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test/scripts/startup/bl_operators/geometry_nodes.py

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# SPDX-FileCopyrightText: 2020-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
import bpy
from bpy.types import Operator
from bpy.props import IntProperty, BoolProperty
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
from bpy.app.translations import pgettext_data as data_
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
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from bpy.props import (
EnumProperty,
)
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def add_empty_geometry_node_group(name):
group = bpy.data.node_groups.new(name, 'GeometryNodeTree')
group.interface.new_socket(data_("Geometry"), in_out='INPUT', socket_type='NodeSocketGeometry')
input_node = group.nodes.new('NodeGroupInput')
input_node.select = False
input_node.location.x = -200 - input_node.width
group.interface.new_socket(data_("Geometry"), in_out='OUTPUT', socket_type='NodeSocketGeometry')
output_node = group.nodes.new('NodeGroupOutput')
output_node.is_active_output = True
output_node.select = False
output_node.location.x = 200
return group
def geometry_node_group_empty_new(name):
group = add_empty_geometry_node_group(name)
group.links.new(group.nodes[data_("Group Input")].outputs[0], group.nodes[data_("Group Output")].inputs[0])
return group
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
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def geometry_node_group_empty_modifier_new(name):
group = geometry_node_group_empty_new(data_("Geometry Nodes"))
group.is_modifier = True
return group
def geometry_node_group_empty_tool_new(context):
group = geometry_node_group_empty_new(data_("Tool"))
# Node tools have fake users by default, otherwise Blender will delete them since they have no users.
group.use_fake_user = True
group.is_tool = True
ob = context.object
ob_type = ob.type if ob else 'MESH'
if ob_type == 'CURVES':
group.is_type_curve = True
elif ob_type == 'POINTCLOUD':
group.is_type_point_cloud = True
else:
group.is_type_mesh = True
mode = ob.mode if ob else 'OBJECT'
if mode in {'SCULPT', 'SCULPT_CURVES'}:
group.is_mode_sculpt = True
elif mode == 'EDIT':
group.is_mode_edit = True
else:
group.is_mode_object = True
return group
def geometry_modifier_poll(context):
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
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ob = context.object
# Test object support for geometry node modifier
if not ob or ob.type not in {'MESH', 'POINTCLOUD', 'VOLUME', 'CURVE', 'FONT', 'CURVES', 'GREASEPENCIL'}:
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
return False
return True
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def get_context_modifier(context):
# Context only has a "modifier" attribute in the modifier extra operators drop-down.
modifier = getattr(context, "modifier", ...)
if modifier is ...:
ob = context.object
if ob is None:
return False
modifier = ob.modifiers.active
if modifier is None or modifier.type != 'NODES':
return None
return modifier
def edit_geometry_nodes_modifier_poll(context):
return get_context_modifier(context) is not None
def socket_idname_to_attribute_type(idname):
if idname.startswith("NodeSocketInt"):
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return 'INT'
elif idname.startswith("NodeSocketColor"):
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return 'FLOAT_COLOR'
elif idname.startswith("NodeSocketVector"):
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return 'FLOAT_VECTOR'
elif idname.startswith("NodeSocketBool"):
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return 'BOOLEAN'
elif idname.startswith("NodeSocketFloat"):
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return 'FLOAT'
raise ValueError("Unsupported socket type")
def modifier_attribute_name_get(modifier, identifier):
try:
return modifier[identifier + "_attribute_name"]
except KeyError:
return None
def modifier_input_use_attribute(modifier, identifier):
try:
return modifier[identifier + "_use_attribute"] != 0
except KeyError:
return False
def get_socket_with_identifier(sockets, identifier):
for socket in sockets:
if socket.identifier == identifier:
return socket
return None
def get_enabled_socket_with_name(sockets, name):
for socket in sockets:
if socket.name == name and socket.enabled:
return socket
return None
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def create_wrapper_group(modifier, old_group):
wrapper_name = old_group.name + ".wrapper"
group = bpy.data.node_groups.new(wrapper_name, 'GeometryNodeTree')
group.interface.new_socket(data_("Geometry"), in_out='OUTPUT', socket_type='NodeSocketGeometry')
group.is_modifier = True
first_geometry_input = next(
(
item for item in old_group.interface.items_tree if item.item_type == 'SOCKET' and
item.in_out == 'INPUT' and
item.bl_socket_idname == 'NodeSocketGeometry'
),
None,
)
if first_geometry_input:
group.interface.new_socket(data_("Geometry"), in_out='INPUT', socket_type='NodeSocketGeometry')
group_input_node = group.nodes.new('NodeGroupInput')
group_input_node.location.x = -200 - group_input_node.width
group_input_node.select = False
group_output_node = group.nodes.new('NodeGroupOutput')
group_output_node.is_active_output = True
group_output_node.location.x = 200
group_output_node.select = False
group_node = group.nodes.new("GeometryNodeGroup")
group_node.node_tree = old_group
group_node.update()
# Copy default values for inputs and create named attribute input nodes.
input_nodes = []
for input_socket in old_group.interface.items_tree:
if input_socket.item_type != 'SOCKET' or (input_socket.in_out not in {'INPUT', 'BOTH'}):
continue
identifier = input_socket.identifier
group_node_input = get_socket_with_identifier(group_node.inputs, identifier)
if modifier_input_use_attribute(modifier, identifier):
input_node = group.nodes.new("GeometryNodeInputNamedAttribute")
input_nodes.append(input_node)
input_node.data_type = socket_idname_to_attribute_type(input_socket.bl_socket_idname)
attribute_name = modifier_attribute_name_get(modifier, identifier)
input_node.inputs["Name"].default_value = attribute_name
output_socket = get_enabled_socket_with_name(input_node.outputs, "Attribute")
group.links.new(output_socket, group_node_input)
elif hasattr(input_socket, "default_value"):
group_node_input.default_value = modifier[identifier]
if first_geometry_input:
group.links.new(
group_input_node.outputs[0],
get_socket_with_identifier(group_node.inputs, first_geometry_input.identifier),
)
# Adjust locations of named attribute input nodes and group input node to make some space.
if input_nodes:
for i, node in enumerate(input_nodes):
node.location.x = -175
node.location.y = i * -50
group_input_node.location.x = -350
# Connect outputs to store named attribute nodes to replace modifier attribute outputs.
store_nodes = []
first_geometry_output = None
for output_socket in old_group.interface.items_tree:
if output_socket.item_type != 'SOCKET' or (output_socket.in_out not in {'OUTPUT', 'BOTH'}):
continue
identifier = output_socket.identifier
group_node_output = get_socket_with_identifier(group_node.outputs, identifier)
attribute_name = modifier_attribute_name_get(modifier, identifier)
if attribute_name:
store_node = group.nodes.new("GeometryNodeStoreNamedAttribute")
store_nodes.append(store_node)
store_node.data_type = socket_idname_to_attribute_type(output_socket.bl_socket_idname)
store_node.domain = output_socket.attribute_domain
store_node.inputs["Name"].default_value = attribute_name
input_socket = get_enabled_socket_with_name(store_node.inputs, "Value")
group.links.new(group_node_output, input_socket)
elif output_socket.bl_socket_idname == 'NodeSocketGeometry':
if not first_geometry_output:
first_geometry_output = group_node_output
# Adjust locations of store named attribute nodes and move group output.
# Note that the node group has its sockets names translated, while the built-in nodes don't.
if store_nodes:
for i, node in enumerate(store_nodes):
node.location.x = (i + 1) * 175
node.location.y = 0
group_output_node.location.x = (len(store_nodes) + 1) * 175
group.links.new(first_geometry_output, store_nodes[0].inputs["Geometry"])
for i in range(len(store_nodes) - 1):
group.links.new(store_nodes[i].outputs["Geometry"], store_nodes[i + 1].inputs["Geometry"])
group.links.new(store_nodes[-1].outputs["Geometry"], group_output_node.inputs[data_("Geometry")])
else:
if not first_geometry_output:
self.report({'WARNING'}, "Node group must have a geometry output")
return {'CANCELLED'}
group.links.new(first_geometry_output, group_output_node.inputs[data_("Geometry")])
return group
class MoveModifierToNodes(Operator):
"""Move inputs and outputs from in the modifier to a new node group"""
bl_idname = "object.geometry_nodes_move_to_nodes"
bl_label = "Move to Nodes"
bl_options = {'REGISTER', 'UNDO'}
use_selected_objects: BoolProperty(
name="Selected Objects",
description="Affect all selected objects instead of just the active object",
)
@classmethod
def poll(cls, context):
return edit_geometry_nodes_modifier_poll(context)
def invoke(self, context, event):
if event.alt:
self.use_selected_objects = True
return self.execute(context)
def execute(self, context):
active_modifier = get_context_modifier(context)
if not active_modifier:
return {'CANCELLED'}
modifier_name = active_modifier.name
objects = []
if self.use_selected_objects:
objects = context.selected_editable_objects
else:
objects = [context.object]
for ob in objects:
modifier = ob.modifiers[modifier_name]
if not modifier:
continue
old_group = modifier.node_group
if not old_group:
continue
modifier.node_group = create_wrapper_group(modifier, old_group)
return {'FINISHED'}
class NewGeometryNodesModifier(Operator):
"""Create a new modifier with a new geometry node group"""
bl_idname = "node.new_geometry_nodes_modifier"
bl_label = "New Geometry Node Modifier"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return geometry_modifier_poll(context)
def execute(self, context):
ob = context.object
modifier = ob.modifiers.new(data_("GeometryNodes"), 'NODES')
if not modifier:
return {'CANCELLED'}
group = geometry_node_group_empty_modifier_new(data_("Geometry Nodes"))
modifier.node_group = group
return {'FINISHED'}
class NewGeometryNodeTreeAssign(Operator):
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"""Create a new geometry node group and assign it to the active modifier"""
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
bl_idname = "node.new_geometry_node_group_assign"
bl_label = "Assign New Geometry Node Group"
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return geometry_modifier_poll(context)
def execute(self, context):
modifier = get_context_modifier(context)
if not modifier:
return {'CANCELLED'}
group = geometry_node_group_empty_modifier_new(data_("Geometry Nodes"))
modifier.node_group = group
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
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return {'FINISHED'}
class NewGeometryNodeGroupTool(Operator):
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"""Create a new geometry node group for a tool"""
bl_idname = "node.new_geometry_node_group_tool"
bl_label = "New Geometry Node Tool Group"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
space = context.space_data
return space and space.type == 'NODE_EDITOR' and space.geometry_nodes_type == 'TOOL'
def execute(self, context):
group = geometry_node_group_empty_tool_new(context)
context.space_data.geometry_nodes_tool_tree = group
return {'FINISHED'}
class ZoneOperator:
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
@classmethod
Geometry Nodes: new Bake node This adds a new `Bake` node which allows saving and loading intermediate geometries. Typical use cases we want address with this currently are: * Bake some data for use with a render engine. * Bake parts of the node tree explicitly for better performance. For now, the format that is written to disk is not considered to be an import/export format. It's not guaranteed that data written with one Blender version can be read by another Blender version. For that it's better to use proper interchange formats. Better support for those will be added eventually as well. We also plan an `Import Bake` node that allows reading the blender-specific baked data independent of the Bake node and at different frames. The baking works very similar to the baking in the simulation zone (UI and implementation wise). Major differences are: * The Bake node has a `Bake Still` and `Bake Animation` mode. * The Bake node doesn't do automatic caching. Implementation details: * Refactored how we create the Python operators for moving socket items so that it also makes sense for non-zones. * The `ModifierCache` stores an independent map of `SimulationNodeCache` and `BakeNodeCache`, but both share a common data structure for the actually baked data. * For baking, the `Bake` node is added as a side-effect-node in the modifier. This will make sure that the node is baked even if it's currently not connected to the output. * Had to add a new `DEG_id_tag_update_for_side_effect_request` function that is used during baking. It's necessary because I want to evaluate the object again even though none of its inputs changed. The reevaluation is necessary to create the baked data. Using `DEG_id_tag_update` technically works as well, but has the problem that it also uses the `DEG_UPDATE_SOURCE_USER_EDIT` flag which (rightly) invalidates simulation caches which shouldn't happen here. * Slightly refactored the timeline drawing so that it can also show the baked ranges of Bake nodes. It does not show anything for baked nodes with a in Still mode though. * The bake operator is refactored to bake a list of `NodeBakeRequest` which makes the code easier to follow compared to the previous nested `ObjectBakeData > ModifierBakeData > NodeBakeData` data structure. * The bake operators are disabled when the .blend file is not yet saved. This is technically only necessary when the bake path depends on the .blend file path but seems ok to force the user anyway (otherwise the bake path may be lost as well if it's set explicitly). * The same operators are used to bake and delete single bakes in `Bake` nodes and `Simulation Zones`. On top of that, there are separate operators of baking and deleting all simulation bakes (those ignore bake nodes). * The `Bake` node remembers which inputs have been fields and thus may be baked as attributes. For that it uses an `Is Attribute` flag on the socket item. This is needed because the baked data may still contain attribute data, even if the inputs to the bake node are disconnected. * Similar to simulation zones, the behavior of `Bake` nodes is passed into the geometry nodes evaluation from the outside (from the modifier only currently). This is done by providing the new `GeoNodesBakeParams` in `GeoNodesCallData` when executing geometry nodes. Next Steps (mostly because they also involve simulations): * Visualize nodes that have not been evaluated in the last evaluation. * Fix issue with seemingly loosing baked data after undo. * Improve error handling when baked data is not found. * Show bake node in link drag search. * Higher level tools for managing bakes. Pull Request: https://projects.blender.org/blender/blender/pulls/115466
2023-12-18 13:01:06 +01:00
def get_node(cls, context):
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
node = context.active_node
if node is None:
return None
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
if node.bl_idname == cls.output_node_type:
return node
Geometry Nodes: new Bake node This adds a new `Bake` node which allows saving and loading intermediate geometries. Typical use cases we want address with this currently are: * Bake some data for use with a render engine. * Bake parts of the node tree explicitly for better performance. For now, the format that is written to disk is not considered to be an import/export format. It's not guaranteed that data written with one Blender version can be read by another Blender version. For that it's better to use proper interchange formats. Better support for those will be added eventually as well. We also plan an `Import Bake` node that allows reading the blender-specific baked data independent of the Bake node and at different frames. The baking works very similar to the baking in the simulation zone (UI and implementation wise). Major differences are: * The Bake node has a `Bake Still` and `Bake Animation` mode. * The Bake node doesn't do automatic caching. Implementation details: * Refactored how we create the Python operators for moving socket items so that it also makes sense for non-zones. * The `ModifierCache` stores an independent map of `SimulationNodeCache` and `BakeNodeCache`, but both share a common data structure for the actually baked data. * For baking, the `Bake` node is added as a side-effect-node in the modifier. This will make sure that the node is baked even if it's currently not connected to the output. * Had to add a new `DEG_id_tag_update_for_side_effect_request` function that is used during baking. It's necessary because I want to evaluate the object again even though none of its inputs changed. The reevaluation is necessary to create the baked data. Using `DEG_id_tag_update` technically works as well, but has the problem that it also uses the `DEG_UPDATE_SOURCE_USER_EDIT` flag which (rightly) invalidates simulation caches which shouldn't happen here. * Slightly refactored the timeline drawing so that it can also show the baked ranges of Bake nodes. It does not show anything for baked nodes with a in Still mode though. * The bake operator is refactored to bake a list of `NodeBakeRequest` which makes the code easier to follow compared to the previous nested `ObjectBakeData > ModifierBakeData > NodeBakeData` data structure. * The bake operators are disabled when the .blend file is not yet saved. This is technically only necessary when the bake path depends on the .blend file path but seems ok to force the user anyway (otherwise the bake path may be lost as well if it's set explicitly). * The same operators are used to bake and delete single bakes in `Bake` nodes and `Simulation Zones`. On top of that, there are separate operators of baking and deleting all simulation bakes (those ignore bake nodes). * The `Bake` node remembers which inputs have been fields and thus may be baked as attributes. For that it uses an `Is Attribute` flag on the socket item. This is needed because the baked data may still contain attribute data, even if the inputs to the bake node are disconnected. * Similar to simulation zones, the behavior of `Bake` nodes is passed into the geometry nodes evaluation from the outside (from the modifier only currently). This is done by providing the new `GeoNodesBakeParams` in `GeoNodesCallData` when executing geometry nodes. Next Steps (mostly because they also involve simulations): * Visualize nodes that have not been evaluated in the last evaluation. * Fix issue with seemingly loosing baked data after undo. * Improve error handling when baked data is not found. * Show bake node in link drag search. * Higher level tools for managing bakes. Pull Request: https://projects.blender.org/blender/blender/pulls/115466
2023-12-18 13:01:06 +01:00
if node.bl_idname == cls.input_node_type:
return node.paired_output
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
@classmethod
def poll(cls, context):
space = context.space_data
# Needs active node editor and a tree.
if not space or space.type != 'NODE_EDITOR' or not space.edit_tree or not space.edit_tree.is_editable:
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
return False
Geometry Nodes: new Bake node This adds a new `Bake` node which allows saving and loading intermediate geometries. Typical use cases we want address with this currently are: * Bake some data for use with a render engine. * Bake parts of the node tree explicitly for better performance. For now, the format that is written to disk is not considered to be an import/export format. It's not guaranteed that data written with one Blender version can be read by another Blender version. For that it's better to use proper interchange formats. Better support for those will be added eventually as well. We also plan an `Import Bake` node that allows reading the blender-specific baked data independent of the Bake node and at different frames. The baking works very similar to the baking in the simulation zone (UI and implementation wise). Major differences are: * The Bake node has a `Bake Still` and `Bake Animation` mode. * The Bake node doesn't do automatic caching. Implementation details: * Refactored how we create the Python operators for moving socket items so that it also makes sense for non-zones. * The `ModifierCache` stores an independent map of `SimulationNodeCache` and `BakeNodeCache`, but both share a common data structure for the actually baked data. * For baking, the `Bake` node is added as a side-effect-node in the modifier. This will make sure that the node is baked even if it's currently not connected to the output. * Had to add a new `DEG_id_tag_update_for_side_effect_request` function that is used during baking. It's necessary because I want to evaluate the object again even though none of its inputs changed. The reevaluation is necessary to create the baked data. Using `DEG_id_tag_update` technically works as well, but has the problem that it also uses the `DEG_UPDATE_SOURCE_USER_EDIT` flag which (rightly) invalidates simulation caches which shouldn't happen here. * Slightly refactored the timeline drawing so that it can also show the baked ranges of Bake nodes. It does not show anything for baked nodes with a in Still mode though. * The bake operator is refactored to bake a list of `NodeBakeRequest` which makes the code easier to follow compared to the previous nested `ObjectBakeData > ModifierBakeData > NodeBakeData` data structure. * The bake operators are disabled when the .blend file is not yet saved. This is technically only necessary when the bake path depends on the .blend file path but seems ok to force the user anyway (otherwise the bake path may be lost as well if it's set explicitly). * The same operators are used to bake and delete single bakes in `Bake` nodes and `Simulation Zones`. On top of that, there are separate operators of baking and deleting all simulation bakes (those ignore bake nodes). * The `Bake` node remembers which inputs have been fields and thus may be baked as attributes. For that it uses an `Is Attribute` flag on the socket item. This is needed because the baked data may still contain attribute data, even if the inputs to the bake node are disconnected. * Similar to simulation zones, the behavior of `Bake` nodes is passed into the geometry nodes evaluation from the outside (from the modifier only currently). This is done by providing the new `GeoNodesBakeParams` in `GeoNodesCallData` when executing geometry nodes. Next Steps (mostly because they also involve simulations): * Visualize nodes that have not been evaluated in the last evaluation. * Fix issue with seemingly loosing baked data after undo. * Improve error handling when baked data is not found. * Show bake node in link drag search. * Higher level tools for managing bakes. Pull Request: https://projects.blender.org/blender/blender/pulls/115466
2023-12-18 13:01:06 +01:00
if cls.get_node(context) is None:
return False
return True
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
classes = (
NewGeometryNodesModifier,
NewGeometryNodeTreeAssign,
NewGeometryNodeGroupTool,
MoveModifierToNodes,
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
)