Previously, functions would have to ask for every geometry type explicitely. Using a vector is return type is fine. In practice this will probably never allocate because of the small buffer optimization in vector.
774 lines
22 KiB
C++
774 lines
22 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_map.hh"
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#include "BKE_attribute.h"
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#include "BKE_attribute_access.hh"
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#include "BKE_geometry_set.hh"
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#include "BKE_lib_id.h"
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#include "BKE_mesh.h"
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#include "BKE_mesh_wrapper.h"
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#include "BKE_modifier.h"
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#include "BKE_pointcloud.h"
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#include "BKE_volume.h"
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#include "DNA_collection_types.h"
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#include "DNA_object_types.h"
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#include "BLI_rand.hh"
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#include "MEM_guardedalloc.h"
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using blender::float3;
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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::Span;
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using blender::StringRef;
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using blender::Vector;
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/* -------------------------------------------------------------------- */
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/** \name Geometry Component
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* \{ */
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GeometryComponent::GeometryComponent(GeometryComponentType type) : type_(type)
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{
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}
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GeometryComponent ::~GeometryComponent()
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{
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}
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GeometryComponent *GeometryComponent::create(GeometryComponentType component_type)
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{
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switch (component_type) {
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case GeometryComponentType::Mesh:
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return new MeshComponent();
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case GeometryComponentType::PointCloud:
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return new PointCloudComponent();
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case GeometryComponentType::Instances:
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return new InstancesComponent();
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case GeometryComponentType::Volume:
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return new VolumeComponent();
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}
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BLI_assert(false);
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return nullptr;
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}
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void GeometryComponent::user_add() const
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{
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users_.fetch_add(1);
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}
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void GeometryComponent::user_remove() const
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{
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const int new_users = users_.fetch_sub(1) - 1;
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if (new_users == 0) {
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delete this;
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}
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}
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bool GeometryComponent::is_mutable() const
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{
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/* If the item is shared, it is read-only. */
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/* The user count can be 0, when this is called from the destructor. */
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return users_ <= 1;
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}
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GeometryComponentType GeometryComponent::type() const
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{
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return type_;
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}
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bool GeometryComponent::is_empty() const
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{
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return false;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Geometry Set
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* \{ */
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/* This method can only be used when the geometry set is mutable. It returns a mutable geometry
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* component of the given type.
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*/
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GeometryComponent &GeometrySet::get_component_for_write(GeometryComponentType component_type)
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{
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return components_.add_or_modify(
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component_type,
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[&](GeometryComponentPtr *value_ptr) -> GeometryComponent & {
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/* If the component did not exist before, create a new one. */
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new (value_ptr) GeometryComponentPtr(GeometryComponent::create(component_type));
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return **value_ptr;
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},
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[&](GeometryComponentPtr *value_ptr) -> GeometryComponent & {
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GeometryComponentPtr &value = *value_ptr;
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if (value->is_mutable()) {
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/* If the referenced component is already mutable, return it directly. */
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return *value;
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}
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/* If the referenced component is shared, make a copy. The copy is not shared and is
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* therefore mutable. */
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GeometryComponent *copied_component = value->copy();
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value = GeometryComponentPtr{copied_component};
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return *copied_component;
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});
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}
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/* Get the component of the given type. Might return null if the component does not exist yet. */
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const GeometryComponent *GeometrySet::get_component_for_read(
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GeometryComponentType component_type) const
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{
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const GeometryComponentPtr *component = components_.lookup_ptr(component_type);
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if (component != nullptr) {
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return component->get();
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}
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return nullptr;
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}
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bool GeometrySet::has(const GeometryComponentType component_type) const
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{
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return components_.contains(component_type);
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}
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void GeometrySet::remove(const GeometryComponentType component_type)
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{
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components_.remove(component_type);
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}
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void GeometrySet::add(const GeometryComponent &component)
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{
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BLI_assert(!components_.contains(component.type()));
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component.user_add();
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GeometryComponentPtr component_ptr{const_cast<GeometryComponent *>(&component)};
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components_.add_new(component.type(), std::move(component_ptr));
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}
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/**
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* Get all geometry components in this geometry set for read-only access.
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*/
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Vector<const GeometryComponent *> GeometrySet::get_components_for_read() const
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{
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Vector<const GeometryComponent *> components;
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for (const GeometryComponentPtr &ptr : components_.values()) {
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components.append(ptr.get());
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}
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return components;
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}
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void GeometrySet::compute_boundbox_without_instances(float3 *r_min, float3 *r_max) const
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{
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const PointCloud *pointcloud = this->get_pointcloud_for_read();
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if (pointcloud != nullptr) {
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BKE_pointcloud_minmax(pointcloud, *r_min, *r_max);
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}
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const Mesh *mesh = this->get_mesh_for_read();
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if (mesh != nullptr) {
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BKE_mesh_wrapper_minmax(mesh, *r_min, *r_max);
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}
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}
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std::ostream &operator<<(std::ostream &stream, const GeometrySet &geometry_set)
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{
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stream << "<GeometrySet at " << &geometry_set << ", " << geometry_set.components_.size()
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<< " components>";
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return stream;
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}
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/* This generally should not be used. It is necessary currently, so that GeometrySet can by used by
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* the CPPType system. */
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bool operator==(const GeometrySet &UNUSED(a), const GeometrySet &UNUSED(b))
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{
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return false;
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}
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/* This generally should not be used. It is necessary currently, so that GeometrySet can by used by
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* the CPPType system. */
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uint64_t GeometrySet::hash() const
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{
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return reinterpret_cast<uint64_t>(this);
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}
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/* Returns a read-only mesh or null. */
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const Mesh *GeometrySet::get_mesh_for_read() const
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{
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const MeshComponent *component = this->get_component_for_read<MeshComponent>();
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return (component == nullptr) ? nullptr : component->get_for_read();
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}
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/* Returns true when the geometry set has a mesh component that has a mesh. */
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bool GeometrySet::has_mesh() const
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{
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const MeshComponent *component = this->get_component_for_read<MeshComponent>();
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return component != nullptr && component->has_mesh();
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}
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/* Returns a read-only point cloud of null. */
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const PointCloud *GeometrySet::get_pointcloud_for_read() const
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{
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const PointCloudComponent *component = this->get_component_for_read<PointCloudComponent>();
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return (component == nullptr) ? nullptr : component->get_for_read();
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}
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/* Returns a read-only volume or null. */
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const Volume *GeometrySet::get_volume_for_read() const
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{
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const VolumeComponent *component = this->get_component_for_read<VolumeComponent>();
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return (component == nullptr) ? nullptr : component->get_for_read();
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}
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/* Returns true when the geometry set has a point cloud component that has a point cloud. */
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bool GeometrySet::has_pointcloud() const
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{
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const PointCloudComponent *component = this->get_component_for_read<PointCloudComponent>();
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return component != nullptr && component->has_pointcloud();
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}
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/* Returns true when the geometry set has an instances component that has at least one instance. */
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bool GeometrySet::has_instances() const
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{
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const InstancesComponent *component = this->get_component_for_read<InstancesComponent>();
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return component != nullptr && component->instances_amount() >= 1;
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}
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/* Returns true when the geometry set has a volume component that has a volume. */
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bool GeometrySet::has_volume() const
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{
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const VolumeComponent *component = this->get_component_for_read<VolumeComponent>();
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return component != nullptr && component->has_volume();
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}
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/* Create a new geometry set that only contains the given mesh. */
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GeometrySet GeometrySet::create_with_mesh(Mesh *mesh, GeometryOwnershipType ownership)
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{
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GeometrySet geometry_set;
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MeshComponent &component = geometry_set.get_component_for_write<MeshComponent>();
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component.replace(mesh, ownership);
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return geometry_set;
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}
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/* Create a new geometry set that only contains the given point cloud. */
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GeometrySet GeometrySet::create_with_pointcloud(PointCloud *pointcloud,
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GeometryOwnershipType ownership)
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{
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GeometrySet geometry_set;
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PointCloudComponent &component = geometry_set.get_component_for_write<PointCloudComponent>();
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component.replace(pointcloud, ownership);
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return geometry_set;
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}
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/* Clear the existing mesh and replace it with the given one. */
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void GeometrySet::replace_mesh(Mesh *mesh, GeometryOwnershipType ownership)
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{
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MeshComponent &component = this->get_component_for_write<MeshComponent>();
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component.replace(mesh, ownership);
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}
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/* Clear the existing point cloud and replace with the given one. */
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void GeometrySet::replace_pointcloud(PointCloud *pointcloud, GeometryOwnershipType ownership)
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{
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PointCloudComponent &pointcloud_component = this->get_component_for_write<PointCloudComponent>();
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pointcloud_component.replace(pointcloud, ownership);
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}
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/* Returns a mutable mesh or null. No ownership is transferred. */
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Mesh *GeometrySet::get_mesh_for_write()
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{
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MeshComponent &component = this->get_component_for_write<MeshComponent>();
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return component.get_for_write();
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}
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/* Returns a mutable point cloud or null. No ownership is transferred. */
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PointCloud *GeometrySet::get_pointcloud_for_write()
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{
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PointCloudComponent &component = this->get_component_for_write<PointCloudComponent>();
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return component.get_for_write();
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}
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/* Returns a mutable volume or null. No ownership is transferred. */
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Volume *GeometrySet::get_volume_for_write()
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{
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VolumeComponent &component = this->get_component_for_write<VolumeComponent>();
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return component.get_for_write();
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Mesh Component
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* \{ */
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MeshComponent::MeshComponent() : GeometryComponent(GeometryComponentType::Mesh)
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{
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}
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MeshComponent::~MeshComponent()
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{
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this->clear();
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}
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GeometryComponent *MeshComponent::copy() const
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{
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MeshComponent *new_component = new MeshComponent();
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if (mesh_ != nullptr) {
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new_component->mesh_ = BKE_mesh_copy_for_eval(mesh_, false);
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new_component->ownership_ = GeometryOwnershipType::Owned;
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new_component->vertex_group_names_ = blender::Map(vertex_group_names_);
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}
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return new_component;
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}
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void MeshComponent::clear()
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{
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BLI_assert(this->is_mutable());
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if (mesh_ != nullptr) {
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if (ownership_ == GeometryOwnershipType::Owned) {
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BKE_id_free(nullptr, mesh_);
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}
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mesh_ = nullptr;
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}
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vertex_group_names_.clear();
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}
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bool MeshComponent::has_mesh() const
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{
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return mesh_ != nullptr;
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}
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/* Clear the component and replace it with the new mesh. */
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void MeshComponent::replace(Mesh *mesh, GeometryOwnershipType ownership)
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{
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BLI_assert(this->is_mutable());
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this->clear();
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mesh_ = mesh;
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ownership_ = ownership;
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}
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/* This function exists for the same reason as #vertex_group_names_. Non-nodes modifiers need to
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* be able to replace the mesh data without losing the vertex group names, which may have come
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* from another object. */
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void MeshComponent::replace_mesh_but_keep_vertex_group_names(Mesh *mesh,
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GeometryOwnershipType ownership)
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{
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BLI_assert(this->is_mutable());
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if (mesh_ != nullptr) {
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if (ownership_ == GeometryOwnershipType::Owned) {
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BKE_id_free(nullptr, mesh_);
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}
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mesh_ = nullptr;
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}
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mesh_ = mesh;
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ownership_ = ownership;
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}
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/* Return the mesh and clear the component. The caller takes over responsibility for freeing the
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* mesh (if the component was responsible before). */
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Mesh *MeshComponent::release()
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{
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BLI_assert(this->is_mutable());
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Mesh *mesh = mesh_;
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mesh_ = nullptr;
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return mesh;
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}
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void MeshComponent::copy_vertex_group_names_from_object(const Object &object)
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{
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BLI_assert(this->is_mutable());
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vertex_group_names_.clear();
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int index = 0;
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LISTBASE_FOREACH (const bDeformGroup *, group, &object.defbase) {
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vertex_group_names_.add(group->name, index);
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index++;
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}
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}
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const blender::Map<std::string, int> &MeshComponent::vertex_group_names() const
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{
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return vertex_group_names_;
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}
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/* This is only exposed for the internal attribute API. */
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blender::Map<std::string, int> &MeshComponent::vertex_group_names()
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{
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return vertex_group_names_;
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}
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/* Get the mesh from this component. This method can be used by multiple threads at the same
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* time. Therefore, the returned mesh should not be modified. No ownership is transferred. */
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const Mesh *MeshComponent::get_for_read() const
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{
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return mesh_;
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}
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/* Get the mesh from this component. This method can only be used when the component is mutable,
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* i.e. it is not shared. The returned mesh can be modified. No ownership is transferred. */
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Mesh *MeshComponent::get_for_write()
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{
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BLI_assert(this->is_mutable());
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if (ownership_ == GeometryOwnershipType::ReadOnly) {
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mesh_ = BKE_mesh_copy_for_eval(mesh_, false);
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ownership_ = GeometryOwnershipType::Owned;
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}
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return mesh_;
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}
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bool MeshComponent::is_empty() const
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{
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return mesh_ == nullptr;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Pointcloud Component
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* \{ */
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PointCloudComponent::PointCloudComponent() : GeometryComponent(GeometryComponentType::PointCloud)
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{
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}
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PointCloudComponent::~PointCloudComponent()
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{
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this->clear();
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}
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GeometryComponent *PointCloudComponent::copy() const
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{
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PointCloudComponent *new_component = new PointCloudComponent();
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if (pointcloud_ != nullptr) {
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new_component->pointcloud_ = BKE_pointcloud_copy_for_eval(pointcloud_, false);
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new_component->ownership_ = GeometryOwnershipType::Owned;
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}
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return new_component;
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}
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void PointCloudComponent::clear()
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{
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BLI_assert(this->is_mutable());
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if (pointcloud_ != nullptr) {
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if (ownership_ == GeometryOwnershipType::Owned) {
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BKE_id_free(nullptr, pointcloud_);
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}
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pointcloud_ = nullptr;
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}
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}
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bool PointCloudComponent::has_pointcloud() const
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{
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return pointcloud_ != nullptr;
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}
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/* Clear the component and replace it with the new point cloud. */
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void PointCloudComponent::replace(PointCloud *pointcloud, GeometryOwnershipType ownership)
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{
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BLI_assert(this->is_mutable());
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this->clear();
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pointcloud_ = pointcloud;
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ownership_ = ownership;
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}
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/* Return the point cloud and clear the component. The caller takes over responsibility for freeing
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* the point cloud (if the component was responsible before). */
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PointCloud *PointCloudComponent::release()
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{
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BLI_assert(this->is_mutable());
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PointCloud *pointcloud = pointcloud_;
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pointcloud_ = nullptr;
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return pointcloud;
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}
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/* Get the point cloud from this component. This method can be used by multiple threads at the same
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* time. Therefore, the returned point cloud should not be modified. No ownership is transferred.
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*/
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const PointCloud *PointCloudComponent::get_for_read() const
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{
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return pointcloud_;
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}
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/* Get the point cloud from this component. This method can only be used when the component is
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* mutable, i.e. it is not shared. The returned point cloud can be modified. No ownership is
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* transferred. */
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PointCloud *PointCloudComponent::get_for_write()
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{
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BLI_assert(this->is_mutable());
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if (ownership_ == GeometryOwnershipType::ReadOnly) {
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pointcloud_ = BKE_pointcloud_copy_for_eval(pointcloud_, false);
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ownership_ = GeometryOwnershipType::Owned;
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}
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return pointcloud_;
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}
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bool PointCloudComponent::is_empty() const
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{
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return pointcloud_ == nullptr;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Instances Component
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* \{ */
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InstancesComponent::InstancesComponent() : GeometryComponent(GeometryComponentType::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->transforms_ = transforms_;
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new_component->instanced_data_ = instanced_data_;
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return new_component;
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}
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void InstancesComponent::clear()
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{
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instanced_data_.clear();
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transforms_.clear();
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}
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void InstancesComponent::add_instance(Object *object, float4x4 transform, const int id)
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{
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|
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_;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Volume Component
|
|
* \{ */
|
|
|
|
VolumeComponent::VolumeComponent() : GeometryComponent(GeometryComponentType::Volume)
|
|
{
|
|
}
|
|
|
|
VolumeComponent::~VolumeComponent()
|
|
{
|
|
this->clear();
|
|
}
|
|
|
|
GeometryComponent *VolumeComponent::copy() const
|
|
{
|
|
VolumeComponent *new_component = new VolumeComponent();
|
|
if (volume_ != nullptr) {
|
|
new_component->volume_ = BKE_volume_copy_for_eval(volume_, false);
|
|
new_component->ownership_ = GeometryOwnershipType::Owned;
|
|
}
|
|
return new_component;
|
|
}
|
|
|
|
void VolumeComponent::clear()
|
|
{
|
|
BLI_assert(this->is_mutable());
|
|
if (volume_ != nullptr) {
|
|
if (ownership_ == GeometryOwnershipType::Owned) {
|
|
BKE_id_free(nullptr, volume_);
|
|
}
|
|
volume_ = nullptr;
|
|
}
|
|
}
|
|
|
|
bool VolumeComponent::has_volume() const
|
|
{
|
|
return volume_ != nullptr;
|
|
}
|
|
|
|
/* Clear the component and replace it with the new volume. */
|
|
void VolumeComponent::replace(Volume *volume, GeometryOwnershipType ownership)
|
|
{
|
|
BLI_assert(this->is_mutable());
|
|
this->clear();
|
|
volume_ = volume;
|
|
ownership_ = ownership;
|
|
}
|
|
|
|
/* Return the volume and clear the component. The caller takes over responsibility for freeing the
|
|
* volume (if the component was responsible before). */
|
|
Volume *VolumeComponent::release()
|
|
{
|
|
BLI_assert(this->is_mutable());
|
|
Volume *volume = volume_;
|
|
volume_ = nullptr;
|
|
return volume;
|
|
}
|
|
|
|
/* Get the volume from this component. This method can be used by multiple threads at the same
|
|
* time. Therefore, the returned volume should not be modified. No ownership is transferred. */
|
|
const Volume *VolumeComponent::get_for_read() const
|
|
{
|
|
return volume_;
|
|
}
|
|
|
|
/* Get the volume from this component. This method can only be used when the component is mutable,
|
|
* i.e. it is not shared. The returned volume can be modified. No ownership is transferred. */
|
|
Volume *VolumeComponent::get_for_write()
|
|
{
|
|
BLI_assert(this->is_mutable());
|
|
if (ownership_ == GeometryOwnershipType::ReadOnly) {
|
|
volume_ = BKE_volume_copy_for_eval(volume_, false);
|
|
ownership_ = GeometryOwnershipType::Owned;
|
|
}
|
|
return volume_;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name C API
|
|
* \{ */
|
|
|
|
void BKE_geometry_set_free(GeometrySet *geometry_set)
|
|
{
|
|
delete geometry_set;
|
|
}
|
|
|
|
bool BKE_geometry_set_has_instances(const GeometrySet *geometry_set)
|
|
{
|
|
return geometry_set->get_component_for_read<InstancesComponent>() != nullptr;
|
|
}
|
|
|
|
int BKE_geometry_set_instances(const GeometrySet *geometry_set,
|
|
float (**r_transforms)[4][4],
|
|
const int **r_almost_unique_ids,
|
|
InstancedData **r_instanced_data)
|
|
{
|
|
const InstancesComponent *component = geometry_set->get_component_for_read<InstancesComponent>();
|
|
if (component == nullptr) {
|
|
return 0;
|
|
}
|
|
*r_transforms = (float(*)[4][4])component->transforms().data();
|
|
*r_instanced_data = (InstancedData *)component->instanced_data().data();
|
|
*r_almost_unique_ids = (const int *)component->almost_unique_ids().data();
|
|
return component->instances_amount();
|
|
}
|
|
|
|
/** \} */
|