Instance IDs serve no purpose for rendering when they aren't stable from one frame to the next, and if the index is used in the end anyway, there is no point in storing a vector of IDs and copying it around. This commit exposes the `id` attribute on the instances component, makes it optional-- only generated by default with the distribute points on faces node. Since the string to curves node only added the index as each instance's ID, I removed it. This means that it would be necessary to add the ID data manually if the initial index actually helps (when deleting only certain characters, for example). Differential Revision: https://developer.blender.org/D12980
517 lines
16 KiB
C++
517 lines
16 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 <mutex>
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#include "BLI_float4x4.hh"
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#include "BLI_map.hh"
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#include "BLI_rand.hh"
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#include "BLI_set.hh"
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#include "BLI_span.hh"
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#include "BLI_task.hh"
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#include "BLI_vector.hh"
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#include "DNA_collection_types.h"
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#include "BKE_geometry_set.hh"
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#include "BKE_geometry_set_instances.hh"
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#include "attribute_access_intern.hh"
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using blender::float4x4;
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using blender::Map;
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using blender::MutableSpan;
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using blender::Set;
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using blender::Span;
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using blender::VectorSet;
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/* -------------------------------------------------------------------- */
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/** \name Geometry Component Implementation
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* \{ */
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InstancesComponent::InstancesComponent() : GeometryComponent(GEO_COMPONENT_TYPE_INSTANCES)
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{
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}
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GeometryComponent *InstancesComponent::copy() const
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{
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InstancesComponent *new_component = new InstancesComponent();
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new_component->instance_reference_handles_ = instance_reference_handles_;
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new_component->instance_transforms_ = instance_transforms_;
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new_component->instance_ids_ = instance_ids_;
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new_component->references_ = references_;
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return new_component;
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}
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void InstancesComponent::reserve(int min_capacity)
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{
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instance_reference_handles_.reserve(min_capacity);
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instance_transforms_.reserve(min_capacity);
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if (!instance_ids_.is_empty()) {
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this->instance_ids_ensure();
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}
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}
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/**
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* Resize the transform, handles, and ID vectors to the specified capacity.
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*
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* \note This function should be used carefully, only when it's guaranteed
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* that the data will be filled.
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*/
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void InstancesComponent::resize(int capacity)
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{
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instance_reference_handles_.resize(capacity);
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instance_transforms_.resize(capacity);
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if (!instance_ids_.is_empty()) {
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this->instance_ids_ensure();
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}
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}
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void InstancesComponent::clear()
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{
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instance_reference_handles_.clear();
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instance_transforms_.clear();
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instance_ids_.clear();
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references_.clear();
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}
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void InstancesComponent::add_instance(const int instance_handle, const float4x4 &transform)
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{
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BLI_assert(instance_handle >= 0);
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BLI_assert(instance_handle < references_.size());
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instance_reference_handles_.append(instance_handle);
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instance_transforms_.append(transform);
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if (!instance_ids_.is_empty()) {
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this->instance_ids_ensure();
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}
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}
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blender::Span<int> InstancesComponent::instance_reference_handles() const
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{
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return instance_reference_handles_;
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}
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blender::MutableSpan<int> InstancesComponent::instance_reference_handles()
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{
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return instance_reference_handles_;
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}
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blender::MutableSpan<blender::float4x4> InstancesComponent::instance_transforms()
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{
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return instance_transforms_;
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}
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blender::Span<blender::float4x4> InstancesComponent::instance_transforms() const
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{
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return instance_transforms_;
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}
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blender::MutableSpan<int> InstancesComponent::instance_ids()
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{
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return instance_ids_;
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}
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blender::Span<int> InstancesComponent::instance_ids() const
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{
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return instance_ids_;
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}
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/**
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* Make sure the ID storage size matches the number of instances. By directly resizing the
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* component's vectors internally, it is possible to be in a situation where the IDs are not
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* empty but they do not have the correct size; this function resolves that.
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*/
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blender::MutableSpan<int> InstancesComponent::instance_ids_ensure()
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{
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instance_ids_.append_n_times(0, this->instances_amount() - instance_ids_.size());
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return instance_ids_;
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}
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void InstancesComponent::instance_ids_clear()
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{
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instance_ids_.clear_and_make_inline();
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}
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/**
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* With write access to the instances component, the data in the instanced geometry sets can be
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* changed. This is a function on the component rather than each reference to ensure `const`
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* correctness for that reason.
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*/
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GeometrySet &InstancesComponent::geometry_set_from_reference(const int reference_index)
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{
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/* If this assert fails, it means #ensure_geometry_instances must be called first or that the
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* reference can't be converted to a geometry set. */
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BLI_assert(references_[reference_index].type() == InstanceReference::Type::GeometrySet);
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/* The const cast is okay because the instance's hash in the set
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* is not changed by adjusting the data inside the geometry set. */
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return const_cast<GeometrySet &>(references_[reference_index].geometry_set());
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}
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/**
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* Returns a handle for the given reference.
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* If the reference exists already, the handle of the existing reference is returned.
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* Otherwise a new handle is added.
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*/
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int InstancesComponent::add_reference(const InstanceReference &reference)
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{
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return references_.index_of_or_add_as(reference);
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}
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blender::Span<InstanceReference> InstancesComponent::references() const
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{
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return references_;
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}
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void InstancesComponent::remove_unused_references()
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{
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using namespace blender;
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using namespace blender::bke;
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const int tot_instances = this->instances_amount();
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const int tot_references_before = references_.size();
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if (tot_instances == 0) {
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/* If there are no instances, no reference is needed. */
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references_.clear();
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return;
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}
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if (tot_references_before == 1) {
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/* There is only one reference and at least one instance. So the only existing reference is
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* used. Nothing to do here. */
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return;
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}
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Array<bool> usage_by_handle(tot_references_before, false);
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std::mutex mutex;
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/* Loop over all instances to see which references are used. */
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threading::parallel_for(IndexRange(tot_instances), 1000, [&](IndexRange range) {
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/* Use local counter to avoid lock contention. */
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Array<bool> local_usage_by_handle(tot_references_before, false);
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for (const int i : range) {
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const int handle = instance_reference_handles_[i];
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BLI_assert(handle >= 0 && handle < tot_references_before);
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local_usage_by_handle[handle] = true;
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}
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std::lock_guard lock{mutex};
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for (const int i : IndexRange(tot_references_before)) {
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usage_by_handle[i] |= local_usage_by_handle[i];
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}
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});
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if (!usage_by_handle.as_span().contains(false)) {
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/* All references are used. */
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return;
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}
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/* Create new references and a mapping for the handles. */
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Vector<int> handle_mapping;
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VectorSet<InstanceReference> new_references;
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int next_new_handle = 0;
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bool handles_have_to_be_updated = false;
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for (const int old_handle : IndexRange(tot_references_before)) {
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if (!usage_by_handle[old_handle]) {
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/* Add some dummy value. It won't be read again. */
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handle_mapping.append(-1);
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}
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else {
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const InstanceReference &reference = references_[old_handle];
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handle_mapping.append(next_new_handle);
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new_references.add_new(reference);
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if (old_handle != next_new_handle) {
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handles_have_to_be_updated = true;
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}
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next_new_handle++;
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}
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}
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references_ = new_references;
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if (!handles_have_to_be_updated) {
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/* All remaining handles are the same as before, so they don't have to be updated. This happens
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* when unused handles are only at the end. */
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return;
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}
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/* Update handles of instances. */
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threading::parallel_for(IndexRange(tot_instances), 1000, [&](IndexRange range) {
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for (const int i : range) {
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instance_reference_handles_[i] = handle_mapping[instance_reference_handles_[i]];
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}
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});
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}
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int InstancesComponent::instances_amount() const
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{
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return instance_transforms_.size();
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}
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int InstancesComponent::references_amount() const
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{
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return references_.size();
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}
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bool InstancesComponent::is_empty() const
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{
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return this->instance_reference_handles_.size() == 0;
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}
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bool InstancesComponent::owns_direct_data() const
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{
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for (const InstanceReference &reference : references_) {
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if (!reference.owns_direct_data()) {
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return false;
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}
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}
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return true;
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}
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void InstancesComponent::ensure_owns_direct_data()
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{
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BLI_assert(this->is_mutable());
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for (const InstanceReference &const_reference : references_) {
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/* Const cast is fine because we are not changing anything that would change the hash of the
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* reference. */
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InstanceReference &reference = const_cast<InstanceReference &>(const_reference);
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reference.ensure_owns_direct_data();
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}
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}
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static blender::Array<int> generate_unique_instance_ids(Span<int> original_ids)
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{
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using namespace blender;
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Array<int> unique_ids(original_ids.size());
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Set<int> used_unique_ids;
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used_unique_ids.reserve(original_ids.size());
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Vector<int> instances_with_id_collision;
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for (const int instance_index : original_ids.index_range()) {
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const int original_id = original_ids[instance_index];
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if (used_unique_ids.add(original_id)) {
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/* The original id has not been used by another instance yet. */
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unique_ids[instance_index] = original_id;
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}
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else {
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/* The original id of this instance collided with a previous instance, it needs to be looked
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* at again in a second pass. Don't generate a new random id here, because this might collide
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* with other existing ids. */
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instances_with_id_collision.append(instance_index);
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}
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}
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Map<int, RandomNumberGenerator> generator_by_original_id;
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for (const int instance_index : instances_with_id_collision) {
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const int original_id = original_ids[instance_index];
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RandomNumberGenerator &rng = generator_by_original_id.lookup_or_add_cb(original_id, [&]() {
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RandomNumberGenerator rng;
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rng.seed_random(original_id);
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return rng;
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});
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const int max_iteration = 100;
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for (int iteration = 0;; iteration++) {
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/* Try generating random numbers until an unused one has been found. */
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const int random_id = rng.get_int32();
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if (used_unique_ids.add(random_id)) {
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/* This random id is not used by another instance. */
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unique_ids[instance_index] = random_id;
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break;
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}
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if (iteration == max_iteration) {
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/* It seems to be very unlikely that we ever run into this case (assuming there are less
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* than 2^30 instances). However, if that happens, it's better to use an id that is not
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* unique than to be stuck in an infinite loop. */
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unique_ids[instance_index] = original_id;
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break;
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}
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}
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}
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return unique_ids;
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}
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blender::Span<int> InstancesComponent::almost_unique_ids() const
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{
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std::lock_guard lock(almost_unique_ids_mutex_);
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if (instance_ids().is_empty()) {
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almost_unique_ids_.reinitialize(this->instances_amount());
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for (const int i : almost_unique_ids_.index_range()) {
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almost_unique_ids_[i] = i;
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}
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}
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else {
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if (almost_unique_ids_.size() != instance_ids_.size()) {
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almost_unique_ids_ = generate_unique_instance_ids(instance_ids_);
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}
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}
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return almost_unique_ids_;
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}
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int InstancesComponent::attribute_domain_size(const AttributeDomain domain) const
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{
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if (domain != ATTR_DOMAIN_POINT) {
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return 0;
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}
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return this->instances_amount();
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}
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namespace blender::bke {
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static float3 get_transform_position(const float4x4 &transform)
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{
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return transform.translation();
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}
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static void set_transform_position(float4x4 &transform, const float3 position)
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{
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copy_v3_v3(transform.values[3], position);
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}
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class InstancePositionAttributeProvider final : public BuiltinAttributeProvider {
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public:
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InstancePositionAttributeProvider()
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: BuiltinAttributeProvider(
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"position", ATTR_DOMAIN_POINT, CD_PROP_FLOAT3, NonCreatable, Writable, NonDeletable)
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{
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}
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GVArrayPtr try_get_for_read(const GeometryComponent &component) const final
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{
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const InstancesComponent &instances_component = static_cast<const InstancesComponent &>(
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component);
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Span<float4x4> transforms = instances_component.instance_transforms();
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return std::make_unique<fn::GVArray_For_DerivedSpan<float4x4, float3, get_transform_position>>(
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transforms);
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}
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GVMutableArrayPtr try_get_for_write(GeometryComponent &component) const final
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{
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InstancesComponent &instances_component = static_cast<InstancesComponent &>(component);
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MutableSpan<float4x4> transforms = instances_component.instance_transforms();
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return std::make_unique<fn::GVMutableArray_For_DerivedSpan<float4x4,
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float3,
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get_transform_position,
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set_transform_position>>(
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transforms);
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}
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bool try_delete(GeometryComponent &UNUSED(component)) const final
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{
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return false;
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}
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bool try_create(GeometryComponent &UNUSED(component),
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const AttributeInit &UNUSED(initializer)) const final
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{
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return false;
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}
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bool exists(const GeometryComponent &UNUSED(component)) const final
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{
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return true;
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}
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};
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class InstanceIDAttributeProvider final : public BuiltinAttributeProvider {
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public:
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InstanceIDAttributeProvider()
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: BuiltinAttributeProvider(
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"id", ATTR_DOMAIN_POINT, CD_PROP_INT32, Creatable, Writable, Deletable)
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{
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}
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GVArrayPtr try_get_for_read(const GeometryComponent &component) const final
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{
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const InstancesComponent &instances = static_cast<const InstancesComponent &>(component);
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if (instances.instance_ids().is_empty()) {
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return {};
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}
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return std::make_unique<fn::GVArray_For_Span<int>>(instances.instance_ids());
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}
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GVMutableArrayPtr try_get_for_write(GeometryComponent &component) const final
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{
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InstancesComponent &instances = static_cast<InstancesComponent &>(component);
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if (instances.instance_ids().is_empty()) {
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return {};
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}
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return std::make_unique<fn::GVMutableArray_For_MutableSpan<int>>(instances.instance_ids());
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}
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bool try_delete(GeometryComponent &component) const final
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{
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InstancesComponent &instances = static_cast<InstancesComponent &>(component);
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if (instances.instance_ids().is_empty()) {
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return false;
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}
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instances.instance_ids_clear();
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return true;
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}
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bool try_create(GeometryComponent &component, const AttributeInit &initializer) const final
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{
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InstancesComponent &instances = static_cast<InstancesComponent &>(component);
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if (instances.instances_amount() == 0) {
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return false;
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}
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MutableSpan<int> ids = instances.instance_ids_ensure();
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switch (initializer.type) {
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case AttributeInit::Type::Default: {
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ids.fill(0);
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break;
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}
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case AttributeInit::Type::VArray: {
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const GVArray *varray = static_cast<const AttributeInitVArray &>(initializer).varray;
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varray->materialize_to_uninitialized(IndexRange(varray->size()), ids.data());
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break;
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}
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case AttributeInit::Type::MoveArray: {
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void *source_data = static_cast<const AttributeInitMove &>(initializer).data;
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ids.copy_from({static_cast<int *>(source_data), instances.instances_amount()});
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MEM_freeN(source_data);
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break;
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}
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}
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return true;
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}
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bool exists(const GeometryComponent &component) const final
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{
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const InstancesComponent &instances = static_cast<const InstancesComponent &>(component);
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return !instances.instance_ids().is_empty();
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}
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};
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static ComponentAttributeProviders create_attribute_providers_for_instances()
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{
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static InstancePositionAttributeProvider position;
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static InstanceIDAttributeProvider id;
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return ComponentAttributeProviders({&position, &id}, {});
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}
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} // namespace blender::bke
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const blender::bke::ComponentAttributeProviders *InstancesComponent::get_attribute_providers()
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const
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{
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static blender::bke::ComponentAttributeProviders providers =
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blender::bke::create_attribute_providers_for_instances();
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return &providers;
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}
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/** \} */
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