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