Instances are created with an "index" parameter used for persistence over time through animation. Currently the geometry nodes instancer passes the index in the array for this value, but the arrays created by the "Point Distribution" node aren't necessarily stable in this way when the input mesh is deformed. In D9832 we already mostly solved this problem with an `id` attribute. The solution here is to create instances with this attribute as well. It's important to note that deforming the instanced points *after* distribution will usually be a better solution for this problem. This solution is likely still important though. Differential Revision: https://developer.blender.org/D10024
404 lines
16 KiB
C++
404 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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#pragma once
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/** \file
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* \ingroup bke
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*/
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#include <atomic>
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#include <iostream>
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#include "BLI_float3.hh"
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#include "BLI_hash.hh"
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#include "BLI_map.hh"
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#include "BLI_set.hh"
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#include "BLI_user_counter.hh"
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#include "BKE_attribute_access.hh"
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#include "BKE_geometry_set.h"
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struct Collection;
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struct Mesh;
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struct Object;
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struct PointCloud;
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/* Each geometry component has a specific type. The type determines what kind of data the component
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* stores. Functions modifying a geometry will usually just modify a subset of the component types.
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*/
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enum class GeometryComponentType {
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Mesh = 0,
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PointCloud = 1,
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Instances = 2,
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};
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enum class GeometryOwnershipType {
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/* The geometry is owned. This implies that it can be changed. */
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Owned = 0,
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/* The geometry can be changed, but someone else is responsible for freeing it. */
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Editable = 1,
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/* The geometry cannot be changed and someone else is responsible for freeing it. */
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ReadOnly = 2,
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};
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/* Make it possible to use the component type as key in hash tables. */
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namespace blender {
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template<> struct DefaultHash<GeometryComponentType> {
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uint64_t operator()(const GeometryComponentType &value) const
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{
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return (uint64_t)value;
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}
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};
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} // namespace blender
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/**
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* This is the base class for specialized geometry component types.
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*/
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class GeometryComponent {
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private:
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/* The reference count has two purposes. When it becomes zero, the component is freed. When it is
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* larger than one, the component becomes immutable. */
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mutable std::atomic<int> users_ = 1;
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GeometryComponentType type_;
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public:
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GeometryComponent(GeometryComponentType type);
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virtual ~GeometryComponent();
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static GeometryComponent *create(GeometryComponentType component_type);
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/* The returned component should be of the same type as the type this is called on. */
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virtual GeometryComponent *copy() const = 0;
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void user_add() const;
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void user_remove() const;
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bool is_mutable() const;
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GeometryComponentType type() const;
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/* Return true when any attribute with this name exists, including built in attributes. */
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bool attribute_exists(const blender::StringRef attribute_name) const;
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/* Returns true when the geometry component supports this attribute domain. */
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virtual bool attribute_domain_supported(const AttributeDomain domain) const;
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/* Returns true when the given data type is supported in the given domain. */
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virtual bool attribute_domain_with_type_supported(const AttributeDomain domain,
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const CustomDataType data_type) const;
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/* Can only be used with supported domain types. */
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virtual int attribute_domain_size(const AttributeDomain domain) const;
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/* Attributes with these names cannot be created or removed via this api. */
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virtual bool attribute_is_builtin(const blender::StringRef attribute_name) const;
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/* Get read-only access to the highest priority attribute with the given name.
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* Returns null if the attribute does not exist. */
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virtual blender::bke::ReadAttributePtr attribute_try_get_for_read(
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const blender::StringRef attribute_name) const;
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/* Get read and write access to the highest priority attribute with the given name.
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* Returns null if the attribute does not exist. */
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virtual blender::bke::WriteAttributePtr attribute_try_get_for_write(
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const blender::StringRef attribute_name);
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/* Get a read-only attribute for the domain based on the given attribute. This can be used to
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* interpolate from one domain to another.
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* Returns null if the interpolation is not implemented. */
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virtual blender::bke::ReadAttributePtr attribute_try_adapt_domain(
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blender::bke::ReadAttributePtr attribute, const AttributeDomain domain) const;
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/* Returns true when the attribute has been deleted. */
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virtual bool attribute_try_delete(const blender::StringRef attribute_name);
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/* Returns true when the attribute has been created. */
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virtual bool attribute_try_create(const blender::StringRef attribute_name,
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const AttributeDomain domain,
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const CustomDataType data_type);
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virtual blender::Set<std::string> attribute_names() const;
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virtual bool is_empty() const;
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/* Get a read-only attribute for the given domain and data type.
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* Returns null when it does not exist. */
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blender::bke::ReadAttributePtr attribute_try_get_for_read(
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const blender::StringRef attribute_name,
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const AttributeDomain domain,
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const CustomDataType data_type) const;
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/* Get a read-only attribute interpolated to the input domain, leaving the data type unchanged.
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* Returns null when the attribute does not exist. */
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blender::bke::ReadAttributePtr attribute_try_get_for_read(
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const blender::StringRef attribute_name, const AttributeDomain domain) const;
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/* Get a read-only attribute for the given domain and data type.
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* Returns a constant attribute based on the default value if the attribute does not exist.
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* Never returns null. */
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blender::bke::ReadAttributePtr attribute_get_for_read(const blender::StringRef attribute_name,
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const AttributeDomain domain,
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const CustomDataType data_type,
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const void *default_value) const;
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/* Get a typed read-only attribute for the given domain and type. */
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template<typename T>
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blender::bke::TypedReadAttribute<T> attribute_get_for_read(
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const blender::StringRef attribute_name,
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const AttributeDomain domain,
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const T &default_value) const
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{
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const blender::fn::CPPType &cpp_type = blender::fn::CPPType::get<T>();
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const CustomDataType type = blender::bke::cpp_type_to_custom_data_type(cpp_type);
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return this->attribute_get_for_read(attribute_name, domain, type, &default_value);
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}
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/* Get a read-only dummy attribute that always returns the same value. */
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blender::bke::ReadAttributePtr attribute_get_constant_for_read(const AttributeDomain domain,
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const CustomDataType data_type,
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const void *value) const;
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/* Create a read-only dummy attribute that always returns the same value.
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* The given value is converted to the correct type if necessary. */
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blender::bke::ReadAttributePtr attribute_get_constant_for_read_converted(
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const AttributeDomain domain,
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const CustomDataType in_data_type,
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const CustomDataType out_data_type,
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const void *value) const;
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/* Get a read-only dummy attribute that always returns the same value. */
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template<typename T>
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blender::bke::TypedReadAttribute<T> attribute_get_constant_for_read(const AttributeDomain domain,
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const T &value) const
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{
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const blender::fn::CPPType &cpp_type = blender::fn::CPPType::get<T>();
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const CustomDataType type = blender::bke::cpp_type_to_custom_data_type(cpp_type);
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return this->attribute_get_constant_for_read(domain, type, &value);
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}
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/**
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* Returns the attribute with the given parameters if it exists.
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* If an exact match does not exist, other attributes with the same name are deleted and a new
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* attribute is created if possible.
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*/
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blender::bke::WriteAttributePtr attribute_try_ensure_for_write(
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const blender::StringRef attribute_name,
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const AttributeDomain domain,
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const CustomDataType data_type);
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};
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template<typename T>
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inline constexpr bool is_geometry_component_v = std::is_base_of_v<GeometryComponent, T>;
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/**
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* A geometry set contains zero or more geometry components. There is at most one component of each
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* type. Individual components might be shared between multiple geometries. Shared components are
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* copied automatically when write access is requested.
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*
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* Copying a geometry set is a relatively cheap operation, because it does not copy the referenced
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* geometry components.
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*/
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struct GeometrySet {
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private:
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using GeometryComponentPtr = blender::UserCounter<class GeometryComponent>;
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blender::Map<GeometryComponentType, GeometryComponentPtr> components_;
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public:
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GeometryComponent &get_component_for_write(GeometryComponentType component_type);
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template<typename Component> Component &get_component_for_write()
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{
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BLI_STATIC_ASSERT(is_geometry_component_v<Component>, "");
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return static_cast<Component &>(this->get_component_for_write(Component::static_type));
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}
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const GeometryComponent *get_component_for_read(GeometryComponentType component_type) const;
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template<typename Component> const Component *get_component_for_read() const
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{
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BLI_STATIC_ASSERT(is_geometry_component_v<Component>, "");
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return static_cast<const Component *>(get_component_for_read(Component::static_type));
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}
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bool has(const GeometryComponentType component_type) const;
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template<typename Component> bool has() const
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{
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BLI_STATIC_ASSERT(is_geometry_component_v<Component>, "");
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return this->has(Component::static_type);
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}
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void remove(const GeometryComponentType component_type);
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template<typename Component> void remove()
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{
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BLI_STATIC_ASSERT(is_geometry_component_v<Component>, "");
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return this->remove(Component::static_type);
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}
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void add(const GeometryComponent &component);
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void compute_boundbox_without_instances(blender::float3 *r_min, blender::float3 *r_max) const;
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friend std::ostream &operator<<(std::ostream &stream, const GeometrySet &geometry_set);
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friend bool operator==(const GeometrySet &a, const GeometrySet &b);
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uint64_t hash() const;
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/* Utility methods for creation. */
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static GeometrySet create_with_mesh(
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Mesh *mesh, GeometryOwnershipType ownership = GeometryOwnershipType::Owned);
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static GeometrySet create_with_pointcloud(
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PointCloud *pointcloud, GeometryOwnershipType ownership = GeometryOwnershipType::Owned);
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/* Utility methods for access. */
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bool has_mesh() const;
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bool has_pointcloud() const;
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bool has_instances() const;
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const Mesh *get_mesh_for_read() const;
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const PointCloud *get_pointcloud_for_read() const;
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Mesh *get_mesh_for_write();
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PointCloud *get_pointcloud_for_write();
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/* Utility methods for replacement. */
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void replace_mesh(Mesh *mesh, GeometryOwnershipType ownership = GeometryOwnershipType::Owned);
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void replace_pointcloud(PointCloud *pointcloud,
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GeometryOwnershipType ownership = GeometryOwnershipType::Owned);
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};
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/** A geometry component that can store a mesh. */
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class MeshComponent : public GeometryComponent {
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private:
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Mesh *mesh_ = nullptr;
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GeometryOwnershipType ownership_ = GeometryOwnershipType::Owned;
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/* Due to historical design choices, vertex group data is stored in the mesh, but the vertex
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* group names are stored on an object. Since we don't have an object here, we copy over the
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* names into this map. */
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blender::Map<std::string, int> vertex_group_names_;
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public:
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MeshComponent();
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~MeshComponent();
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GeometryComponent *copy() const override;
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void clear();
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bool has_mesh() const;
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void replace(Mesh *mesh, GeometryOwnershipType ownership = GeometryOwnershipType::Owned);
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Mesh *release();
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void copy_vertex_group_names_from_object(const struct Object &object);
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const Mesh *get_for_read() const;
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Mesh *get_for_write();
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bool attribute_domain_supported(const AttributeDomain domain) const final;
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bool attribute_domain_with_type_supported(const AttributeDomain domain,
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const CustomDataType data_type) const final;
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int attribute_domain_size(const AttributeDomain domain) const final;
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bool attribute_is_builtin(const blender::StringRef attribute_name) const final;
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blender::bke::ReadAttributePtr attribute_try_get_for_read(
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const blender::StringRef attribute_name) const final;
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blender::bke::WriteAttributePtr attribute_try_get_for_write(
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const blender::StringRef attribute_name) final;
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bool attribute_try_delete(const blender::StringRef attribute_name) final;
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bool attribute_try_create(const blender::StringRef attribute_name,
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const AttributeDomain domain,
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const CustomDataType data_type) final;
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blender::Set<std::string> attribute_names() const final;
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bool is_empty() const final;
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static constexpr inline GeometryComponentType static_type = GeometryComponentType::Mesh;
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};
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/** A geometry component that stores a point cloud. */
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class PointCloudComponent : public GeometryComponent {
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private:
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PointCloud *pointcloud_ = nullptr;
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GeometryOwnershipType ownership_ = GeometryOwnershipType::Owned;
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public:
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PointCloudComponent();
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~PointCloudComponent();
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GeometryComponent *copy() const override;
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void clear();
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bool has_pointcloud() const;
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void replace(PointCloud *pointcloud,
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GeometryOwnershipType ownership = GeometryOwnershipType::Owned);
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PointCloud *release();
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const PointCloud *get_for_read() const;
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PointCloud *get_for_write();
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bool attribute_domain_supported(const AttributeDomain domain) const final;
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bool attribute_domain_with_type_supported(const AttributeDomain domain,
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const CustomDataType data_type) const final;
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int attribute_domain_size(const AttributeDomain domain) const final;
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bool attribute_is_builtin(const blender::StringRef attribute_name) const final;
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blender::bke::ReadAttributePtr attribute_try_get_for_read(
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const blender::StringRef attribute_name) const final;
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blender::bke::WriteAttributePtr attribute_try_get_for_write(
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const blender::StringRef attribute_name) final;
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bool attribute_try_delete(const blender::StringRef attribute_name) final;
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bool attribute_try_create(const blender::StringRef attribute_name,
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const AttributeDomain domain,
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const CustomDataType data_type) final;
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blender::Set<std::string> attribute_names() const final;
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bool is_empty() const final;
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static constexpr inline GeometryComponentType static_type = GeometryComponentType::PointCloud;
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};
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/** A geometry component that stores instances. */
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class InstancesComponent : public GeometryComponent {
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private:
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blender::Vector<blender::float3> positions_;
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blender::Vector<blender::float3> rotations_;
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blender::Vector<blender::float3> scales_;
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blender::Vector<int> ids_;
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blender::Vector<InstancedData> instanced_data_;
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public:
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InstancesComponent();
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~InstancesComponent() = default;
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GeometryComponent *copy() const override;
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void clear();
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void add_instance(Object *object,
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blender::float3 position,
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blender::float3 rotation = {0, 0, 0},
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blender::float3 scale = {1, 1, 1},
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const int id = -1);
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void add_instance(Collection *collection,
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blender::float3 position,
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blender::float3 rotation = {0, 0, 0},
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blender::float3 scale = {1, 1, 1},
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const int id = -1);
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void add_instance(InstancedData data,
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blender::float3 position,
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blender::float3 rotation,
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blender::float3 scale,
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const int id = -1);
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blender::Span<InstancedData> instanced_data() const;
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blender::Span<blender::float3> positions() const;
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blender::Span<blender::float3> rotations() const;
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blender::Span<blender::float3> scales() const;
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blender::Span<int> ids() const;
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blender::MutableSpan<blender::float3> positions();
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int instances_amount() const;
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bool is_empty() const final;
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static constexpr inline GeometryComponentType static_type = GeometryComponentType::Instances;
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};
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