220 lines
6.5 KiB
C++
220 lines
6.5 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "BLI_float4x4.hh"
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#include "BLI_map.hh"
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#include "BLI_rand.hh"
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#include "BLI_set.hh"
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#include "BLI_span.hh"
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#include "BLI_vector.hh"
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#include "DNA_collection_types.h"
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#include "BKE_geometry_set.hh"
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using blender::float4x4;
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using blender::Map;
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using blender::MutableSpan;
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using blender::Set;
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using blender::Span;
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/* -------------------------------------------------------------------- */
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/** \name Geometry Component Implementation
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* \{ */
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InstancesComponent::InstancesComponent() : GeometryComponent(GEO_COMPONENT_TYPE_INSTANCES)
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{
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}
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GeometryComponent *InstancesComponent::copy() const
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{
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InstancesComponent *new_component = new InstancesComponent();
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new_component->instance_reference_handles_ = instance_reference_handles_;
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new_component->instance_transforms_ = instance_transforms_;
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new_component->instance_ids_ = instance_ids_;
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new_component->references_ = references_;
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return new_component;
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}
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void InstancesComponent::reserve(int min_capacity)
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{
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instance_reference_handles_.reserve(min_capacity);
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instance_transforms_.reserve(min_capacity);
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instance_ids_.reserve(min_capacity);
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}
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/**
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* Resize the transform, handles, and ID vectors to the specified capacity.
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*
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* \note This function should be used carefully, only when it's guaranteed
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* that the data will be filled.
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*/
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void InstancesComponent::resize(int capacity)
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{
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instance_reference_handles_.resize(capacity);
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instance_transforms_.resize(capacity);
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instance_ids_.resize(capacity);
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}
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void InstancesComponent::clear()
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{
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instance_reference_handles_.clear();
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instance_transforms_.clear();
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instance_ids_.clear();
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references_.clear();
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}
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void InstancesComponent::add_instance(const int instance_handle,
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const float4x4 &transform,
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const int id)
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{
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BLI_assert(instance_handle >= 0);
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BLI_assert(instance_handle < references_.size());
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instance_reference_handles_.append(instance_handle);
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instance_transforms_.append(transform);
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instance_ids_.append(id);
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}
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blender::Span<int> InstancesComponent::instance_reference_handles() const
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{
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return instance_reference_handles_;
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}
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blender::MutableSpan<int> InstancesComponent::instance_reference_handles()
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{
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return instance_reference_handles_;
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}
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blender::MutableSpan<blender::float4x4> InstancesComponent::instance_transforms()
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{
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return instance_transforms_;
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}
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blender::Span<blender::float4x4> InstancesComponent::instance_transforms() const
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{
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return instance_transforms_;
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}
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blender::MutableSpan<int> InstancesComponent::instance_ids()
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{
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return instance_ids_;
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}
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blender::Span<int> InstancesComponent::instance_ids() const
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{
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return instance_ids_;
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}
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/**
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* Returns a handle for the given reference.
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* If the reference exists already, the handle of the existing reference is returned.
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* Otherwise a new handle is added.
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*/
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int InstancesComponent::add_reference(InstanceReference reference)
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{
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return references_.index_of_or_add_as(reference);
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}
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blender::Span<InstanceReference> InstancesComponent::references() const
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{
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return references_;
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}
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int InstancesComponent::instances_amount() const
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{
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return instance_transforms_.size();
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}
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bool InstancesComponent::is_empty() const
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{
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return this->instance_reference_handles_.size() == 0;
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}
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bool InstancesComponent::owns_direct_data() const
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{
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/* The object and collection instances are not direct data. Instance transforms are direct data
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* and are always owned. Therefore, instance components always own all their direct data. */
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return true;
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}
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void InstancesComponent::ensure_owns_direct_data()
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{
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BLI_assert(this->is_mutable());
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}
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static blender::Array<int> generate_unique_instance_ids(Span<int> original_ids)
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{
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using namespace blender;
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Array<int> unique_ids(original_ids.size());
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Set<int> used_unique_ids;
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used_unique_ids.reserve(original_ids.size());
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Vector<int> instances_with_id_collision;
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for (const int instance_index : original_ids.index_range()) {
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const int original_id = original_ids[instance_index];
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if (used_unique_ids.add(original_id)) {
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/* The original id has not been used by another instance yet. */
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unique_ids[instance_index] = original_id;
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}
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else {
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/* The original id of this instance collided with a previous instance, it needs to be looked
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* at again in a second pass. Don't generate a new random id here, because this might collide
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* with other existing ids. */
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instances_with_id_collision.append(instance_index);
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}
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}
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Map<int, RandomNumberGenerator> generator_by_original_id;
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for (const int instance_index : instances_with_id_collision) {
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const int original_id = original_ids[instance_index];
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RandomNumberGenerator &rng = generator_by_original_id.lookup_or_add_cb(original_id, [&]() {
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RandomNumberGenerator rng;
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rng.seed_random(original_id);
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return rng;
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});
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const int max_iteration = 100;
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for (int iteration = 0;; iteration++) {
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/* Try generating random numbers until an unused one has been found. */
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const int random_id = rng.get_int32();
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if (used_unique_ids.add(random_id)) {
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/* This random id is not used by another instance. */
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unique_ids[instance_index] = random_id;
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break;
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}
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if (iteration == max_iteration) {
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/* It seems to be very unlikely that we ever run into this case (assuming there are less
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* than 2^30 instances). However, if that happens, it's better to use an id that is not
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* unique than to be stuck in an infinite loop. */
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unique_ids[instance_index] = original_id;
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break;
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}
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}
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}
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return unique_ids;
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}
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blender::Span<int> InstancesComponent::almost_unique_ids() const
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{
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std::lock_guard lock(almost_unique_ids_mutex_);
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if (almost_unique_ids_.size() != instance_ids_.size()) {
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almost_unique_ids_ = generate_unique_instance_ids(instance_ids_);
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}
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return almost_unique_ids_;
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}
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/** \} */
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