Geometry Nodes: new Repeat Zone
This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
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@@ -350,6 +350,105 @@ class SimulationZoneItemMoveOperator(SimulationZoneOperator, Operator):
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return {'FINISHED'}
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class RepeatZoneOperator:
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input_node_type = 'GeometryNodeRepeatInput'
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output_node_type = 'GeometryNodeRepeatOutput'
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@classmethod
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def get_output_node(cls, context):
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node = context.active_node
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if node.bl_idname == cls.input_node_type:
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return node.paired_output
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if node.bl_idname == cls.output_node_type:
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return node
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return None
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@classmethod
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def poll(cls, context):
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space = context.space_data
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# Needs active node editor and a tree.
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if not space or space.type != 'NODE_EDITOR' or not space.edit_tree or space.edit_tree.library:
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return False
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node = context.active_node
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if node is None or node.bl_idname not in [cls.input_node_type, cls.output_node_type]:
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return False
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if cls.get_output_node(context) is None:
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return False
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return True
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class RepeatZoneItemAddOperator(RepeatZoneOperator, Operator):
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"""Add a repeat item to the repeat zone"""
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bl_idname = "node.repeat_zone_item_add"
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bl_label = "Add Repeat Item"
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bl_options = {'REGISTER', 'UNDO'}
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default_socket_type = 'GEOMETRY'
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def execute(self, context):
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node = self.get_output_node(context)
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repeat_items = node.repeat_items
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# Remember index to move the item.
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if node.active_item:
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dst_index = node.active_index + 1
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dst_type = node.active_item.socket_type
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dst_name = node.active_item.name
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else:
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dst_index = len(repeat_items)
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dst_type = self.default_socket_type
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# Empty name so it is based on the type.
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dst_name = ""
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repeat_items.new(dst_type, dst_name)
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repeat_items.move(len(repeat_items) - 1, dst_index)
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node.active_index = dst_index
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return {'FINISHED'}
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class RepeatZoneItemRemoveOperator(RepeatZoneOperator, Operator):
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"""Remove a repeat item from the repeat zone"""
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bl_idname = "node.repeat_zone_item_remove"
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bl_label = "Remove Repeat Item"
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bl_options = {'REGISTER', 'UNDO'}
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def execute(self, context):
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node = self.get_output_node(context)
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repeat_items = node.repeat_items
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if node.active_item:
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repeat_items.remove(node.active_item)
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node.active_index = min(node.active_index, len(repeat_items) - 1)
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return {'FINISHED'}
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class RepeatZoneItemMoveOperator(RepeatZoneOperator, Operator):
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"""Move a repeat item up or down in the list"""
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bl_idname = "node.repeat_zone_item_move"
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bl_label = "Move Repeat Item"
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bl_options = {'REGISTER', 'UNDO'}
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direction: EnumProperty(
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name="Direction",
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items=[('UP', "Up", ""), ('DOWN', "Down", "")],
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default='UP',
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)
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def execute(self, context):
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node = self.get_output_node(context)
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repeat_items = node.repeat_items
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if self.direction == 'UP' and node.active_index > 0:
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repeat_items.move(node.active_index, node.active_index - 1)
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node.active_index = node.active_index - 1
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elif self.direction == 'DOWN' and node.active_index < len(repeat_items) - 1:
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repeat_items.move(node.active_index, node.active_index + 1)
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node.active_index = node.active_index + 1
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return {'FINISHED'}
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classes = (
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NewGeometryNodesModifier,
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NewGeometryNodeTreeAssign,
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@@ -357,4 +456,7 @@ classes = (
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SimulationZoneItemAddOperator,
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SimulationZoneItemRemoveOperator,
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SimulationZoneItemMoveOperator,
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RepeatZoneItemAddOperator,
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RepeatZoneItemRemoveOperator,
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RepeatZoneItemMoveOperator,
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)
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@@ -154,14 +154,7 @@ class NODE_OT_add_node(NodeAddOperator, Operator):
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return ""
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class NODE_OT_add_simulation_zone(NodeAddOperator, Operator):
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"""Add simulation zone input and output nodes to the active tree"""
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bl_idname = "node.add_simulation_zone"
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bl_label = "Add Simulation Zone"
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bl_options = {'REGISTER', 'UNDO'}
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input_node_type = "GeometryNodeSimulationInput"
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output_node_type = "GeometryNodeSimulationOutput"
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class NodeAddZoneOperator(NodeAddOperator):
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offset: FloatVectorProperty(
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name="Offset",
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description="Offset of nodes from the cursor when added",
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@@ -195,6 +188,26 @@ class NODE_OT_add_simulation_zone(NodeAddOperator, Operator):
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return {'FINISHED'}
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class NODE_OT_add_simulation_zone(NodeAddZoneOperator, Operator):
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"""Add simulation zone input and output nodes to the active tree"""
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bl_idname = "node.add_simulation_zone"
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bl_label = "Add Simulation Zone"
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bl_options = {'REGISTER', 'UNDO'}
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input_node_type = "GeometryNodeSimulationInput"
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output_node_type = "GeometryNodeSimulationOutput"
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class NODE_OT_add_repeat_zone(NodeAddZoneOperator, Operator):
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"""Add a repeat zone that allows executing nodes a dynamic number of times"""
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bl_idname = "node.add_repeat_zone"
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bl_label = "Add Repeat Zone"
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bl_options = {'REGISTER', 'UNDO'}
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input_node_type = "GeometryNodeRepeatInput"
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output_node_type = "GeometryNodeRepeatOutput"
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class NODE_OT_collapse_hide_unused_toggle(Operator):
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"""Toggle collapsed nodes and hide unused sockets"""
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@@ -328,6 +341,7 @@ classes = (
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NODE_OT_add_node,
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NODE_OT_add_simulation_zone,
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NODE_OT_add_repeat_zone,
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NODE_OT_collapse_hide_unused_toggle,
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NODE_OT_panel_add,
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NODE_OT_panel_remove,
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@@ -72,6 +72,12 @@ def add_simulation_zone(layout, label):
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return props
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def add_repeat_zone(layout, label):
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props = layout.operator("node.add_repeat_zone", text=label)
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props.use_transform = True
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return props
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classes = (
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)
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@@ -530,6 +530,7 @@ class NODE_MT_category_GEO_UTILITIES(Menu):
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layout.menu("NODE_MT_category_GEO_UTILITIES_ROTATION")
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layout.separator()
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node_add_menu.add_node_type(layout, "FunctionNodeRandomValue")
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node_add_menu.add_repeat_zone(layout, label="Repeat Zone")
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node_add_menu.add_node_type(layout, "GeometryNodeSwitch")
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node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
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@@ -1107,6 +1107,80 @@ class NODE_PT_simulation_zone_items(Panel):
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layout.prop(active_item, "attribute_domain")
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class NODE_UL_repeat_zone_items(bpy.types.UIList):
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def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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row = layout.row(align=True)
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row.template_node_socket(color=item.color)
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row.prop(item, "name", text="", emboss=False, icon_value=icon)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.template_node_socket(color=item.color)
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class NODE_PT_repeat_zone_items(Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'UI'
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bl_category = "Node"
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bl_label = "Repeat"
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input_node_type = 'GeometryNodeRepeatInput'
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output_node_type = 'GeometryNodeRepeatOutput'
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@classmethod
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def get_output_node(cls, context):
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node = context.active_node
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if node.bl_idname == cls.input_node_type:
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return node.paired_output
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if node.bl_idname == cls.output_node_type:
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return node
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return None
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@classmethod
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def poll(cls, context):
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snode = context.space_data
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if snode is None:
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return False
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node = context.active_node
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if node is None or node.bl_idname not in (cls.input_node_type, cls.output_node_type):
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return False
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if cls.get_output_node(context) is None:
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return False
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return True
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def draw(self, context):
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layout = self.layout
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output_node = self.get_output_node(context)
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split = layout.row()
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split.template_list(
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"NODE_UL_repeat_zone_items",
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"",
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output_node,
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"repeat_items",
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output_node,
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"active_index")
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ops_col = split.column()
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add_remove_col = ops_col.column(align=True)
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add_remove_col.operator("node.repeat_zone_item_add", icon='ADD', text="")
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add_remove_col.operator("node.repeat_zone_item_remove", icon='REMOVE', text="")
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ops_col.separator()
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up_down_col = ops_col.column(align=True)
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props = up_down_col.operator("node.repeat_zone_item_move", icon='TRIA_UP', text="")
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props.direction = 'UP'
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props = up_down_col.operator("node.repeat_zone_item_move", icon='TRIA_DOWN', text="")
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props.direction = 'DOWN'
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active_item = output_node.active_item
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if active_item is not None:
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layout.use_property_split = True
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layout.use_property_decorate = False
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layout.prop(active_item, "socket_type")
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# Grease Pencil properties
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class NODE_PT_annotation(AnnotationDataPanel, Panel):
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bl_space_type = 'NODE_EDITOR'
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@@ -1174,6 +1248,8 @@ classes = (
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NODE_PT_panels,
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NODE_UL_simulation_zone_items,
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NODE_PT_simulation_zone_items,
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NODE_UL_repeat_zone_items,
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NODE_PT_repeat_zone_items,
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NODE_PT_active_node_properties,
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node_panel(EEVEE_MATERIAL_PT_settings),
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@@ -91,6 +91,8 @@ class SPREADSHEET_HT_header(bpy.types.Header):
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layout.label(text=ctx.ui_name, icon='NODE')
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elif ctx.type == 'SIMULATION_ZONE':
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layout.label(text="Simulation Zone")
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elif ctx.type == 'REPEAT_ZONE':
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layout.label(text="Repeat Zone")
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elif ctx.type == 'VIEWER_NODE':
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layout.label(text=ctx.ui_name)
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