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blender-archive/source/blender/blenkernel/BKE_geometry_set.hh
Hans Goudey 1ec9ac2016 Geometry Nodes: Support instances in attribute search
Previously only attributes of "real" geometry were displayed in
attribute search. This commit adds code to look through attributes
on instances and add those to the search drop-down too.

This required implementing the same sort of recursive traversal as
the realize instances code. The situation is a bit different though,
this can return early and doesn't need to keep track of transforms.

I added a limit so that it doesn't look through the attributes of
too many instanced geometry sets. I think this is important, since
this isn't a trivial operation and it could potentially happen for
every node in a large node tree. Currently the limit is set at 8
geometry sets, which I expect will be enough, since the set of
attributes is mostly not very unique anyway.

Fixes T86282

Diffrential Revision: https://developer.blender.org/D10919
2021-04-08 12:19:09 -05:00

491 lines
18 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#pragma once
/** \file
* \ingroup bke
*/
#include <atomic>
#include <iostream>
#include "BLI_float3.hh"
#include "BLI_float4x4.hh"
#include "BLI_function_ref.hh"
#include "BLI_hash.hh"
#include "BLI_map.hh"
#include "BLI_set.hh"
#include "BLI_user_counter.hh"
#include "BKE_attribute_access.hh"
#include "BKE_geometry_set.h"
struct Collection;
struct Mesh;
struct Object;
struct PointCloud;
struct Volume;
enum class GeometryOwnershipType {
/* The geometry is owned. This implies that it can be changed. */
Owned = 0,
/* The geometry can be changed, but someone else is responsible for freeing it. */
Editable = 1,
/* The geometry cannot be changed and someone else is responsible for freeing it. */
ReadOnly = 2,
};
namespace blender::bke {
class ComponentAttributeProviders;
}
class GeometryComponent;
/**
* An #OutputAttributePtr wraps a #WriteAttributePtr that might not be stored in its final
* destination yet. Therefore, once the attribute has been filled with data, the #save method has
* to be called, to store the attribute where it belongs (possibly by replacing an existing
* attribute with the same name).
*
* This is useful for example in the Attribute Color Ramp node, when the same attribute name is
* used as input and output. Typically the input is a float attribute, and the output is a color.
* Those two attributes cannot exist at the same time, due to a name collision. To handle this
* situation well, first the output colors have to be computed before the input floats are deleted.
* Therefore, the outputs have to be written to a temporary buffer that replaces the existing
* attribute once all computations are done.
*/
class OutputAttributePtr {
private:
blender::bke::WriteAttributePtr attribute_;
public:
OutputAttributePtr() = default;
OutputAttributePtr(blender::bke::WriteAttributePtr attribute);
OutputAttributePtr(GeometryComponent &component,
AttributeDomain domain,
std::string name,
CustomDataType data_type);
~OutputAttributePtr();
/* Returns false, when this wrapper is empty. */
operator bool() const
{
return static_cast<bool>(attribute_);
}
/* Get a reference to the underlying #WriteAttribute. */
blender::bke::WriteAttribute &get()
{
BLI_assert(attribute_);
return *attribute_;
}
blender::bke::WriteAttribute &operator*()
{
return *attribute_;
}
blender::bke::WriteAttribute *operator->()
{
return attribute_.get();
}
void save();
void apply_span_and_save();
};
/**
* Contains information about an attribute in a geometry component.
* More information can be added in the future. E.g. whether the attribute is builtin and how it is
* stored (uv map, vertex group, ...).
*/
struct AttributeMetaData {
AttributeDomain domain;
CustomDataType data_type;
};
/* Returns false when the iteration should be stopped. */
using AttributeForeachCallback = blender::FunctionRef<bool(blender::StringRefNull attribute_name,
const AttributeMetaData &meta_data)>;
/**
* This is the base class for specialized geometry component types.
*/
class GeometryComponent {
private:
/* The reference count has two purposes. When it becomes zero, the component is freed. When it is
* larger than one, the component becomes immutable. */
mutable std::atomic<int> users_ = 1;
GeometryComponentType type_;
public:
GeometryComponent(GeometryComponentType type);
virtual ~GeometryComponent() = default;
static GeometryComponent *create(GeometryComponentType component_type);
/* The returned component should be of the same type as the type this is called on. */
virtual GeometryComponent *copy() const = 0;
/* Direct data is everything except for instances of objects/collections.
* If this returns true, the geometry set can be cached and is still valid after e.g. modifier
* evaluation ends. Instances can only be valid as long as the data they instance is valid. */
virtual bool owns_direct_data() const = 0;
virtual void ensure_owns_direct_data() = 0;
void user_add() const;
void user_remove() const;
bool is_mutable() const;
GeometryComponentType type() const;
/* Return true when any attribute with this name exists, including built in attributes. */
bool attribute_exists(const blender::StringRef attribute_name) const;
/* Returns true when the geometry component supports this attribute domain. */
bool attribute_domain_supported(const AttributeDomain domain) const;
/* Can only be used with supported domain types. */
virtual int attribute_domain_size(const AttributeDomain domain) const;
/* Get read-only access to the highest priority attribute with the given name.
* Returns null if the attribute does not exist. */
blender::bke::ReadAttributePtr attribute_try_get_for_read(
const blender::StringRef attribute_name) const;
/* Get read and write access to the highest priority attribute with the given name.
* Returns null if the attribute does not exist. */
blender::bke::WriteAttributePtr attribute_try_get_for_write(
const blender::StringRef attribute_name);
/* Get a read-only attribute for the domain based on the given attribute. This can be used to
* interpolate from one domain to another.
* Returns null if the interpolation is not implemented. */
virtual blender::bke::ReadAttributePtr attribute_try_adapt_domain(
blender::bke::ReadAttributePtr attribute, const AttributeDomain new_domain) const;
/* Returns true when the attribute has been deleted. */
bool attribute_try_delete(const blender::StringRef attribute_name);
/* Returns true when the attribute has been created. */
bool attribute_try_create(const blender::StringRef attribute_name,
const AttributeDomain domain,
const CustomDataType data_type);
blender::Set<std::string> attribute_names() const;
bool attribute_foreach(const AttributeForeachCallback callback) const;
virtual bool is_empty() const;
/* Get a read-only attribute for the given domain and data type.
* Returns null when it does not exist. */
blender::bke::ReadAttributePtr attribute_try_get_for_read(
const blender::StringRef attribute_name,
const AttributeDomain domain,
const CustomDataType data_type) const;
/* Get a read-only attribute interpolated to the input domain, leaving the data type unchanged.
* Returns null when the attribute does not exist. */
blender::bke::ReadAttributePtr attribute_try_get_for_read(
const blender::StringRef attribute_name, const AttributeDomain domain) const;
/* Get a read-only attribute for the given domain and data type.
* Returns a constant attribute based on the default value if the attribute does not exist.
* Never returns null. */
blender::bke::ReadAttributePtr attribute_get_for_read(const blender::StringRef attribute_name,
const AttributeDomain domain,
const CustomDataType data_type,
const void *default_value) const;
/* Get a typed read-only attribute for the given domain and type. */
template<typename T>
blender::bke::TypedReadAttribute<T> attribute_get_for_read(
const blender::StringRef attribute_name,
const AttributeDomain domain,
const T &default_value) const
{
const blender::fn::CPPType &cpp_type = blender::fn::CPPType::get<T>();
const CustomDataType type = blender::bke::cpp_type_to_custom_data_type(cpp_type);
return this->attribute_get_for_read(attribute_name, domain, type, &default_value);
}
/* Get a read-only dummy attribute that always returns the same value. */
blender::bke::ReadAttributePtr attribute_get_constant_for_read(const AttributeDomain domain,
const CustomDataType data_type,
const void *value) const;
/* Create a read-only dummy attribute that always returns the same value.
* The given value is converted to the correct type if necessary. */
blender::bke::ReadAttributePtr attribute_get_constant_for_read_converted(
const AttributeDomain domain,
const CustomDataType in_data_type,
const CustomDataType out_data_type,
const void *value) const;
/* Get a read-only dummy attribute that always returns the same value. */
template<typename T>
blender::bke::TypedReadAttribute<T> attribute_get_constant_for_read(const AttributeDomain domain,
const T &value) const
{
const blender::fn::CPPType &cpp_type = blender::fn::CPPType::get<T>();
const CustomDataType type = blender::bke::cpp_type_to_custom_data_type(cpp_type);
return this->attribute_get_constant_for_read(domain, type, &value);
}
/**
* If an attribute with the given params exist, it is returned.
* If no attribute with the given name exists, create it and
* fill it with the default value if it is provided.
* If an attribute with the given name but different domain or type exists, a temporary attribute
* is created that has to be saved after the output has been computed. This avoids deleting
* another attribute, before a computation is finished.
*
* This might return no attribute when the attribute cannot exist on the component.
*/
OutputAttributePtr attribute_try_get_for_output(const blender::StringRef attribute_name,
const AttributeDomain domain,
const CustomDataType data_type,
const void *default_value = nullptr);
private:
virtual const blender::bke::ComponentAttributeProviders *get_attribute_providers() const;
};
template<typename T>
inline constexpr bool is_geometry_component_v = std::is_base_of_v<GeometryComponent, T>;
/**
* A geometry set contains zero or more geometry components. There is at most one component of each
* type. Individual components might be shared between multiple geometries. Shared components are
* copied automatically when write access is requested.
*
* Copying a geometry set is a relatively cheap operation, because it does not copy the referenced
* geometry components.
*/
struct GeometrySet {
private:
using GeometryComponentPtr = blender::UserCounter<class GeometryComponent>;
blender::Map<GeometryComponentType, GeometryComponentPtr> components_;
public:
GeometryComponent &get_component_for_write(GeometryComponentType component_type);
template<typename Component> Component &get_component_for_write()
{
BLI_STATIC_ASSERT(is_geometry_component_v<Component>, "");
return static_cast<Component &>(this->get_component_for_write(Component::static_type));
}
const GeometryComponent *get_component_for_read(GeometryComponentType component_type) const;
template<typename Component> const Component *get_component_for_read() const
{
BLI_STATIC_ASSERT(is_geometry_component_v<Component>, "");
return static_cast<const Component *>(get_component_for_read(Component::static_type));
}
bool has(const GeometryComponentType component_type) const;
template<typename Component> bool has() const
{
BLI_STATIC_ASSERT(is_geometry_component_v<Component>, "");
return this->has(Component::static_type);
}
void remove(const GeometryComponentType component_type);
template<typename Component> void remove()
{
BLI_STATIC_ASSERT(is_geometry_component_v<Component>, "");
return this->remove(Component::static_type);
}
void add(const GeometryComponent &component);
blender::Vector<const GeometryComponent *> get_components_for_read() const;
void compute_boundbox_without_instances(blender::float3 *r_min, blender::float3 *r_max) const;
friend std::ostream &operator<<(std::ostream &stream, const GeometrySet &geometry_set);
friend bool operator==(const GeometrySet &a, const GeometrySet &b);
uint64_t hash() const;
void clear();
void ensure_owns_direct_data();
/* Utility methods for creation. */
static GeometrySet create_with_mesh(
Mesh *mesh, GeometryOwnershipType ownership = GeometryOwnershipType::Owned);
static GeometrySet create_with_pointcloud(
PointCloud *pointcloud, GeometryOwnershipType ownership = GeometryOwnershipType::Owned);
/* Utility methods for access. */
bool has_mesh() const;
bool has_pointcloud() const;
bool has_instances() const;
bool has_volume() const;
const Mesh *get_mesh_for_read() const;
const PointCloud *get_pointcloud_for_read() const;
const Volume *get_volume_for_read() const;
Mesh *get_mesh_for_write();
PointCloud *get_pointcloud_for_write();
Volume *get_volume_for_write();
/* Utility methods for replacement. */
void replace_mesh(Mesh *mesh, GeometryOwnershipType ownership = GeometryOwnershipType::Owned);
void replace_pointcloud(PointCloud *pointcloud,
GeometryOwnershipType ownership = GeometryOwnershipType::Owned);
};
/** A geometry component that can store a mesh. */
class MeshComponent : public GeometryComponent {
private:
Mesh *mesh_ = nullptr;
GeometryOwnershipType ownership_ = GeometryOwnershipType::Owned;
/* Due to historical design choices, vertex group data is stored in the mesh, but the vertex
* group names are stored on an object. Since we don't have an object here, we copy over the
* names into this map. */
blender::Map<std::string, int> vertex_group_names_;
public:
MeshComponent();
~MeshComponent();
GeometryComponent *copy() const override;
void clear();
bool has_mesh() const;
void replace(Mesh *mesh, GeometryOwnershipType ownership = GeometryOwnershipType::Owned);
void replace_mesh_but_keep_vertex_group_names(
Mesh *mesh, GeometryOwnershipType ownership = GeometryOwnershipType::Owned);
Mesh *release();
void copy_vertex_group_names_from_object(const struct Object &object);
const blender::Map<std::string, int> &vertex_group_names() const;
blender::Map<std::string, int> &vertex_group_names();
const Mesh *get_for_read() const;
Mesh *get_for_write();
int attribute_domain_size(const AttributeDomain domain) const final;
blender::bke::ReadAttributePtr attribute_try_adapt_domain(
blender::bke::ReadAttributePtr attribute, const AttributeDomain new_domain) const final;
bool is_empty() const final;
bool owns_direct_data() const override;
void ensure_owns_direct_data() override;
static constexpr inline GeometryComponentType static_type = GEO_COMPONENT_TYPE_MESH;
private:
const blender::bke::ComponentAttributeProviders *get_attribute_providers() const final;
};
/** A geometry component that stores a point cloud. */
class PointCloudComponent : public GeometryComponent {
private:
PointCloud *pointcloud_ = nullptr;
GeometryOwnershipType ownership_ = GeometryOwnershipType::Owned;
public:
PointCloudComponent();
~PointCloudComponent();
GeometryComponent *copy() const override;
void clear();
bool has_pointcloud() const;
void replace(PointCloud *pointcloud,
GeometryOwnershipType ownership = GeometryOwnershipType::Owned);
PointCloud *release();
const PointCloud *get_for_read() const;
PointCloud *get_for_write();
int attribute_domain_size(const AttributeDomain domain) const final;
bool is_empty() const final;
bool owns_direct_data() const override;
void ensure_owns_direct_data() override;
static constexpr inline GeometryComponentType static_type = GEO_COMPONENT_TYPE_POINT_CLOUD;
private:
const blender::bke::ComponentAttributeProviders *get_attribute_providers() const final;
};
/** A geometry component that stores instances. */
class InstancesComponent : public GeometryComponent {
private:
blender::Vector<blender::float4x4> transforms_;
blender::Vector<int> ids_;
blender::Vector<InstancedData> instanced_data_;
/* These almost unique ids are generated based on `ids_`, which might not contain unique ids at
* all. They are *almost* unique, because under certain very unlikely circumstances, they are not
* unique. Code using these ids should not crash when they are not unique but can generally
* expect them to be unique. */
mutable std::mutex almost_unique_ids_mutex_;
mutable blender::Array<int> almost_unique_ids_;
public:
InstancesComponent();
~InstancesComponent() = default;
GeometryComponent *copy() const override;
void clear();
void add_instance(Object *object, blender::float4x4 transform, const int id = -1);
void add_instance(Collection *collection, blender::float4x4 transform, const int id = -1);
void add_instance(InstancedData data, blender::float4x4 transform, const int id = -1);
blender::Span<InstancedData> instanced_data() const;
blender::Span<blender::float4x4> transforms() const;
blender::Span<int> ids() const;
blender::MutableSpan<blender::float4x4> transforms();
int instances_amount() const;
blender::Span<int> almost_unique_ids() const;
bool is_empty() const final;
bool owns_direct_data() const override;
void ensure_owns_direct_data() override;
static constexpr inline GeometryComponentType static_type = GEO_COMPONENT_TYPE_INSTANCES;
};
/** A geometry component that stores volume grids. */
class VolumeComponent : public GeometryComponent {
private:
Volume *volume_ = nullptr;
GeometryOwnershipType ownership_ = GeometryOwnershipType::Owned;
public:
VolumeComponent();
~VolumeComponent();
GeometryComponent *copy() const override;
void clear();
bool has_volume() const;
void replace(Volume *volume, GeometryOwnershipType ownership = GeometryOwnershipType::Owned);
Volume *release();
const Volume *get_for_read() const;
Volume *get_for_write();
bool owns_direct_data() const override;
void ensure_owns_direct_data() override;
static constexpr inline GeometryComponentType static_type = GEO_COMPONENT_TYPE_VOLUME;
};