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blender-archive/source/blender/blenkernel/BKE_attribute_access.hh

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/*
* 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.
*/
#pragma once
#include <mutex>
#include "FN_cpp_type.hh"
#include "FN_generic_span.hh"
#include "FN_generic_virtual_array.hh"
#include "BKE_attribute.h"
#include "BLI_color.hh"
#include "BLI_float2.hh"
#include "BLI_float3.hh"
namespace blender::bke {
using fn::CPPType;
using fn::GVArray;
using fn::GVArrayPtr;
using fn::GVMutableArray;
using fn::GVMutableArrayPtr;
const CPPType *custom_data_type_to_cpp_type(const CustomDataType type);
CustomDataType cpp_type_to_custom_data_type(const CPPType &type);
CustomDataType attribute_data_type_highest_complexity(Span<CustomDataType> data_types);
AttributeDomain attribute_domain_highest_priority(Span<AttributeDomain> domains);
/**
* Used when looking up a "plain attribute" based on a name for reading from it.
*/
struct ReadAttributeLookup {
/* The virtual array that is used to read from this attribute. */
GVArrayPtr varray;
/* Domain the attribute lives on in the geometry. */
AttributeDomain domain;
/* Convenience function to check if the attribute has been found. */
operator bool() const
{
return this->varray.get() != nullptr;
}
};
/**
* Used when looking up a "plain attribute" based on a name for reading from it and writing to it.
*/
struct WriteAttributeLookup {
/* The virtual array that is used to read from and write to the attribute. */
GVMutableArrayPtr varray;
/* Domain the attributes lives on in the geometry. */
AttributeDomain domain;
/* Convenience function to check if the attribute has been found. */
operator bool() const
{
return this->varray.get() != nullptr;
}
};
/**
* An output attribute allows writing to an attribute (and optionally reading as well). It adds
* some convenience features on top of `GVMutableArray` that are very commonly used.
*
* Supported convenience features:
* - Implicit type conversion when writing to builtin attributes.
* - Supports simple access to a span containing the attribute values (that avoids the use of
* VMutableArray_Span in many cases).
* - An output attribute can live side by side with an existing attribute with a different domain
* or data type. The old attribute will only be overwritten when the #save function is called.
*/
class OutputAttribute {
public:
using SaveFn = std::function<void(OutputAttribute &)>;
private:
GVMutableArrayPtr varray_;
AttributeDomain domain_;
SaveFn save_;
std::optional<fn::GVMutableArray_GSpan> optional_span_varray_;
bool ignore_old_values_ = false;
bool save_has_been_called_ = false;
public:
OutputAttribute() = default;
OutputAttribute(GVMutableArrayPtr varray,
AttributeDomain domain,
SaveFn save,
const bool ignore_old_values)
: varray_(std::move(varray)),
domain_(domain),
save_(std::move(save)),
ignore_old_values_(ignore_old_values)
{
}
OutputAttribute(OutputAttribute &&other) = default;
~OutputAttribute();
operator bool() const
{
return varray_.get() != nullptr;
}
GVMutableArray &operator*()
{
return *varray_;
}
GVMutableArray *operator->()
{
return varray_.get();
}
GVMutableArray &varray()
{
return *varray_;
}
AttributeDomain domain() const
{
return domain_;
}
const CPPType &cpp_type() const
{
return varray_->type();
}
CustomDataType custom_data_type() const
{
return cpp_type_to_custom_data_type(this->cpp_type());
}
fn::GMutableSpan as_span()
{
if (!optional_span_varray_.has_value()) {
const bool materialize_old_values = !ignore_old_values_;
optional_span_varray_.emplace(*varray_, materialize_old_values);
}
fn::GVMutableArray_GSpan &span_varray = *optional_span_varray_;
return span_varray;
}
template<typename T> MutableSpan<T> as_span()
{
return this->as_span().typed<T>();
}
void save();
};
/**
* Same as OutputAttribute, but should be used when the data type is known at compile time.
*/
template<typename T> class OutputAttribute_Typed {
private:
OutputAttribute attribute_;
std::optional<fn::GVMutableArray_Typed<T>> optional_varray_;
VMutableArray<T> *varray_ = nullptr;
public:
OutputAttribute_Typed(OutputAttribute attribute) : attribute_(std::move(attribute))
{
if (attribute_) {
optional_varray_.emplace(attribute_.varray());
varray_ = &**optional_varray_;
}
}
operator bool() const
{
return varray_ != nullptr;
}
VMutableArray<T> &operator*()
{
return *varray_;
}
VMutableArray<T> *operator->()
{
return varray_;
}
VMutableArray<T> &varray()
{
return *varray_;
}
AttributeDomain domain() const
{
return attribute_.domain();
}
const CPPType &cpp_type() const
{
return CPPType::get<T>();
}
CustomDataType custom_data_type() const
{
return cpp_type_to_custom_data_type(this->cpp_type());
}
MutableSpan<T> as_span()
{
return attribute_.as_span<T>();
}
void save()
{
attribute_.save();
}
};
} // namespace blender::bke