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blender-archive/source/blender/nodes/geometry/nodes/node_geo_attribute_proximity.cc
Hans Goudey 5f8969bb4b Cleanup: Use const mesh to ensure BVH and triangulation cache
As noted in a comment now, these functions only update a cache, so they
don't change the logical state of the mesh, which is "it will have the
data when necessary." Using a const argument will help const correctness
when accessing an object's evaluated mesh.
2021-07-02 11:37:01 -05:00

282 lines
10 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_kdopbvh.h"
#include "BLI_kdtree.h"
#include "BLI_task.hh"
#include "BLI_timeit.hh"
#include "DNA_mesh_types.h"
#include "BKE_bvhutils.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "node_geometry_util.hh"
static bNodeSocketTemplate geo_node_attribute_proximity_in[] = {
{SOCK_GEOMETRY, N_("Geometry")},
{SOCK_GEOMETRY, N_("Target")},
{SOCK_STRING, N_("Distance")},
{SOCK_STRING, N_("Position")},
{-1, ""},
};
static bNodeSocketTemplate geo_node_attribute_proximity_out[] = {
{SOCK_GEOMETRY, N_("Geometry")},
{-1, ""},
};
static void geo_node_attribute_proximity_layout(uiLayout *layout,
bContext *UNUSED(C),
PointerRNA *ptr)
{
uiItemR(layout, ptr, "target_geometry_element", 0, "", ICON_NONE);
}
static void geo_attribute_proximity_init(bNodeTree *UNUSED(ntree), bNode *node)
{
NodeGeometryAttributeProximity *node_storage = (NodeGeometryAttributeProximity *)MEM_callocN(
sizeof(NodeGeometryAttributeProximity), __func__);
node_storage->target_geometry_element =
GEO_NODE_ATTRIBUTE_PROXIMITY_TARGET_GEOMETRY_ELEMENT_FACES;
node->storage = node_storage;
}
namespace blender::nodes {
static void proximity_calc(MutableSpan<float> distance_span,
MutableSpan<float3> location_span,
const VArray<float3> &positions,
BVHTreeFromMesh &tree_data_mesh,
BVHTreeFromPointCloud &tree_data_pointcloud,
const bool bvh_mesh_success,
const bool bvh_pointcloud_success,
const bool store_distances,
const bool store_locations)
{
IndexRange range = positions.index_range();
threading::parallel_for(range, 512, [&](IndexRange range) {
BVHTreeNearest nearest_from_mesh;
BVHTreeNearest nearest_from_pointcloud;
copy_v3_fl(nearest_from_mesh.co, FLT_MAX);
copy_v3_fl(nearest_from_pointcloud.co, FLT_MAX);
nearest_from_mesh.index = -1;
nearest_from_pointcloud.index = -1;
for (int i : range) {
/* Use the distance to the last found point as upper bound to speedup the bvh lookup. */
nearest_from_mesh.dist_sq = len_squared_v3v3(nearest_from_mesh.co, positions[i]);
if (bvh_mesh_success) {
BLI_bvhtree_find_nearest(tree_data_mesh.tree,
positions[i],
&nearest_from_mesh,
tree_data_mesh.nearest_callback,
&tree_data_mesh);
}
/* Use the distance to the closest point in the mesh to speedup the pointcloud bvh lookup.
* This is ok because we only need to find the closest point in the pointcloud if it's closer
* than the mesh. */
nearest_from_pointcloud.dist_sq = nearest_from_mesh.dist_sq;
if (bvh_pointcloud_success) {
BLI_bvhtree_find_nearest(tree_data_pointcloud.tree,
positions[i],
&nearest_from_pointcloud,
tree_data_pointcloud.nearest_callback,
&tree_data_pointcloud);
}
if (nearest_from_pointcloud.dist_sq < nearest_from_mesh.dist_sq) {
if (store_distances) {
distance_span[i] = sqrtf(nearest_from_pointcloud.dist_sq);
}
if (store_locations) {
location_span[i] = nearest_from_pointcloud.co;
}
}
else {
if (store_distances) {
distance_span[i] = sqrtf(nearest_from_mesh.dist_sq);
}
if (store_locations) {
location_span[i] = nearest_from_mesh.co;
}
}
}
});
}
static bool bvh_from_mesh(const Mesh *target_mesh,
int target_geometry_element,
BVHTreeFromMesh &r_tree_data_mesh)
{
BVHCacheType bvh_type = BVHTREE_FROM_LOOPTRI;
switch (target_geometry_element) {
case GEO_NODE_ATTRIBUTE_PROXIMITY_TARGET_GEOMETRY_ELEMENT_POINTS:
bvh_type = BVHTREE_FROM_VERTS;
break;
case GEO_NODE_ATTRIBUTE_PROXIMITY_TARGET_GEOMETRY_ELEMENT_EDGES:
bvh_type = BVHTREE_FROM_EDGES;
break;
case GEO_NODE_ATTRIBUTE_PROXIMITY_TARGET_GEOMETRY_ELEMENT_FACES:
bvh_type = BVHTREE_FROM_LOOPTRI;
break;
}
BKE_bvhtree_from_mesh_get(&r_tree_data_mesh, target_mesh, bvh_type, 2);
if (r_tree_data_mesh.tree == nullptr) {
return false;
}
return true;
}
static bool bvh_from_pointcloud(const PointCloud *target_pointcloud,
BVHTreeFromPointCloud &r_tree_data_pointcloud)
{
BKE_bvhtree_from_pointcloud_get(&r_tree_data_pointcloud, target_pointcloud, 2);
if (r_tree_data_pointcloud.tree == nullptr) {
return false;
}
return true;
}
static void attribute_calc_proximity(GeometryComponent &component,
GeometrySet &geometry_set_target,
GeoNodeExecParams &params)
{
/* This node works on the "point" domain, since that is where positions are stored. */
const AttributeDomain result_domain = ATTR_DOMAIN_POINT;
const std::string distance_attribute_name = params.get_input<std::string>("Distance");
OutputAttribute_Typed<float> distance_attribute =
component.attribute_try_get_for_output_only<float>(distance_attribute_name, result_domain);
const std::string location_attribute_name = params.get_input<std::string>("Position");
OutputAttribute_Typed<float3> location_attribute =
component.attribute_try_get_for_output_only<float3>(location_attribute_name, result_domain);
ReadAttributeLookup position_attribute = component.attribute_try_get_for_read("position");
if (!position_attribute || (!distance_attribute && !location_attribute)) {
return;
}
BLI_assert(position_attribute.varray->type().is<float3>());
const bNode &node = params.node();
const NodeGeometryAttributeProximity &storage = *(const NodeGeometryAttributeProximity *)
node.storage;
BVHTreeFromMesh tree_data_mesh;
BVHTreeFromPointCloud tree_data_pointcloud;
bool bvh_mesh_success = false;
bool bvh_pointcloud_success = false;
if (geometry_set_target.has_mesh()) {
bvh_mesh_success = bvh_from_mesh(
geometry_set_target.get_mesh_for_read(), storage.target_geometry_element, tree_data_mesh);
}
if (geometry_set_target.has_pointcloud() &&
storage.target_geometry_element ==
GEO_NODE_ATTRIBUTE_PROXIMITY_TARGET_GEOMETRY_ELEMENT_POINTS) {
bvh_pointcloud_success = bvh_from_pointcloud(geometry_set_target.get_pointcloud_for_read(),
tree_data_pointcloud);
}
GVArray_Typed<float3> positions{*position_attribute.varray};
MutableSpan<float> distance_span = distance_attribute ? distance_attribute.as_span() :
MutableSpan<float>();
MutableSpan<float3> location_span = location_attribute ? location_attribute.as_span() :
MutableSpan<float3>();
proximity_calc(distance_span,
location_span,
positions,
tree_data_mesh,
tree_data_pointcloud,
bvh_mesh_success,
bvh_pointcloud_success,
distance_attribute, /* Boolean. */
location_attribute); /* Boolean. */
if (bvh_mesh_success) {
free_bvhtree_from_mesh(&tree_data_mesh);
}
if (bvh_pointcloud_success) {
free_bvhtree_from_pointcloud(&tree_data_pointcloud);
}
if (distance_attribute) {
distance_attribute.save();
}
if (location_attribute) {
location_attribute.save();
}
}
static void geo_node_attribute_proximity_exec(GeoNodeExecParams params)
{
GeometrySet geometry_set = params.extract_input<GeometrySet>("Geometry");
GeometrySet geometry_set_target = params.extract_input<GeometrySet>("Target");
geometry_set = geometry_set_realize_instances(geometry_set);
/* This isn't required. This node should be rewritten to handle instances
* for the target geometry set. However, the generic BVH API complicates this. */
geometry_set_target = geometry_set_realize_instances(geometry_set_target);
if (geometry_set.has<MeshComponent>()) {
attribute_calc_proximity(
geometry_set.get_component_for_write<MeshComponent>(), geometry_set_target, params);
}
if (geometry_set.has<PointCloudComponent>()) {
attribute_calc_proximity(
geometry_set.get_component_for_write<PointCloudComponent>(), geometry_set_target, params);
}
if (geometry_set.has<CurveComponent>()) {
attribute_calc_proximity(
geometry_set.get_component_for_write<CurveComponent>(), geometry_set_target, params);
}
params.set_output("Geometry", geometry_set);
}
} // namespace blender::nodes
void register_node_type_geo_attribute_proximity()
{
static bNodeType ntype;
geo_node_type_base(
&ntype, GEO_NODE_ATTRIBUTE_PROXIMITY, "Attribute Proximity", NODE_CLASS_ATTRIBUTE, 0);
node_type_socket_templates(
&ntype, geo_node_attribute_proximity_in, geo_node_attribute_proximity_out);
node_type_init(&ntype, geo_attribute_proximity_init);
node_type_storage(&ntype,
"NodeGeometryAttributeProximity",
node_free_standard_storage,
node_copy_standard_storage);
ntype.geometry_node_execute = blender::nodes::geo_node_attribute_proximity_exec;
ntype.draw_buttons = geo_node_attribute_proximity_layout;
nodeRegisterType(&ntype);
}