()
{
  return instance_ids_;
}
blender::Span<int> InstancesComponent::instance_ids() const
{
  return instance_ids_;
}

/**
 * If references have a collection or object type, convert them into geometry instances. This
 * will join geometry components from nested instances if necessary. After that, the geometry
 * sets can be edited.
 */
void InstancesComponent::ensure_geometry_instances()
{
  VectorSet<InstanceReference> new_references;
  new_references.reserve(references_.size());
  for (const InstanceReference &reference : references_) {
    if (reference.type() == InstanceReference::Type::Object) {
      GeometrySet geometry_set;
      InstancesComponent &instances = geometry_set.get_component_for_write<InstancesComponent>();
      const int handle = instances.add_reference(reference.object());
      instances.add_instance(handle, float4x4::identity());
      new_references.add_new(geometry_set);
    }
    else if (reference.type() == InstanceReference::Type::Collection) {
      GeometrySet geometry_set;
      InstancesComponent &instances = geometry_set.get_component_for_write<InstancesComponent>();
      const int handle = instances.add_reference(reference.collection());
      instances.add_instance(handle, float4x4::identity());
      new_references.add_new(geometry_set);
    }
    else {
      new_references.add_new(reference);
    }
  }
  references_ = std::move(new_references);
}

/**
 * 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. */
  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<GeometrySet &>(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<InstanceReference> InstancesComponent::references() const
{
  return references_;
}

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<InstanceReference &>(const_reference);
    reference.ensure_owns_direct_data();
  }
}

static blender::Array<int> generate_unique_instance_ids(Span<int> original_ids)
{
  using namespace blender;
  Array<int> unique_ids(original_ids.size());

  Set<int> used_unique_ids;
  used_unique_ids.reserve(original_ids.size());
  Vector<int> 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<int, RandomNumberGenerator> 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<int> 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_;
}

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)
  {
  }

  GVArrayPtr try_get_for_read(const GeometryComponent &component) const final
  {
    const InstancesComponent &instances_component = static_cast<const InstancesComponent &>(
        component);
    Span<float4x4> transforms = instances_component.instance_transforms();
    return std::make_unique<fn::GVArray_For_DerivedSpan<float4x4, float3, get_transform_position>>(
        transforms);
  }

  GVMutableArrayPtr try_get_for_write(GeometryComponent &component) const final
  {
    InstancesComponent &instances_component = static_cast<InstancesComponent &>(component);
    MutableSpan<float4x4> transforms = instances_component.instance_transforms();
    return std::make_unique<fn::GVMutableArray_For_DerivedSpan<float4x4,
                                                               float3,
                                                               get_transform_position,
                                                               set_transform_position>>(
        transforms);
  }

  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;
  }
};

static ComponentAttributeProviders create_attribute_providers_for_instances()
{
  static InstancePositionAttributeProvider position;

  return ComponentAttributeProviders({&position}, {});
}
}  // 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;
}

/** \} */