tornavis/source/blender/blenkernel/BKE_geometry_set.hh

580 lines
21 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_hash.hh"
#include "BLI_map.hh"
#include "BLI_set.hh"
#include "BLI_user_counter.hh"
#include "BLI_vector_set.hh"
#include "BKE_attribute_access.hh"
#include "BKE_geometry_set.h"
struct Collection;
struct Curve;
struct CurveEval;
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;
/**
* 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;
/* Return the data type and domain of an attribute with the given name if it exists. */
std::optional<AttributeMetaData> attribute_get_meta_data(
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;
bool attribute_is_builtin(const blender::StringRef attribute_name) const;
/* Get read-only access to the highest priority attribute with the given name.
* Returns null if the attribute does not exist. */
blender::bke::ReadAttributeLookup 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::WriteAttributeLookup 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 std::unique_ptr<blender::fn::GVArray> attribute_try_adapt_domain(
std::unique_ptr<blender::fn::GVArray> varray,
const AttributeDomain from_domain,
const AttributeDomain to_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,
const AttributeInit &initializer);
/* Try to create the builtin attribute with the given name. No data type or domain has to be
* provided, because those are fixed for builtin attributes. */
bool attribute_try_create_builtin(const blender::StringRef attribute_name,
const AttributeInit &initializer);
blender::Set<std::string> attribute_names() const;
bool attribute_foreach(const AttributeForeachCallback callback) const;
virtual bool is_empty() const;
/* Get a virtual array to read the data of an attribute on the given domain and data type.
* Returns null when the attribute does not exist or cannot be converted to the requested domain
* and data type. */
std::unique_ptr<blender::fn::GVArray> attribute_try_get_for_read(
const blender::StringRef attribute_name,
const AttributeDomain domain,
const CustomDataType data_type) const;
/* Get a virtual array to read the data of an attribute on the given domain. The data type is
* left unchanged. Returns null when the attribute does not exist or cannot be adapted to the
* requested domain. */
std::unique_ptr<blender::fn::GVArray> attribute_try_get_for_read(
const blender::StringRef attribute_name, const AttributeDomain domain) const;
/* Get a virtual array to read data of an attribute with the given data type. The domain is
* left unchanged. Returns null when the attribute does not exist or cannot be converted to the
* requested data type. */
blender::bke::ReadAttributeLookup attribute_try_get_for_read(
const blender::StringRef attribute_name, const CustomDataType data_type) const;
/* Get a virtual array to read the data of an attribute. If that is not possible, the returned
* virtual array will contain a default value. This never returns null. */
std::unique_ptr<blender::fn::GVArray> attribute_get_for_read(
const blender::StringRef attribute_name,
const AttributeDomain domain,
const CustomDataType data_type,
const void *default_value = nullptr) const;
/* Should be used instead of the method above when the requested data type is known at compile
* time for better type safety. */
template<typename T>
blender::fn::GVArray_Typed<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);
std::unique_ptr varray = this->attribute_get_for_read(
attribute_name, domain, type, &default_value);
return blender::fn::GVArray_Typed<T>(std::move(varray));
}
/**
* Returns an "output attribute", which is essentially a mutable virtual array with some commonly
* used convince features. The returned output attribute might be empty if requested attribute
* cannot exist on the geometry.
*
* The included convenience features are:
* - Implicit type conversion when writing to builtin attributes.
* - If the attribute name exists already, but has a different type/domain, a temporary attribute
* is created that will overwrite the existing attribute in the end.
*/
blender::bke::OutputAttribute attribute_try_get_for_output(
const blender::StringRef attribute_name,
const AttributeDomain domain,
const CustomDataType data_type,
const void *default_value = nullptr);
/* Same as attribute_try_get_for_output, but should be used when the original values in the
* attributes are not read, i.e. the attribute is used only for output. Since values are not read
* from this attribute, no default value is necessary. */
blender::bke::OutputAttribute attribute_try_get_for_output_only(
const blender::StringRef attribute_name,
const AttributeDomain domain,
const CustomDataType data_type);
/* Statically typed method corresponding to the equally named generic one. */
template<typename T>
blender::bke::OutputAttribute_Typed<T> attribute_try_get_for_output(
const blender::StringRef attribute_name, const AttributeDomain domain, const T default_value)
{
const blender::fn::CPPType &cpp_type = blender::fn::CPPType::get<T>();
const CustomDataType data_type = blender::bke::cpp_type_to_custom_data_type(cpp_type);
return this->attribute_try_get_for_output(attribute_name, domain, data_type, &default_value);
}
/* Statically typed method corresponding to the equally named generic one. */
template<typename T>
blender::bke::OutputAttribute_Typed<T> attribute_try_get_for_output_only(
const blender::StringRef attribute_name, const AttributeDomain domain)
{
const blender::fn::CPPType &cpp_type = blender::fn::CPPType::get<T>();
const CustomDataType data_type = blender::bke::cpp_type_to_custom_data_type(cpp_type);
return this->attribute_try_get_for_output_only(attribute_name, domain, data_type);
}
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);
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);
static GeometrySet create_with_curve(
CurveEval *curve, GeometryOwnershipType ownership = GeometryOwnershipType::Owned);
/* Utility methods for access. */
bool has_mesh() const;
bool has_pointcloud() const;
bool has_instances() const;
bool has_volume() const;
bool has_curve() const;
const Mesh *get_mesh_for_read() const;
const PointCloud *get_pointcloud_for_read() const;
const Volume *get_volume_for_read() const;
const CurveEval *get_curve_for_read() const;
Mesh *get_mesh_for_write();
PointCloud *get_pointcloud_for_write();
Volume *get_volume_for_write();
CurveEval *get_curve_for_write();
/* Utility methods for replacement. */
void replace_mesh(Mesh *mesh, GeometryOwnershipType ownership = GeometryOwnershipType::Owned);
void replace_pointcloud(PointCloud *pointcloud,
GeometryOwnershipType ownership = GeometryOwnershipType::Owned);
void replace_volume(Volume *volume,
GeometryOwnershipType ownership = GeometryOwnershipType::Owned);
void replace_curve(CurveEval *curve,
GeometryOwnershipType ownership = GeometryOwnershipType::Owned);
};
/** A geometry component that can store a mesh. */
class MeshComponent : public GeometryComponent {
private:
Mesh *mesh_ = nullptr;
GeometryOwnershipType ownership_ = GeometryOwnershipType::Owned;
public:
MeshComponent();
~MeshComponent();
GeometryComponent *copy() const override;
void clear();
bool has_mesh() const;
void replace(Mesh *mesh, GeometryOwnershipType ownership = GeometryOwnershipType::Owned);
Mesh *release();
const Mesh *get_for_read() const;
Mesh *get_for_write();
int attribute_domain_size(const AttributeDomain domain) const final;
std::unique_ptr<blender::fn::GVArray> attribute_try_adapt_domain(
std::unique_ptr<blender::fn::GVArray> varray,
const AttributeDomain from_domain,
const AttributeDomain to_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 curve data, in other words, a group of splines. */
class CurveComponent : public GeometryComponent {
private:
CurveEval *curve_ = nullptr;
GeometryOwnershipType ownership_ = GeometryOwnershipType::Owned;
/**
* Curve data necessary to hold the draw cache for rendering, consistent over multiple redraws.
* This is necessary because Blender assumes that objects evaluate to an object data type, and
* we use #CurveEval rather than #Curve here. It also allows us to mostly reuse the same
* batch cache implementation.
*/
mutable Curve *curve_for_render_ = nullptr;
mutable std::mutex curve_for_render_mutex_;
public:
CurveComponent();
~CurveComponent();
GeometryComponent *copy() const override;
void clear();
bool has_curve() const;
void replace(CurveEval *curve, GeometryOwnershipType ownership = GeometryOwnershipType::Owned);
CurveEval *release();
const CurveEval *get_for_read() const;
CurveEval *get_for_write();
int attribute_domain_size(const AttributeDomain domain) const final;
std::unique_ptr<blender::fn::GVArray> attribute_try_adapt_domain(
std::unique_ptr<blender::fn::GVArray> varray,
const AttributeDomain from_domain,
const AttributeDomain to_domain) const final;
bool is_empty() const final;
bool owns_direct_data() const override;
void ensure_owns_direct_data() override;
const Curve *get_curve_for_render() const;
static constexpr inline GeometryComponentType static_type = GEO_COMPONENT_TYPE_CURVE;
private:
const blender::bke::ComponentAttributeProviders *get_attribute_providers() const final;
};
class InstanceReference {
public:
enum class Type {
/**
* An empty instance. This allows an `InstanceReference` to be default constructed without
* being in an invalid state. There might also be other use cases that we haven't explored much
* yet (such as changing the instance later on, and "disabling" some instances).
*/
None,
Object,
Collection,
};
private:
Type type_ = Type::None;
/** Depending on the type this is either null, an Object or Collection pointer. */
void *data_ = nullptr;
public:
InstanceReference() = default;
InstanceReference(Object &object) : type_(Type::Object), data_(&object)
{
}
InstanceReference(Collection &collection) : type_(Type::Collection), data_(&collection)
{
}
Type type() const
{
return type_;
}
Object &object() const
{
BLI_assert(type_ == Type::Object);
return *(Object *)data_;
}
Collection &collection() const
{
BLI_assert(type_ == Type::Collection);
return *(Collection *)data_;
}
uint64_t hash() const
{
return blender::get_default_hash(data_);
}
friend bool operator==(const InstanceReference &a, const InstanceReference &b)
{
return a.data_ == b.data_;
}
};
/** A geometry component that stores instances. */
class InstancesComponent : public GeometryComponent {
private:
/**
* Indexed set containing information about the data that is instanced.
* Actual instances store an index ("handle") into this set.
*/
blender::VectorSet<InstanceReference> references_;
/** Index into `references_`. Determines what data is instanced. */
blender::Vector<int> instance_reference_handles_;
/** Transformation of the instances. */
blender::Vector<blender::float4x4> instance_transforms_;
/**
* IDs of the instances. They are used for consistency over multiple frames for things like
* motion blur.
*/
blender::Vector<int> instance_ids_;
/* 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 reserve(int min_capacity);
void resize(int capacity);
int add_reference(InstanceReference reference);
void add_instance(int instance_handle, const blender::float4x4 &transform, const int id = -1);
blender::Span<InstanceReference> references() const;
blender::Span<int> instance_reference_handles() const;
blender::MutableSpan<int> instance_reference_handles();
blender::MutableSpan<blender::float4x4> instance_transforms();
blender::Span<blender::float4x4> instance_transforms() const;
blender::MutableSpan<int> instance_ids();
blender::Span<int> instance_ids() const;
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;
};