Curves: initial surface collision for curves sculpt mode #104469

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Jacques Lucke merged 29 commits from JacquesLucke/blender:temp-curves-surface-collision into main 2023-02-11 13:46:39 +01:00
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During hair grooming in curves sculpt mode, it is very useful when hair strands are prevented from intersecting with the surface mesh. Unfortunately, it also decreases performance significantly so we don't want it to be turned on all the time.

The surface collision is used by the Comb, Pinch and Puff brushes currently.

This was originally based on D15451 but I changed it quite significantly do make it more feasible to integrate in master without introducing new big abstractions that we don't know we'll need. The intersection prevention quality of this patch is worse than the original patch, it's a bit faster though. Overall, perfect collision detection at the cost of bad performance is not necessary for interactive sculpting, because the user can fix small mistakes very quickly. Nevertheless, the quality can probably still be improved significantly without too big slow-downs. This can be done separately from this patch.

image

Possible future improvements:

  • "Proper" solver that can handle more complex cases without resulting in intersections.
  • Support a separate collision collection.
During hair grooming in curves sculpt mode, it is very useful when hair strands are prevented from intersecting with the surface mesh. Unfortunately, it also decreases performance significantly so we don't want it to be turned on all the time. The surface collision is used by the Comb, Pinch and Puff brushes currently. This was originally based on [D15451](https://ro.developer.blender.org/D15451) but I changed it quite significantly do make it more feasible to integrate in master without introducing new big abstractions that we don't know we'll need. The intersection prevention quality of this patch is worse than the original patch, it's a bit faster though. Overall, perfect collision detection at the cost of bad performance is not necessary for interactive sculpting, because the user can fix small mistakes very quickly. Nevertheless, the quality can probably still be improved significantly without too big slow-downs. This can be done separately from this patch. ![image](/attachments/9f31b730-ec5d-424e-a35a-13649b46c35a) Possible future improvements: * "Proper" solver that can handle more complex cases without resulting in intersections. * Support a separate collision collection.
Jacques Lucke added 17 commits 2023-02-08 14:48:01 +01:00
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@blender-bot build

@blender-bot build
Jacques Lucke added 5 commits 2023-02-09 14:06:43 +01:00
Jacques Lucke changed title from WIP: Curves: initial surface collision for curves sculpt mode to Curves: initial surface collision for curves sculpt mode 2023-02-09 14:28:26 +01:00
Jacques Lucke requested review from Hans Goudey 2023-02-09 14:29:25 +01:00
Jacques Lucke requested review from Simon Thommes 2023-02-09 14:29:32 +01:00
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@blender-bot build

@blender-bot build
Simon Thommes approved these changes 2023-02-10 12:24:08 +01:00
Simon Thommes left a comment
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Seems good to me!

Would of course be great if performance/accuracy could be tweaked more in the future but this is great for a first iteration!

Seems good to me! Would of course be great if performance/accuracy could be tweaked more in the future but this is great for a first iteration!
Hans Goudey approved these changes 2023-02-10 18:24:16 +01:00
Hans Goudey left a comment
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Just a couple suggestions about the index mask stuff inline, and a couple other small things. Since it worked in my testing and for Simon and it will probably be changed more in the future, I didn't think too much about the specifics of the collision algorithm. What's there seems reasonable, but I didn't really think about alternatives.

At least for the guide use cases where there are very few initial curves, the performance difference isn't noticeable. It's obviously much different when there are lots of curves though.

Just a couple suggestions about the index mask stuff inline, and a couple other small things. Since it worked in my testing and for Simon and it will probably be changed more in the future, I didn't think too much about the specifics of the collision algorithm. What's there seems reasonable, but I didn't really think about alternatives. At least for the guide use cases where there are very few initial curves, the performance difference isn't noticeable. It's obviously much different when there are lots of curves though.
@ -241,4 +241,10 @@ IndexMask find_indices_from_virtual_array(const IndexMask indices_to_check,
return detail::find_indices_based_on_predicate__merge(indices_to_check, sub_masks, r_indices);
}
IndexMask find_indices_from_array(const Span<bool> array, Vector<int64_t> &r_indices)
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Can't seem to add a comment there, but this can replace

find_indices_based_on_predicate(indices_to_check, 4096, r_indices, [&](const int64_t i) { return span[i]; });

above.

Can't seem to add a comment there, but this can replace ``` find_indices_based_on_predicate(indices_to_check, 4096, r_indices, [&](const int64_t i) { return span[i]; }); ``` above.
JacquesLucke marked this conversation as resolved
@ -143,0 +147,4 @@
const IndexMask changed_curves_mask = index_mask_ops::find_indices_from_array(changed_curves,
indices);
const Mesh *surface = curves_id_->surface && curves_id_->surface->type == OB_MESH ?
static_cast<Mesh *>(curves_id_->surface->data) :
Member

static_cast<Mesh *> -> static_cast<const Mesh *>

`static_cast<Mesh *>` -> `static_cast<const Mesh *>`
JacquesLucke marked this conversation as resolved
@ -157,2 +160,3 @@
this->puff(curve_weights);
this->restore_segment_lengths();
Vector<int64_t> changed_curves_indices;
Member

What about something like this?

    Vector<int64_t> changed_curves_indices;
    index_mask_ops::find_indices_based_on_predicate(
        curve_selection_, 4096, changed_curves_indices, [&](const int64_t i) {
          return curve_weights[i] > 0.0f;
        });

Also, since the mask has to be computed, would it be possible to use the mask in this->puff()?

What about something like this? ``` Vector<int64_t> changed_curves_indices; index_mask_ops::find_indices_based_on_predicate( curve_selection_, 4096, changed_curves_indices, [&](const int64_t i) { return curve_weights[i] > 0.0f; }); ``` Also, since the mask has to be computed, would it be possible to use the mask in `this->puff()`?
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I might be wrong, but I think that's not equivalent currently. We could refactor things separately to clean this up though.

Note that the index used in the predicate curve_weights[select_i] > 0.0f is select_i, but the index appended to changed_curves_indices is curve_selection_[select_i]. So it's a different one.

I might be wrong, but I think that's not equivalent currently. We could refactor things separately to clean this up though. Note that the index used in the predicate `curve_weights[select_i] > 0.0f` is `select_i`, but the index appended to `changed_curves_indices` is `curve_selection_[select_i]`. So it's a different one.
@ -0,0 +4,4 @@
#include "BKE_curves.hh"
namespace blender::geometry::curve_constraint_solver {
Member

Suggestion: curve_constraint_solver -> curve_constraint(s)

I'm guessing the current name is left over from when it was more object oriented

Suggestion: `curve_constraint_solver` -> `curve_constraint(s)` I'm guessing the current name is left over from when it was more object oriented
JacquesLucke marked this conversation as resolved
@ -0,0 +6,4 @@
#include "GEO_curve_constraint_solver.hh"
#include "BKE_bvhutils.h"
Member

Should probably have the note about the coordinate spaces in this file too

Should probably have the note about the coordinate spaces in this file too
JacquesLucke marked this conversation as resolved
@ -0,0 +140,4 @@
const float3 normalized_slide_direction_cu = math::normalize_and_get_length(
slide_direction_cu, slide_direction_length_cu);
/* Use pythagorian theory to determine how far to slide. */
Member

theory -> theorem?

`theory` -> `theorem`?
JacquesLucke marked this conversation as resolved
@ -456,0 +456,4 @@
prop = RNA_def_property(srna, "use_sculpt_collision", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", CV_SCULPT_COLLISION_ENABLED);
RNA_def_property_ui_text(
prop, "Use Sculpt Collision", "Enable collision handling with the surface during sculpting");
Member

Suggestion: Enable collision with the surface while sculpting

Suggestion: `Enable collision with the surface while sculpting`
Member

This should get its own icon imho.

This should get its own icon imho.
Jacques Lucke added 7 commits 2023-02-11 13:41:01 +01:00
Jacques Lucke merged commit b723a398f3 into main 2023-02-11 13:46:39 +01:00
Jacques Lucke deleted branch temp-curves-surface-collision 2023-02-11 13:46:40 +01:00
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Reference: blender/blender#104469
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