Add `bNode::index()` to allow accessing node indices directly without
manually de-referencing the runtime struct. Also adds some asserts to
make sure the access is valid and to check the nodes runtime vector.
Eagerly maintain the node's index in the tree so it can be accessed
without relying on the topology cache.
Differential Revision: https://developer.blender.org/D16683
In a few places, nodes were added without updating the Identifiers and
vector. In other places nodes we removed without removing from and
rebuilding the vector. This is solved in a few ways. First I exposed
a function to rebuild the vector from scratch, and added unique ID
finding to a few places.
The changes to node group building and separating are more involved,
mostly because it was hard to see the correct behavior without some
refactoring. Now `VectorSet` is used to store nodes involved in the
operation. Some things are handled more simply with the topology
cache and by passing a span of nodes.
90ea1b7643 broke the sorting that happens as nodes are selected.
The compare function for stable sort had different requirements than
the previous implementation.
This patch adds an integer identifier to nodes that doesn't change when
the node name changes. This identifier can be used by different systems
to reference a node. This may be important to store caches and simulation
states per node, because otherwise those would always be invalidated
when a node name changes.
Additionally, this kind of identifier could make some things more efficient,
because with it an integer is enough to identify a node and one does not
have to store the node name.
I observed a 10% improvement in evaluation time in a file with an extreme
number of simple math nodes, due to reduced logging overhead-- from
0.226s to 0.205s.
Differential Revision: https://developer.blender.org/D15775
This cache was never written to, only "copied" between sockets in one
case, it dates back at least a decade. It doesn't make sense to store
caches on node trees directly anyway, since they can be used in
multiple places.
With the asset identifier introduced in the previous commit, we can now
locate an asset just from its `AssetRepresentation`, without requiring
information from the asset library and the file browser storage. With
this we can remove some hacks and function parameters. A RNA/BPY
function is also affected, but I didn't remove the paramter to keep
compatibility. It's simply ignored and not required anymore, noted this
in the parameter description (noted for T102877).
`done` was only used in one place, and `is_updating` was never read.
Generally we should avoid adding this sort of temporary data to longer
lived structs.
This patch warns the user that the compositor setup is not fully
supported when an unsupported node is used. The warning is displayed as
an engine warning overlay and in the node header itself.
See T102353.
Differential Revision: https://developer.blender.org/D16508
Reviewed By: Clement Foucault
Some nodes, like Combine Color or the math nodes, label sockets
differently depending on the mode to be more descriptive.
`uiTemplateNodeView` now also uses this dynamic label rather than the
socket's name for labeling in the UI so the shown labels always match
the ones on the node itself.
Reviewed By: Hans Goudey
Differential Revision: http://developer.blender.org/D16563
The "Activate Same Type Next/Prev" and "Find Node" operators pan
the view to the newly selected node if it's outside of the view. This
simplifies that check and improves it in the case where the node
is only partially visible-- now it pans in while it didn't before.
The previous code was quadratic; it looped over every link for every
node. For one large node tree I tested the operator took 20ms. On the
same node tree it now takes less than 1ms.
The change replaces the current building of the "dependency list"
on every call with a use of the topology cache from 25e307d725.
Always position the nodes added with the node search at the point where
the search operator was invoked by ensuring the operator context is the
main node editor region.
This was an unintended change of rBbdb57541475f, caused by the operator
now getting the cursor position in region space. So when the operator
was called from the menu, it would get the cursor position in the
region space of the menu, which lead to an offset when adding the node
since it expected the coordinates to be in the space of the node editor.
Setting the correct operator context also fixes inconsistent transform
sensitivity depending on zoom when adding nodes via the search in the
menu which has been an issue since as far back as Blender 2.79.
Also includes a small fix for the vertical offset of nodes added by the
search which varied depending on the UI scale. Same fix as in
rB998ffcbf096e.
Reviewed By: Hans Goudey
Differential Revision: http://developer.blender.org/D16555
(Probably requires ASan for a reliable crash.)
Steps to reproduce were:
* Enter Geometry Nodes Workspace
* Press "New" button in the geometry nodes editor header
* Right-click the data-block selector -> "Mark as Asset"
* Change 3D View to Asset Browser
* Create a catalog
* Drag new Geometry Nodes asset into the catalog
* Save the file
* Press Shift+A in the geometry nodes editor
There was a general issue here with keeping catalog pointers around
during the add menu building. The way it does things, catalogs may be
reloaded in between.
Since the Current File asset library isn't loaded in a separate thread,
the use-after-free would always happen in between. For other libraries
it could still happen, but apparently didn't by chance.
* This patch just moves runtime data to the runtime struct to cleanup
the dna struct. Arguably, some of this data should not even be there
because it's very use case specific. This can be cleaned up separately.
* `miniwidth` was removed completely, because it was not used anywhere.
The corresponding rna property `width_hidden` is kept to avoid
script breakage, but does not do anything (e.g. node wrangler sets it).
* Since rna is in C, some helper functions where added to access the
C++ runtime data from rna.
* This size of `bNode` decreases from 432 to 368 bytes.
This allows for optimizations because one does not have to iterate
over all nodes anymore to find all nodes within a frame.
Differential Revision: https://developer.blender.org/D16106
Ignore difference between source and target tree type. When copying
nodes from clipboard to target tree compatibility is checked. After
pasting nodes only the links between nodes that are existing in the
node tree are added.
See Task T95033.
Differential Revision: https://developer.blender.org/D16349
As described in T100004, add an output socket that returns true if the
attribute accessed by the node was already present in that context.
Initial patch by Edward (@edward88).
Differential Revision: https://developer.blender.org/D16316
I18n: make a few messages translatable
* Missing Paths * in the Presets menu when no preset exists yet.
The White Noise entry in the Add Node menu is the only one lacking a "Texture" suffix, which doesn't seem justified since the node itself is already called "White Noise Texture". Rename the entry its name can be extracted and used for the node--and for consistency.
New object material node names (Principled BSDF, Material Output) come from a preset node tree. The nodes' names need to be translated after creation.
Extract the "Fallback Tool" pie menu title.
Translate grease pencil options in the viewport overlay menu.
Ref T102030.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D16345
Adds a new `source/blender/asset_system` directory and moves asset
related files from BKE to it. More asset related code can follow
(e.g. asset indexing, ED_assetlist stuff) but needs further work to
untangle it. I also kept `BKE_asset.h` and `asset.cc` as is, since they
deal with asset DNA data mostly, thus make sense in BKE.
Motivation:
- Makes the asset system design more present (term wasn't even used in
code before).
- An `asset_system` directory is quite descriptive (trivial to identify
core asset system features) and makes it easy to find asset code.
- Asset system is mostly runtime data, with little relation to other
`Main`/BKE/DNA types.
- There's a lot of stuff in BKE already. It shouldn't be just a dump for
all stuff that seems core enough.
- Being its own directly helps us be more mindful about encapsulating
the module well, and avoiding dependencies on other modules.
- We can be more free with splitting files here than in BKE.
- In future there might be an asset system BPY module, which would then
map quite nicely to the `asset_system` directory.
Checked with some other core devs, consensus seems that this makes
sense.
Using output nodes inside node groups in compositor node trees doesn't
work for the realtime compositor.
Currently, the realtime compositor only considers top level output
nodes. That means if a user edits a node group and adds an output node
in the group, the output node outside of the node group will still be
used, which breaks the temporary viewers workflow where users debug
results inside a node group.
This patch fixes that by first considering the output nodes in the
active context, then consider the root context as a fallback. This is
mostly consistent with the CPU compositor, but the realtime compositor
allow viewing node group output nodes even if no output nodes exist at
the top level context.
Differential Revision: https://developer.blender.org/D16446
Reviewed By: Clement Foucault
Set the created frame node to be the active node when joining nodes
with the `NODE_OT_join` operator.
This behavior was unintentonaly changed in rB545fb528d5e1 when the
operator's execute function was simplified by utilizing the node tree
topology cache.
Reviewed By: Hans Goudey
Differential Revision: http://developer.blender.org/D16440