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blender-archive/source/blender/blenkernel/intern/geometry_component_instances.cc
Jacques Lucke 4599cea15d Geometry Nodes: refactor instances component
The main goal of this refactor is to not store Object/Collection
pointers for every individual instance. Instead instances now
store a handle for the referenced data. The actual Object/Collection
pointers are stored in a new `InstanceReference` class.

This refactor also allows for some better optimizations further down
the line, because one does not have to search through all instances
anymore to find what data is instanced.

Furthermore, this refactor makes it easier to support instancing
`GeometrySet` or any other data that has to be owned by the
`InstancesComponent`.

Differential Revision: https://developer.blender.org/D11125
2021-05-04 10:16:24 +02:00

202 lines
6.1 KiB
C++

/*
* 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->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);
}
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<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_;
}
/**
* 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(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();
}
bool InstancesComponent::is_empty() const
{
return this->instance_reference_handles_.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<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_;
}
/** \} */