This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/blenkernel/intern/geometry_component_instances.cc
Jacques Lucke 368647bd25 Geometry Nodes: move geometry component type enum to C
This allows us to use it in rna for the spreadsheet editor.
2021-03-10 11:53:31 +01:00

174 lines
5.0 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->transforms_ = transforms_;
new_component->instanced_data_ = instanced_data_;
return new_component;
}
void InstancesComponent::clear()
{
instanced_data_.clear();
transforms_.clear();
}
void InstancesComponent::add_instance(Object *object, float4x4 transform, const int id)
{
InstancedData data;
data.type = INSTANCE_DATA_TYPE_OBJECT;
data.data.object = object;
this->add_instance(data, transform, id);
}
void InstancesComponent::add_instance(Collection *collection, float4x4 transform, const int id)
{
InstancedData data;
data.type = INSTANCE_DATA_TYPE_COLLECTION;
data.data.collection = collection;
this->add_instance(data, transform, id);
}
void InstancesComponent::add_instance(InstancedData data, float4x4 transform, const int id)
{
instanced_data_.append(data);
transforms_.append(transform);
ids_.append(id);
}
Span<InstancedData> InstancesComponent::instanced_data() const
{
return instanced_data_;
}
Span<float4x4> InstancesComponent::transforms() const
{
return transforms_;
}
Span<int> InstancesComponent::ids() const
{
return ids_;
}
MutableSpan<float4x4> InstancesComponent::transforms()
{
return transforms_;
}
int InstancesComponent::instances_amount() const
{
const int size = instanced_data_.size();
BLI_assert(transforms_.size() == size);
return size;
}
bool InstancesComponent::is_empty() const
{
return transforms_.size() == 0;
}
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() != ids_.size()) {
almost_unique_ids_ = generate_unique_instance_ids(ids_);
}
return almost_unique_ids_;
}
/** \} */