Difficult-Rocket/libs/pyglet/graphics/vertexdomain.py

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# ----------------------------------------------------------------------------
# pyglet
# Copyright (c) 2006-2008 Alex Holkner
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# Copyright (c) 2008-2022 pyglet contributors
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# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions
# are met:
#
# * Redistributions of source code must retain the above copyright
# notice, this list of conditions and the following disclaimer.
# * Redistributions in binary form must reproduce the above copyright
# notice, this list of conditions and the following disclaimer in
# the documentation and/or other materials provided with the
# distribution.
# * Neither the name of pyglet nor the names of its
# contributors may be used to endorse or promote products
# derived from this software without specific prior written
# permission.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
# FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
# COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
# INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
# BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
# LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
# CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
# LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
# ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
# POSSIBILITY OF SUCH DAMAGE.
# ----------------------------------------------------------------------------
"""Manage related vertex attributes within a single vertex domain.
A vertex "domain" consists of a set of attribute descriptions that together
describe the layout of one or more vertex buffers which are used together to
specify the vertices in a primitive. Additionally, the domain manages the
buffers used to store the data and will resize them as necessary to accommodate
new vertices.
Domains can optionally be indexed, in which case they also manage a buffer
containing vertex indices. This buffer is grown separately and has no size
relation to the attribute buffers.
Applications can create vertices (and optionally, indices) within a domain
with the :py:meth:`VertexDomain.create` method. This returns a
:py:class:`VertexList` representing the list of vertices created. The vertex
attribute data within the group can be modified, and the changes will be made
to the underlying buffers automatically.
The entire domain can be efficiently drawn in one step with the
:py:meth:`VertexDomain.draw` method, assuming all the vertices comprise
primitives of the same OpenGL primitive mode.
"""
import ctypes
import pyglet
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from pyglet.gl import *
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from pyglet.graphics import allocation, vertexattribute, vertexarray
from pyglet.graphics.vertexbuffer import BufferObject, MappableBufferObject
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def _nearest_pow2(v):
# From http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2
# Credit: Sean Anderson
v -= 1
v |= v >> 1
v |= v >> 2
v |= v >> 4
v |= v >> 8
v |= v >> 16
return v + 1
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_c_types = {
GL_BYTE: ctypes.c_byte,
GL_UNSIGNED_BYTE: ctypes.c_ubyte,
GL_SHORT: ctypes.c_short,
GL_UNSIGNED_SHORT: ctypes.c_ushort,
GL_INT: ctypes.c_int,
GL_UNSIGNED_INT: ctypes.c_uint,
GL_FLOAT: ctypes.c_float,
GL_DOUBLE: ctypes.c_double,
}
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_gl_types = {
'b': GL_BYTE,
'B': GL_UNSIGNED_BYTE,
's': GL_SHORT,
'S': GL_UNSIGNED_SHORT,
'i': GL_INT,
'I': GL_UNSIGNED_INT,
'f': GL_FLOAT,
'd': GL_DOUBLE,
}
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class VertexDomain:
"""Management of a set of vertex lists.
Construction of a vertex domain is usually done with the
:py:func:`create_domain` function.
"""
version = 0
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_initial_count = 16
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def __init__(self, program, attribute_meta):
self.program = program
self.attribute_meta = attribute_meta
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self.allocator = allocation.Allocator(self._initial_count)
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self.vao = vertexarray.VertexArray()
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self.attributes = []
self.buffer_attributes = [] # list of (buffer, attributes)
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for name, meta in attribute_meta.items():
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assert meta['format'][0] in _gl_types, f"'{meta['format']}' is not a valid atrribute format for '{name}'."
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location = meta['location']
count = meta['count']
gl_type = _gl_types[meta['format'][0]]
normalize = 'n' in meta['format']
attribute = vertexattribute.VertexAttribute(name, location, count, gl_type, normalize)
self.attributes.append(attribute)
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# Create buffer:
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attribute.buffer = MappableBufferObject(attribute.stride * self.allocator.capacity)
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attribute.buffer.element_size = attribute.stride
attribute.buffer.attributes = (attribute,)
self.buffer_attributes.append((attribute.buffer, (attribute,)))
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# Create named attributes for each attribute
self.attribute_names = {}
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for attribute in self.attributes:
self.attribute_names[attribute.name] = attribute
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def __del__(self):
# Break circular refs that Python GC seems to miss even when forced
# collection.
for attribute in self.attributes:
try:
del attribute.buffer
except AttributeError:
pass
def safe_alloc(self, count):
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"""Allocate vertices, resizing the buffers if necessary."""
try:
return self.allocator.alloc(count)
except allocation.AllocatorMemoryException as e:
capacity = _nearest_pow2(e.requested_capacity)
self.version += 1
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for buffer, _ in self.buffer_attributes:
buffer.resize(capacity * buffer.element_size)
self.allocator.set_capacity(capacity)
return self.allocator.alloc(count)
def safe_realloc(self, start, count, new_count):
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"""Reallocate vertices, resizing the buffers if necessary."""
try:
return self.allocator.realloc(start, count, new_count)
except allocation.AllocatorMemoryException as e:
capacity = _nearest_pow2(e.requested_capacity)
self.version += 1
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for buffer, _ in self.buffer_attributes:
buffer.resize(capacity * buffer.element_size)
self.allocator.set_capacity(capacity)
return self.allocator.realloc(start, count, new_count)
def create(self, count, index_count=None):
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"""Create a :py:class:`VertexList` in this domain.
:Parameters:
`count` : int
Number of vertices to create.
`index_count`: None
Ignored for non indexed VertexDomains
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:rtype: :py:class:`VertexList`
"""
start = self.safe_alloc(count)
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return VertexList(self, start, count)
def draw(self, mode):
"""Draw all vertices in the domain.
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All vertices in the domain are drawn at once. This is the
most efficient way to render primitives.
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:Parameters:
`mode` : int
OpenGL drawing mode, e.g. ``GL_POINTS``, ``GL_LINES``, etc.
"""
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self.vao.bind()
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for buffer, attributes in self.buffer_attributes:
buffer.bind()
for attribute in attributes:
attribute.enable()
attribute.set_pointer(attribute.buffer.ptr)
starts, sizes = self.allocator.get_allocated_regions()
primcount = len(starts)
if primcount == 0:
pass
elif primcount == 1:
# Common case
glDrawArrays(mode, starts[0], sizes[0])
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else:
starts = (GLint * primcount)(*starts)
sizes = (GLsizei * primcount)(*sizes)
glMultiDrawArrays(mode, starts, sizes, primcount)
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for buffer, _ in self.buffer_attributes:
buffer.unbind()
def draw_subset(self, mode, vertex_list):
"""Draw a specific VertexList in the domain.
The `vertex_list` parameter specifies a :py:class:`VertexList`
to draw. Only primitives in that list will be drawn.
:Parameters:
`mode` : int
OpenGL drawing mode, e.g. ``GL_POINTS``, ``GL_LINES``, etc.
`vertex_list` : `VertexList`
Vertex list to draw.
"""
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self.vao.bind()
for buffer, attributes in self.buffer_attributes:
buffer.bind()
for attribute in attributes:
attribute.enable()
attribute.set_pointer(attribute.buffer.ptr)
glDrawArrays(mode, vertex_list.start, vertex_list.count)
for buffer, _ in self.buffer_attributes:
buffer.unbind()
@property
def is_empty(self):
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return not self.allocator.starts
def __repr__(self):
return '<%s@%x %s>' % (self.__class__.__name__, id(self), self.allocator)
class VertexList:
"""A list of vertices within a :py:class:`VertexDomain`. Use
:py:meth:`VertexDomain.create` to construct this list.
"""
def __init__(self, domain, start, count):
self.domain = domain
self.start = start
self.count = count
self._caches = {}
self._cache_versions = {}
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def draw(self, mode):
"""Draw this vertex list in the given OpenGL mode.
:Parameters:
`mode` : int
OpenGL drawing mode, e.g. ``GL_POINTS``, ``GL_LINES``, etc.
"""
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self.domain.draw_subset(mode, self)
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def resize(self, count, index_count=None):
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"""Resize this group.
:Parameters:
`count` : int
New number of vertices in the list.
`index_count`: None
Ignored for non indexed VertexDomains
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"""
new_start = self.domain.safe_realloc(self.start, self.count, count)
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if new_start != self.start:
# Copy contents to new location
for attribute in self.domain.attributes:
old = attribute.get_region(attribute.buffer, self.start, self.count)
new = attribute.get_region(attribute.buffer, new_start, self.count)
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new.array[:] = old.array[:]
new.invalidate()
self.start = new_start
self.count = count
for version in self._cache_versions:
self._cache_versions[version] = None
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def delete(self):
"""Delete this group."""
self.domain.allocator.dealloc(self.start, self.count)
def migrate(self, domain):
"""Move this group from its current domain and add to the specified
one. Attributes on domains must match. (In practice, used to change
parent state of some vertices).
:Parameters:
`domain` : `VertexDomain`
Domain to migrate this vertex list to.
"""
assert list(domain.attribute_names.keys()) == list(self.domain.attribute_names.keys()),\
'Domain attributes must match.'
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new_start = domain.safe_alloc(self.count)
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for key, old_attribute in self.domain.attribute_names.items():
old = old_attribute.get_region(old_attribute.buffer, self.start, self.count)
new_attribute = domain.attribute_names[key]
new = new_attribute.get_region(new_attribute.buffer, new_start, self.count)
new.array[:] = old.array[:]
new.invalidate()
self.domain.allocator.dealloc(self.start, self.count)
self.domain = domain
self.start = new_start
for version in self._cache_versions:
self._cache_versions[version] = None
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def set_attribute_data(self, name, data):
attribute = self.domain.attribute_names[name]
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attribute.set_region(attribute.buffer, self.start, self.count, data)
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def __getattr__(self, name):
"""dynamic access to vertex attributes, for backwards compatibility.
"""
domain = self.domain
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if self._cache_versions.get(name, None) != domain.version:
attribute = domain.attribute_names[name]
self._caches[name] = attribute.get_region(attribute.buffer, self.start, self.count)
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self._cache_versions[name] = domain.version
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region = self._caches[name]
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region.invalidate()
return region.array
def __setattr__(self, name, value):
# Allow setting vertex attributes directly without overwriting them:
if 'domain' in self.__dict__ and name in self.__dict__['domain'].attribute_names:
getattr(self, name)[:] = value
return
super().__setattr__(name, value)
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class IndexedVertexDomain(VertexDomain):
"""Management of a set of indexed vertex lists.
Construction of an indexed vertex domain is usually done with the
:py:func:`create_domain` function.
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"""
_initial_index_count = 16
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def __init__(self, program, attribute_meta, index_gl_type=GL_UNSIGNED_INT):
super(IndexedVertexDomain, self).__init__(program, attribute_meta)
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self.index_allocator = allocation.Allocator(self._initial_index_count)
self.index_gl_type = index_gl_type
self.index_c_type = vertexattribute._c_types[index_gl_type]
self.index_element_size = ctypes.sizeof(self.index_c_type)
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self.index_buffer = BufferObject(self.index_allocator.capacity * self.index_element_size)
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def safe_index_alloc(self, count):
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"""Allocate indices, resizing the buffers if necessary."""
try:
return self.index_allocator.alloc(count)
except allocation.AllocatorMemoryException as e:
capacity = _nearest_pow2(e.requested_capacity)
self.version += 1
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self.index_buffer.resize(capacity * self.index_element_size)
self.index_allocator.set_capacity(capacity)
return self.index_allocator.alloc(count)
def safe_index_realloc(self, start, count, new_count):
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"""Reallocate indices, resizing the buffers if necessary."""
try:
return self.index_allocator.realloc(start, count, new_count)
except allocation.AllocatorMemoryException as e:
capacity = _nearest_pow2(e.requested_capacity)
self.version += 1
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self.index_buffer.resize(capacity * self.index_element_size)
self.index_allocator.set_capacity(capacity)
return self.index_allocator.realloc(start, count, new_count)
def create(self, count, index_count):
"""Create an :py:class:`IndexedVertexList` in this domain.
:Parameters:
`count` : int
Number of vertices to create
`index_count`
Number of indices to create
"""
start = self.safe_alloc(count)
index_start = self.safe_index_alloc(index_count)
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return IndexedVertexList(self, start, count, index_start, index_count)
def get_index_region(self, start, count):
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"""Get a data from a region of the index buffer.
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:Parameters:
`start` : int
Start of the region to map.
`count` : int
Number of indices to map.
:rtype: Array of int
"""
byte_start = self.index_element_size * start
byte_count = self.index_element_size * count
ptr_type = ctypes.POINTER(self.index_c_type * count)
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map_ptr = self.index_buffer.map_range(byte_start, byte_count, ptr_type)
data = map_ptr[:]
self.index_buffer.unmap()
return data
def set_index_region(self, start, count, data):
byte_start = self.index_element_size * start
byte_count = self.index_element_size * count
ptr_type = ctypes.POINTER(self.index_c_type * count)
map_ptr = self.index_buffer.map_range(byte_start, byte_count, ptr_type)
map_ptr[:] = data
self.index_buffer.unmap()
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def draw(self, mode):
"""Draw all vertices in the domain.
All vertices in the domain are drawn at once. This is the
most efficient way to render primitives.
:Parameters:
`mode` : int
OpenGL drawing mode, e.g. ``GL_POINTS``, ``GL_LINES``, etc.
"""
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self.vao.bind()
for buffer, attributes in self.buffer_attributes:
buffer.bind()
for attribute in attributes:
attribute.enable()
attribute.set_pointer(attribute.buffer.ptr)
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self.index_buffer.bind_to_index_buffer()
starts, sizes = self.index_allocator.get_allocated_regions()
primcount = len(starts)
if primcount == 0:
pass
elif primcount == 1:
# Common case
glDrawElements(mode, sizes[0], self.index_gl_type,
self.index_buffer.ptr + starts[0] * self.index_element_size)
else:
starts = [s * self.index_element_size + self.index_buffer.ptr for s in starts]
starts = (ctypes.POINTER(GLvoid) * primcount)(*(GLintptr * primcount)(*starts))
sizes = (GLsizei * primcount)(*sizes)
glMultiDrawElements(mode, sizes, self.index_gl_type, starts, primcount)
self.index_buffer.unbind()
for buffer, _ in self.buffer_attributes:
buffer.unbind()
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def draw_subset(self, mode, vertex_list):
"""Draw a specific IndexedVertexList in the domain.
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The `vertex_list` parameter specifies a :py:class:`IndexedVertexList`
to draw. Only primitives in that list will be drawn.
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:Parameters:
`mode` : int
OpenGL drawing mode, e.g. ``GL_POINTS``, ``GL_LINES``, etc.
`vertex_list` : `IndexedVertexList`
Vertex list to draw.
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"""
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self.vao.bind()
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for buffer, attributes in self.buffer_attributes:
buffer.bind()
for attribute in attributes:
attribute.enable()
attribute.set_pointer(attribute.buffer.ptr)
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self.index_buffer.bind_to_index_buffer()
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glDrawElements(mode, vertex_list.index_count, self.index_gl_type,
self.index_buffer.ptr +
vertex_list.index_start * self.index_element_size)
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self.index_buffer.unbind()
for buffer, _ in self.buffer_attributes:
buffer.unbind()
class IndexedVertexList(VertexList):
"""A list of vertices within an :py:class:`IndexedVertexDomain` that are
indexed. Use :py:meth:`IndexedVertexDomain.create` to construct this list.
"""
_indices_cache = None
_indices_cache_version = None
def __init__(self, domain, start, count, index_start, index_count):
super().__init__(domain, start, count)
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self.index_start = index_start
self.index_count = index_count
def resize(self, count, index_count):
"""Resize this group.
:Parameters:
`count` : int
New number of vertices in the list.
`index_count` : int
New number of indices in the list.
"""
old_start = self.start
super().resize(count)
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# Change indices (because vertices moved)
if old_start != self.start:
diff = self.start - old_start
self.indices[:] = [i + diff for i in self.indices]
# Resize indices
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new_start = self.domain.safe_index_realloc(self.index_start, self.index_count, index_count)
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if new_start != self.index_start:
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old = self.domain.get_index_region(self.index_start, self.index_count)
new = self.domain.get_index_region(self.index_start, self.index_count)
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new.array[:] = old.array[:]
new.invalidate()
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self.index_start = new_start
self.index_count = index_count
self._indices_cache_version = None
def delete(self):
"""Delete this group."""
super().delete()
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self.domain.index_allocator.dealloc(self.index_start, self.index_count)
def migrate(self, domain):
"""Move this group from its current indexed domain and add to the
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specified one. Attributes on domains must match. (In practice, used
to change parent state of some vertices).
:Parameters:
`domain` : `IndexedVertexDomain`
Indexed domain to migrate this vertex list to.
"""
old_start = self.start
old_domain = self.domain
super().migrate(domain)
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# Note: this code renumber the indices of the *original* domain
# because the vertices are in a new position in the new domain
if old_start != self.start:
diff = self.start - old_start
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old_indices = old_domain.get_index_region(self.index_start, self.index_count)
old_domain.set_index_region(self.index_start, self.index_count, [i + diff for i in old_indices])
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# copy indices to new domain
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old_array = old_domain.get_index_region(self.index_start, self.index_count)
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# must delloc before calling safe_index_alloc or else problems when same
# batch is migrated to because index_start changes after dealloc
old_domain.index_allocator.dealloc(self.index_start, self.index_count)
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new_start = self.domain.safe_index_alloc(self.index_count)
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self.domain.set_index_region(new_start, self.index_count, old_array)
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self.index_start = new_start
self._indices_cache_version = None
@property
def indices(self):
"""Array of index data."""
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if self._indices_cache_version != self.domain.version:
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domain = self.domain
self._indices_cache = domain.get_index_region(self.index_start, self.index_count)
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self._indices_cache_version = domain.version
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return self._indices_cache
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@indices.setter
def indices(self, data):
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self.domain.set_index_region(self.index_start, self.index_count, data)