Previously, the lifetimes of anonymous attributes were determined by reference counts which were non-deterministic when multiple threads are used. Now the lifetimes of anonymous attributes are handled more explicitly and deterministically. This is a prerequisite for any kind of caching, because caching the output of nodes that do things non-deterministically and have "invisible inputs" (reference counts) doesn't really work. For more details for how deterministic lifetimes are achieved, see D16858. No functional changes are expected. Small performance changes are expected as well (within few percent, anything larger regressions should be reported as bugs). Differential Revision: https://developer.blender.org/D16858
118 lines
4.2 KiB
C++
118 lines
4.2 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include <string.h>
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#include "BLI_math_vec_types.hh"
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#include "BLI_utildefines.h"
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#include "MEM_guardedalloc.h"
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#include "DNA_node_types.h"
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#include "BKE_node.h"
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#include "BLT_translation.h"
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#include "NOD_geometry.h"
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#include "NOD_geometry_exec.hh"
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#include "NOD_socket_declarations.hh"
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#include "NOD_socket_declarations_geometry.hh"
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#include "RNA_access.h"
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#include "node_geometry_register.hh"
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#include "node_util.h"
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struct BVHTreeFromMesh;
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void geo_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass);
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bool geo_node_poll_default(const struct bNodeType *ntype,
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const struct bNodeTree *ntree,
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const char **r_disabled_hint);
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namespace blender::nodes {
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void transform_mesh(Mesh &mesh,
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const float3 translation,
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const float3 rotation,
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const float3 scale);
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void transform_geometry_set(GeoNodeExecParams ¶ms,
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GeometrySet &geometry,
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const float4x4 &transform,
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const Depsgraph &depsgraph);
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Mesh *create_line_mesh(const float3 start, const float3 delta, int count);
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Mesh *create_grid_mesh(
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int verts_x, int verts_y, float size_x, float size_y, const AttributeIDRef &uv_map_id);
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struct ConeAttributeOutputs {
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AutoAnonymousAttributeID top_id;
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AutoAnonymousAttributeID bottom_id;
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AutoAnonymousAttributeID side_id;
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AutoAnonymousAttributeID uv_map_id;
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};
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Mesh *create_cylinder_or_cone_mesh(float radius_top,
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float radius_bottom,
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float depth,
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int circle_segments,
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int side_segments,
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int fill_segments,
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GeometryNodeMeshCircleFillType fill_type,
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ConeAttributeOutputs &attribute_outputs);
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/**
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* Copies the point domain attributes from `in_component` that are in the mask to `out_component`.
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*/
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void copy_point_attributes_based_on_mask(const GeometryComponent &in_component,
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GeometryComponent &result_component,
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Span<bool> masks,
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bool invert);
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/**
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* Returns the parts of the geometry that are on the selection for the given domain. If the domain
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* is not applicable for the component, e.g. face domain for point cloud, nothing happens to that
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* component. If no component can work with the domain, then `error_message` is set to true.
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*/
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void separate_geometry(GeometrySet &geometry_set,
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eAttrDomain domain,
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GeometryNodeDeleteGeometryMode mode,
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const Field<bool> &selection_field,
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const AnonymousAttributePropagationInfo &propagation_info,
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bool &r_is_error);
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void get_closest_in_bvhtree(BVHTreeFromMesh &tree_data,
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const VArray<float3> &positions,
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const IndexMask mask,
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const MutableSpan<int> r_indices,
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const MutableSpan<float> r_distances_sq,
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const MutableSpan<float3> r_positions);
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int apply_offset_in_cyclic_range(IndexRange range, int start_index, int offset);
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std::optional<eCustomDataType> node_data_type_to_custom_data_type(eNodeSocketDatatype type);
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std::optional<eCustomDataType> node_socket_to_custom_data_type(const bNodeSocket &socket);
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class FieldAtIndexInput final : public bke::GeometryFieldInput {
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private:
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Field<int> index_field_;
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GField value_field_;
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eAttrDomain value_field_domain_;
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public:
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FieldAtIndexInput(Field<int> index_field, GField value_field, eAttrDomain value_field_domain);
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GVArray get_varray_for_context(const bke::GeometryFieldContext &context,
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const IndexMask mask) const final;
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std::optional<eAttrDomain> preferred_domain(const GeometryComponent & /*component*/) const final
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{
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return value_field_domain_;
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}
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};
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} // namespace blender::nodes
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