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test/source/blender/blenkernel/intern/bake_geometry_nodes_modifier.cc

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
#include <sstream>
#include "BKE_bake_geometry_nodes_modifier.hh"
#include "BKE_collection.h"
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
#include "BKE_curves.hh"
Geometry Nodes: refactor simulation storage and how simulation nodes access it Goals of the refactor: * Internal support for baking individual simulation zones (not exposed in the UI yet). * More well-defined access to simulation data in geometry nodes. Especially, it should be more obvious where data is modified. A similar approach should also work for the Bake node. Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData` and then the simulation input and output nodes would have to figure out what to do with that data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of simulation zones. Contrary to before, different simulation zones can now be handled independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be subclassed by a user of the geometry nodes API. The subclass controls what each simulation input and output node does. This some of the logic that was part of the node before, into the modifier. The way we store simulation data is "transposed". Previously, we stored zone data per frame, but now we store frame data per zone. This allows different zones to be more independent. Consequently, the way the simulation cache is accessed changed. I kept things simpler for now, avoiding many of the methods we had before, and directly accessing the data more often which is often simple enough. This change also makes it theoretically possible to store baked data for separate zones independently. A downside of this is, that existing baked data can't be read anymore. We don't really have compatibility guarantees for this format yet, so it's ok. Users will have to bake again. The bake folder for the modifier now contains an extra subfolder for every zone. Drawing the cached/baked frames in the timeline is less straight forward now. Currently, it just draws the state of one of the zones, which usually is identical to that of all other zones. This will change in the future though, and then the timeline drawing also needs some new UI work. Pull Request: https://projects.blender.org/blender/blender/pulls/111623
2023-08-31 16:28:03 +02:00
#include "BKE_main.h"
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
#include "DNA_modifier_types.h"
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
#include "DNA_node_types.h"
#include "DNA_pointcloud_types.h"
#include "BLI_binary_search.hh"
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
#include "BLI_fileops.hh"
#include "BLI_hash_md5.h"
#include "BLI_path_util.h"
#include "BLI_string.h"
#include "BLI_string_utils.hh"
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
#include "MOD_nodes.hh"
namespace blender::bke::bake {
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
void NodeCache::reset()
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
{
std::destroy_at(this);
new (this) NodeCache();
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
}
void scene_simulation_states_reset(Scene &scene)
{
FOREACH_SCENE_OBJECT_BEGIN (&scene, ob) {
LISTBASE_FOREACH (ModifierData *, md, &ob->modifiers) {
if (md->type != eModifierType_Nodes) {
continue;
}
NodesModifierData *nmd = reinterpret_cast<NodesModifierData *>(md);
if (!nmd->runtime->cache) {
Geometry Nodes: refactor simulation storage and how simulation nodes access it Goals of the refactor: * Internal support for baking individual simulation zones (not exposed in the UI yet). * More well-defined access to simulation data in geometry nodes. Especially, it should be more obvious where data is modified. A similar approach should also work for the Bake node. Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData` and then the simulation input and output nodes would have to figure out what to do with that data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of simulation zones. Contrary to before, different simulation zones can now be handled independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be subclassed by a user of the geometry nodes API. The subclass controls what each simulation input and output node does. This some of the logic that was part of the node before, into the modifier. The way we store simulation data is "transposed". Previously, we stored zone data per frame, but now we store frame data per zone. This allows different zones to be more independent. Consequently, the way the simulation cache is accessed changed. I kept things simpler for now, avoiding many of the methods we had before, and directly accessing the data more often which is often simple enough. This change also makes it theoretically possible to store baked data for separate zones independently. A downside of this is, that existing baked data can't be read anymore. We don't really have compatibility guarantees for this format yet, so it's ok. Users will have to bake again. The bake folder for the modifier now contains an extra subfolder for every zone. Drawing the cached/baked frames in the timeline is less straight forward now. Currently, it just draws the state of one of the zones, which usually is identical to that of all other zones. This will change in the future though, and then the timeline drawing also needs some new UI work. Pull Request: https://projects.blender.org/blender/blender/pulls/111623
2023-08-31 16:28:03 +02:00
continue;
}
for (auto item : nmd->runtime->cache->cache_by_id.items()) {
Geometry Nodes: refactor simulation storage and how simulation nodes access it Goals of the refactor: * Internal support for baking individual simulation zones (not exposed in the UI yet). * More well-defined access to simulation data in geometry nodes. Especially, it should be more obvious where data is modified. A similar approach should also work for the Bake node. Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData` and then the simulation input and output nodes would have to figure out what to do with that data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of simulation zones. Contrary to before, different simulation zones can now be handled independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be subclassed by a user of the geometry nodes API. The subclass controls what each simulation input and output node does. This some of the logic that was part of the node before, into the modifier. The way we store simulation data is "transposed". Previously, we stored zone data per frame, but now we store frame data per zone. This allows different zones to be more independent. Consequently, the way the simulation cache is accessed changed. I kept things simpler for now, avoiding many of the methods we had before, and directly accessing the data more often which is often simple enough. This change also makes it theoretically possible to store baked data for separate zones independently. A downside of this is, that existing baked data can't be read anymore. We don't really have compatibility guarantees for this format yet, so it's ok. Users will have to bake again. The bake folder for the modifier now contains an extra subfolder for every zone. Drawing the cached/baked frames in the timeline is less straight forward now. Currently, it just draws the state of one of the zones, which usually is identical to that of all other zones. This will change in the future though, and then the timeline drawing also needs some new UI work. Pull Request: https://projects.blender.org/blender/blender/pulls/111623
2023-08-31 16:28:03 +02:00
item.value->reset();
}
}
}
FOREACH_SCENE_OBJECT_END;
}
std::optional<std::string> get_modifier_bake_path(const Main &bmain,
const Object &object,
const NodesModifierData &nmd)
Geometry Nodes: refactor simulation storage and how simulation nodes access it Goals of the refactor: * Internal support for baking individual simulation zones (not exposed in the UI yet). * More well-defined access to simulation data in geometry nodes. Especially, it should be more obvious where data is modified. A similar approach should also work for the Bake node. Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData` and then the simulation input and output nodes would have to figure out what to do with that data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of simulation zones. Contrary to before, different simulation zones can now be handled independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be subclassed by a user of the geometry nodes API. The subclass controls what each simulation input and output node does. This some of the logic that was part of the node before, into the modifier. The way we store simulation data is "transposed". Previously, we stored zone data per frame, but now we store frame data per zone. This allows different zones to be more independent. Consequently, the way the simulation cache is accessed changed. I kept things simpler for now, avoiding many of the methods we had before, and directly accessing the data more often which is often simple enough. This change also makes it theoretically possible to store baked data for separate zones independently. A downside of this is, that existing baked data can't be read anymore. We don't really have compatibility guarantees for this format yet, so it's ok. Users will have to bake again. The bake folder for the modifier now contains an extra subfolder for every zone. Drawing the cached/baked frames in the timeline is less straight forward now. Currently, it just draws the state of one of the zones, which usually is identical to that of all other zones. This will change in the future though, and then the timeline drawing also needs some new UI work. Pull Request: https://projects.blender.org/blender/blender/pulls/111623
2023-08-31 16:28:03 +02:00
{
const StringRefNull bmain_path = BKE_main_blendfile_path(&bmain);
if (bmain_path.is_empty()) {
return std::nullopt;
}
if (StringRef(nmd.simulation_bake_directory).is_empty()) {
return std::nullopt;
}
const char *base_path = ID_BLEND_PATH(&bmain, &object.id);
char absolute_bake_dir[FILE_MAX];
STRNCPY(absolute_bake_dir, nmd.simulation_bake_directory);
BLI_path_abs(absolute_bake_dir, base_path);
return absolute_bake_dir;
}
std::optional<bake::BakePath> get_node_bake_path(const Main &bmain,
const Object &object,
const NodesModifierData &nmd,
int node_id)
Geometry Nodes: refactor simulation storage and how simulation nodes access it Goals of the refactor: * Internal support for baking individual simulation zones (not exposed in the UI yet). * More well-defined access to simulation data in geometry nodes. Especially, it should be more obvious where data is modified. A similar approach should also work for the Bake node. Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData` and then the simulation input and output nodes would have to figure out what to do with that data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of simulation zones. Contrary to before, different simulation zones can now be handled independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be subclassed by a user of the geometry nodes API. The subclass controls what each simulation input and output node does. This some of the logic that was part of the node before, into the modifier. The way we store simulation data is "transposed". Previously, we stored zone data per frame, but now we store frame data per zone. This allows different zones to be more independent. Consequently, the way the simulation cache is accessed changed. I kept things simpler for now, avoiding many of the methods we had before, and directly accessing the data more often which is often simple enough. This change also makes it theoretically possible to store baked data for separate zones independently. A downside of this is, that existing baked data can't be read anymore. We don't really have compatibility guarantees for this format yet, so it's ok. Users will have to bake again. The bake folder for the modifier now contains an extra subfolder for every zone. Drawing the cached/baked frames in the timeline is less straight forward now. Currently, it just draws the state of one of the zones, which usually is identical to that of all other zones. This will change in the future though, and then the timeline drawing also needs some new UI work. Pull Request: https://projects.blender.org/blender/blender/pulls/111623
2023-08-31 16:28:03 +02:00
{
const NodesModifierBake *bake = nmd.find_bake(node_id);
if (bake == nullptr) {
return std::nullopt;
}
if (bake->flag & NODES_MODIFIER_BAKE_CUSTOM_PATH) {
if (StringRef(bake->directory).is_empty()) {
return std::nullopt;
}
const char *base_path = ID_BLEND_PATH(&bmain, &object.id);
char absolute_bake_dir[FILE_MAX];
STRNCPY(absolute_bake_dir, bake->directory);
BLI_path_abs(absolute_bake_dir, base_path);
return bake::BakePath::from_single_root(absolute_bake_dir);
}
const std::optional<std::string> modifier_bake_path = get_modifier_bake_path(bmain, object, nmd);
Geometry Nodes: refactor simulation storage and how simulation nodes access it Goals of the refactor: * Internal support for baking individual simulation zones (not exposed in the UI yet). * More well-defined access to simulation data in geometry nodes. Especially, it should be more obvious where data is modified. A similar approach should also work for the Bake node. Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData` and then the simulation input and output nodes would have to figure out what to do with that data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of simulation zones. Contrary to before, different simulation zones can now be handled independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be subclassed by a user of the geometry nodes API. The subclass controls what each simulation input and output node does. This some of the logic that was part of the node before, into the modifier. The way we store simulation data is "transposed". Previously, we stored zone data per frame, but now we store frame data per zone. This allows different zones to be more independent. Consequently, the way the simulation cache is accessed changed. I kept things simpler for now, avoiding many of the methods we had before, and directly accessing the data more often which is often simple enough. This change also makes it theoretically possible to store baked data for separate zones independently. A downside of this is, that existing baked data can't be read anymore. We don't really have compatibility guarantees for this format yet, so it's ok. Users will have to bake again. The bake folder for the modifier now contains an extra subfolder for every zone. Drawing the cached/baked frames in the timeline is less straight forward now. Currently, it just draws the state of one of the zones, which usually is identical to that of all other zones. This will change in the future though, and then the timeline drawing also needs some new UI work. Pull Request: https://projects.blender.org/blender/blender/pulls/111623
2023-08-31 16:28:03 +02:00
if (!modifier_bake_path) {
return std::nullopt;
}
char bake_dir[FILE_MAX];
BLI_path_join(
bake_dir, sizeof(bake_dir), modifier_bake_path->c_str(), std::to_string(node_id).c_str());
return bake::BakePath::from_single_root(bake_dir);
}
Geometry Nodes: refactor simulation storage and how simulation nodes access it Goals of the refactor: * Internal support for baking individual simulation zones (not exposed in the UI yet). * More well-defined access to simulation data in geometry nodes. Especially, it should be more obvious where data is modified. A similar approach should also work for the Bake node. Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData` and then the simulation input and output nodes would have to figure out what to do with that data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of simulation zones. Contrary to before, different simulation zones can now be handled independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be subclassed by a user of the geometry nodes API. The subclass controls what each simulation input and output node does. This some of the logic that was part of the node before, into the modifier. The way we store simulation data is "transposed". Previously, we stored zone data per frame, but now we store frame data per zone. This allows different zones to be more independent. Consequently, the way the simulation cache is accessed changed. I kept things simpler for now, avoiding many of the methods we had before, and directly accessing the data more often which is often simple enough. This change also makes it theoretically possible to store baked data for separate zones independently. A downside of this is, that existing baked data can't be read anymore. We don't really have compatibility guarantees for this format yet, so it's ok. Users will have to bake again. The bake folder for the modifier now contains an extra subfolder for every zone. Drawing the cached/baked frames in the timeline is less straight forward now. Currently, it just draws the state of one of the zones, which usually is identical to that of all other zones. This will change in the future though, and then the timeline drawing also needs some new UI work. Pull Request: https://projects.blender.org/blender/blender/pulls/111623
2023-08-31 16:28:03 +02:00
static IndexRange fix_frame_range(const int start, const int end)
{
const int num_frames = std::max(1, end - start + 1);
return IndexRange(start, num_frames);
}
std::optional<IndexRange> get_node_bake_frame_range(const Scene &scene,
const Object & /*object*/,
const NodesModifierData &nmd,
int node_id)
{
const NodesModifierBake *bake = nmd.find_bake(node_id);
if (bake == nullptr) {
return std::nullopt;
}
if (bake->flag & NODES_MODIFIER_BAKE_CUSTOM_SIMULATION_FRAME_RANGE) {
return fix_frame_range(bake->frame_start, bake->frame_end);
}
if (scene.flag & SCE_CUSTOM_SIMULATION_RANGE) {
return fix_frame_range(scene.simulation_frame_start, scene.simulation_frame_end);
}
return fix_frame_range(scene.r.sfra, scene.r.efra);
Geometry Nodes: refactor simulation storage and how simulation nodes access it Goals of the refactor: * Internal support for baking individual simulation zones (not exposed in the UI yet). * More well-defined access to simulation data in geometry nodes. Especially, it should be more obvious where data is modified. A similar approach should also work for the Bake node. Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData` and then the simulation input and output nodes would have to figure out what to do with that data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of simulation zones. Contrary to before, different simulation zones can now be handled independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be subclassed by a user of the geometry nodes API. The subclass controls what each simulation input and output node does. This some of the logic that was part of the node before, into the modifier. The way we store simulation data is "transposed". Previously, we stored zone data per frame, but now we store frame data per zone. This allows different zones to be more independent. Consequently, the way the simulation cache is accessed changed. I kept things simpler for now, avoiding many of the methods we had before, and directly accessing the data more often which is often simple enough. This change also makes it theoretically possible to store baked data for separate zones independently. A downside of this is, that existing baked data can't be read anymore. We don't really have compatibility guarantees for this format yet, so it's ok. Users will have to bake again. The bake folder for the modifier now contains an extra subfolder for every zone. Drawing the cached/baked frames in the timeline is less straight forward now. Currently, it just draws the state of one of the zones, which usually is identical to that of all other zones. This will change in the future though, and then the timeline drawing also needs some new UI work. Pull Request: https://projects.blender.org/blender/blender/pulls/111623
2023-08-31 16:28:03 +02:00
}
/**
* Turn the name into something that can be used as file name. It does not necessarily have to be
* human readable, but it can help if it is at least partially readable.
*/
static std::string escape_name(const StringRef name)
{
std::stringstream ss;
for (const char c : name) {
/* Only some letters allowed. Digits are not because they could lead to name collisions. */
if (('a' <= c && c <= 'z') || ('A' <= c && c <= 'Z')) {
ss << c;
}
else {
ss << int(c);
}
}
return ss.str();
}
static std::string get_blend_file_name(const Main &bmain)
{
const StringRefNull blend_file_path = BKE_main_blendfile_path(&bmain);
char blend_name[FILE_MAX];
BLI_path_split_file_part(blend_file_path.c_str(), blend_name, sizeof(blend_name));
const int64_t type_start_index = StringRef(blend_name).rfind(".");
if (type_start_index == StringRef::not_found) {
return "";
}
blend_name[type_start_index] = '\0';
return "blendcache_" + StringRef(blend_name);
}
static std::string get_modifier_directory_name(const Object &object, const ModifierData &md)
{
const std::string object_name_escaped = escape_name(object.id.name + 2);
const std::string modifier_name_escaped = escape_name(md.name);
return object_name_escaped + "_" + modifier_name_escaped;
}
std::string get_default_modifier_bake_directory(const Main &bmain,
const Object &object,
const NodesModifierData &nmd)
{
char dir[FILE_MAX];
/* Make path that's relative to the .blend file. */
BLI_path_join(dir,
sizeof(dir),
"//",
get_blend_file_name(bmain).c_str(),
get_modifier_directory_name(object, nmd.modifier).c_str());
return dir;
}
} // namespace blender::bke::bake