Commit Graph

146 Commits

Author SHA1 Message Date
Hans Goudey
c821b7d2e7 Fix #135413: Potential invalid normals in sculpt mode node tools
Another case of special handling needed for normals caches in sculpt mode.
2025-03-04 12:43:44 -05:00
Hans Goudey
2d12dc4790 Merge branch 'blender-v4.4-release' 2025-03-04 11:40:58 -05:00
Hans Goudey
ebb916aa1e Fix: Missing label for unassigned node tools menu
The label was visually missing in menu search.

Pull Request: https://projects.blender.org/blender/blender/pulls/135461
2025-03-04 17:35:54 +01:00
Hans Goudey
b8cebdc9fe Fix #135333: Node tools crash with empty mesh input
The implicit sharing info can actually be null when there is
no shared array data.
2025-03-01 12:24:28 -05:00
Dalai Felinto
1584cd9aa5 Cleanup: Rename point cloud to pointcloud / POINT_CLOUD to POINTCLOUD
Though "Point Cloud" written as two words is technically correct and should be used in the UI, as one word it's typically easier to write and parse when reading. We had a mix of both before this patch, so better to unify this as well.

This commit also renames the editor/intern/ files to remove pointcloud_ prefix.
point_cloud was only preserved on the user facing strings:

* is_type_point_cloud
* use_new_point_cloud_type

Pull Request: https://projects.blender.org/blender/blender/pulls/134803
2025-02-19 17:11:08 +01:00
Hans Goudey
947658d1b2 Refactor: Simplify CustomData functions by requiring ImplicitSharingInfo
Previously we generally expected CustomData layers to have implicit
sharing info, but we didn't require it. This PR clarifies that we do
require layers with non-null data to have implicit sharing info. This
generally makes code simpler because we don't have to have a separate
code path for non-shared layers. For example, it makes the "totelem"
arguments for layer freeing functions unnecessary, since shared data
knows how to free itself. Those arguments are removed in this PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/134578
2025-02-17 19:44:54 +01:00
Hans Goudey
0b891a68b1 Sculpt: Improve node tools performance for simpler changes
Currently node tools always adds a dependency graph update tag. In
sculpt mode this causes the paint BVH to be rebuilt, which causes a
complete rebuild of the sculpt mode draw data. Both are quite expensive
relative to most other operations. Also, node tools currenly always
uses the "geometry" sculpt undo type, which causes its own depsgraph
update tag.

Arguably a depsgraph geometry reevaluation shouldn't cause a rebuild of the
BVH and draw data, but that's a limitation that's out of scope for now.
Most tools in sculpt mode avoid adding a depsgraph tag when they don't
change mesh topology for this reason.

This PR gives node tools the ability to check if the output mesh has a
different topology than the input. When the topology is the same,
we can use one of the specialized sculpt undo types for positions,
masks, or face sets. Though when more than one of these attributes changes,
we're still forced to still use the geometry undo type because sculpt undo
steps can only handle a single type of change.

In the end this results in much better performance for most simple node
tools that just deform the mesh or change masks or face sets.

Pull Request: https://projects.blender.org/blender/blender/pulls/133842
2025-02-14 16:45:50 +01:00
Brecht Van Lommel
c7a33a62a2 Cleanup: Directly include DNA_userdef_types.h and BLI_listbase.h
Instead of relying on them being included indirectly.

Pull Request: https://projects.blender.org/blender/blender/pulls/134406
2025-02-12 23:01:08 +01:00
Hans Goudey
4f833b0b5f Refactor: Add StringRef overloads to translation functions
Currently UI code always has to use char pointers when interacting with
the translation system. This makes benefiting from the use C++ strings
and StringRef more difficult. That means we're leaving some type safety
and performance on the table. This PR adds StringRef overloads to the
translation API functions and removes the few calls to `.c_str()` that
are now unnecessary.

Pull Request: https://projects.blender.org/blender/blender/pulls/133887
2025-02-06 17:47:52 +01:00
Brecht Van Lommel
3725fad82f Cleanup: Various clang-tidy warnings in editors
Pull Request: https://projects.blender.org/blender/blender/pulls/133734
2025-01-31 17:03:17 +01:00
Hans Goudey
ada6059d7a Cleanup: Remove unused include 2025-01-30 08:57:09 -05:00
Jacques Lucke
80441190c6 Nodes: automatically gray out input values that don't affect the output
This patch automatically grays out input values which can't affect the output
currently. It works with inputs of group nodes, geometry nodes modifiers and
node tools.

To achieve this, it analyses the node tree and partially evaluates it to figure
out which group inputs are currently not linked to an output or are disabled by e.g.
some switch node.

Original proposal: https://devtalk.blender.org/t/dynamic-socket-visibility/31874
Related info in blog post:
https://code.blender.org/2023/11/geometry-nodes-workshop-november-2023/#dynamic-socket-visibility

Follow up task for designing a UI that allows hiding sockets: #132706

Limitations:
* The inferencing does not update correctly when a socket starts being
  animated/driven. I haven't found a good way to invalidate the cache in a good
  way reliably yet. It's only a very short term problem though. It fixes itself
  after the next modification of the node tree and is only noticeable when
  animating some specific sockets such as the switch node condition.
* Whether a socket is grayed out is not exposed in the Python API yet. That will
  be done separately.
* Only a partial evaluation is done to determine if an input affects an output.
  There should be no cases where a socket is found to be unused when it can actually
  affect the output. However, there can be cases where a socket is inferenced to be used
  even if it is not due to some complex condition. Depending on the exact circumstances,
  this can either be improved or the condition in the node tree should be simplified.

Pull Request: https://projects.blender.org/blender/blender/pulls/132219
2025-01-21 12:53:24 +01:00
Hans Goudey
c6f5c44350 Cleanup: Remove unused includes in editors modules
Pull Request: https://projects.blender.org/blender/blender/pulls/133166
2025-01-16 23:17:51 +01:00
Falk David
d413b0064f Cleanup: Move BKE_material.h to C++
The `BKE_material.h` is only renamed to `.hh` to preserve
the history of the file. Changes to the file are done in
the following commit.
2025-01-09 18:11:46 +01:00
Hans Goudey
3086a0d6c5 Fix #132760: Node tool image inputs don't work
The input ID evaluation didn't account for data-block types that aren't
handled by the copy-on-evaluation system. For those types, we should
just use the original ID in geometry nodes, just like the modifier.

Pull Request: https://projects.blender.org/blender/blender/pulls/132768
2025-01-08 14:33:58 +01:00
Hans Goudey
782e771627 Cleanup: Reorder misplaced include 2025-01-07 14:31:34 -05:00
Hans Goudey
21aef81714 Cleanup: Use StringRef and std::optional for UI string arguments
- Gives O(1) access to string length in more cases
- Convenient string manipulation functions
- Clarify difference between "no string" and "empty string"
- Avoid the need for raw pointers in the API
- Shows which API string arguments are optional

Pull Request: https://projects.blender.org/blender/blender/pulls/131473
2024-12-06 14:08:10 +01:00
Jacques Lucke
b36bf15e28 Geometry Nodes: improve detecting data-block dependencies
Previously, the data-block dependencies were always detected in
`update_depsgraph` in `MOD_nodes.cc`. This would only be called when something
called `DEG_relations_tag_update` before. We don't want to trigger a depsgraph
rebuild after each operation in the node editor, as that would be expensive.
However, that also meant that we often had to add data-block dependencies that
are not actually used, but might be used if the user changed e.g. a link. A
typical example for that is a object socket that has a default value, but the
socket is also linked.

Now, the dependencies referenced by the node tree are collected by the node tree
update code which runs after all changes. This way we can detect whether the
dependencies have changed. Only if they have changed, a depsgraph rebuild is
triggered. This now allows also taking into account the mute status of nodes and
whether an input is linked.

There are still more things that could be taken into account. Most obviously
whether a node is connected to an output. This can be done later. The most
tricky aspect here is probably that we also have to consider all viewer nodes as
output, because at the time the node runs, it's not known which viewer will
actually be used (which depends on other editors).

This also cleans up some special cases we had for e.g. the scene time node where
we always had to trigger a depsgraph rebuild when it was added/removed because
of its time dependence. This is now part of a more general system.

This fixes #109219.

Pull Request: https://projects.blender.org/blender/blender/pulls/131446
2024-12-05 18:02:14 +01:00
Hans Goudey
22c13cfd28 Cleanup: Avoid reformatting geometry nodes property names, use fmt 2024-12-04 12:38:00 -05:00
Hans Goudey
af79b4e7b5 Cleanup: Use constexpr for geometry nodes string, avoid .c_str() 2024-12-04 12:38:00 -05:00
Scott-Dubinsky
b785484917 Fix: Extra return in node tools data-block handling
Pull Request: https://projects.blender.org/blender/blender/pulls/128457
2024-10-18 20:03:32 +02:00
Sean Kim
726fd7365d Fix #126808: Crash when remeshing an object with a mirror modifier
This commit forcibly rebuilds the PBVH whenever the number of verts is
changed by an operation, additionally, the related deform variables are
freed when undoing geometry steps now to ensure data remains consistent.

Pull Request: https://projects.blender.org/blender/blender/pulls/128145
2024-09-26 23:29:39 +02:00
Campbell Barton
381898b6dc Refactor: move BLI_path_util header to C++, rename to BLI_path_utils
Move to a C++ header to allow C++ features to be used there,
use the "utils" suffix as it's preferred for new files.

Ref !128147
2024-09-26 21:13:39 +10:00
Lukasz Czyz
788bc5158e UV: add support for the SLIM unwrapping algorithm
Integrate an existing implementation of the SLIM unwrapping algorithm
into Blender. More info about SLIM here:
https://igl.ethz.ch/projects/slim/

This commit is based on the integration code written by Aurel Gruber
for Blender 2.7x (unfinished and never merged with the main branch).

This commit is based on Aurel's code, rebased and further improved.

Details:

- Unwrap has been moved into a sub-menu,
  slim unwrapping is exposed as: "Minimum Stretch".
- Live unwrap with SLIM refines the solutions using a timer.
- When using SLIM there are options to:
  - Set the number of iterations.
  - Weight the influence using vertex weights.
- SLIM can be disabled using the `WITH_UV_SLIM` build option.

Co-authored-by: Aurel Gruber <aurel.gruber@infix.ch>

Ref !114545
2024-09-21 16:48:53 +10:00
Hans Goudey
9e920bc95b Refactor: Sculpt: Add scene argument to undo step creation functions
This is necessary for using the 3D cursor instead of the sculpt pivot (#118250).
It's committed separately from #127863 to make that diff smaller.
2024-09-19 11:28:38 -04:00
Jacques Lucke
1ee6a8fad5 Geometry Nodes: support customizing warning propagation
Previously, all errors, warnings and info messages were propagated from the node
that generates it to the top level node group. This is a good default, but may
not always be desirable. For example, someone may build a node group asset that
generates some warning that is irrelevant to the user to the asset. Now, the
asset author can selectively disable propagating warnings from that node.

Each node has a new `Warning Propagation` setting. It controls if warnings from
this node should be propagated to the parent group node. By default, everything
is propagated. One can also choose to propagate nothing, only errors or only
errors and warnings.

Note, this does not affect whether the warning is shown in the node itself, only
if the warning is propagated one level up!
Pull Request: https://projects.blender.org/blender/blender/pulls/126786
2024-08-30 12:06:48 +02:00
Iliya Katueshenock
1b67be14c6 Cleanup: BKE: Nodes: Functions renaming
Use snake style naming for all the kernel nodes functions.
Omit kernel prefix in the names since of the using namespace.
Use full forms of the terms
('iter' -> 'iterator', 'ntree' -> 'node_tree', 'rem' -> 'remove', ...).

Pull Request: https://projects.blender.org/blender/blender/pulls/126416
2024-08-19 20:27:37 +02:00
Hans Goudey
3199915f35 Cleanup: Switch to C++ API for 3D cursor transform
Replace the `BKE_scene_cursor` functions with member functions
of the `View3DCursor` DNA struct. This makes using the cursor's
transform simpler, especially in newer C++ code.

Pull Request: https://projects.blender.org/blender/blender/pulls/124903
2024-07-25 17:53:09 +02:00
Hans Goudey
c1f701762b Merge branch 'blender-v4.2-release' 2024-07-12 10:35:01 -04:00
Hans Goudey
38ee38f35f Fix #124548: Node tools redo behavior inconsistent
Currently the node tool operator stores the mouse position from
the first execution because it's not possible to retrieve it again from
the operator redo callback which doesn't have access to the event.

However, other inputs like the region size and the viewport transform
are retrieved again for every redo execution. This creates inconsistency
and generally makes redo less useful for node tools than it should be.
Generally tweaking an input in the redo panel should keep everything
else the same.

This commit adds the rest of the inputs as RNA properties just like
how mouse position is already handled.

Pull Request: https://projects.blender.org/blender/blender/pulls/124557
2024-07-12 16:23:20 +02:00
Hans Goudey
6e74fb9b69 Fix: Use after free in node tools asset operator menus
The sculpt mode tree wasn't cleared.
2024-07-04 13:21:25 -04:00
Julian Eisel
95886fdfe2 Refactor: Use new context string support for node asset menus
Since 2fbf206491 it's possible to store named strings in context, rather
than having to wrap them in RNA pointers. Here this can avoid some
boilerplate code.

After this the `AssetCatalogPath` RNA struct should be unused. Might
be better to remove it in 5.0 only though, since it's part of the API.
Added to #110461.

Pull Request: https://projects.blender.org/blender/blender/pulls/122331
2024-05-27 20:02:49 +02:00
Colin Basnett
2fe92c63d3 Geometry Nodes: Add Active Element tool node
This pull request adds an "Active Element" node that exposes the active
vertex, edge, or face index to the geometry node tool context. The
presence of an active element is available as a boolean.

This node enables the creation of "active-to-selected" style operators.

Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/121333
2024-05-20 21:01:30 +02:00
Hans Goudey
c4fc19f064 Cleanup: Use reference argument for BKE_mesh_copy_for_eval 2024-05-20 13:18:24 -04:00
Hans Goudey
3f6217c208 Cleanup: Sculpt: Use const and references
Just a general propagation of const and references, mainly for
`Object` and `SculptSession` variables, but also others.

Pull Request: https://projects.blender.org/blender/blender/pulls/121993
2024-05-20 02:56:25 +02:00
Iliya Katueshenock
75d17b1db5 Cleanup: Move BKE_node to namespace
Move all header file into namespace.
Unnecessary namespaces was removed from implementations file.
Part of forward declarations in header was moved in the top part
of file just to do not have a lot of separate namespaces.

Pull Request: https://projects.blender.org/blender/blender/pulls/121637
2024-05-13 16:07:12 +02:00
Hans Goudey
eccc24e4a6 Fix #121251: Node tools menu hidden on file load with local tools
Sometimes the asset library is not available when we still need
to draw menu because there are local data-block tools.
2024-05-03 15:12:55 -04:00
Campbell Barton
9918488bb1 Cleanup: use uppercase tags, following own style guide 2024-05-03 11:33:21 +10:00
Hans Goudey
ca924bf247 Fix #121217: Mouse position node size sockets ignore UI scale
Use winrct instead of sizex/y as recommended by its docstring.
The winrct accounts for UI scale, just like event->mval.
2024-04-30 08:55:47 -04:00
Hans Goudey
65803f262f Node Tools: Basic support for data-block inputs
Currently support for data-block inputs is disabled because pointer
properties in operator properties aren't properly handled in Blender
(for more info, see 871c717c6e). This commit brings basic
support for them by storing strings (data-block names) in the operator
properties instead. The main downside of using strings compared other
theoretical solutions is that data-blocks from different library files
can have the same name. This solution won't work well for those cases.
However, it still brings a lot of utility to node tools for a relatively
simple code change.

I investigated two other solutions for this that didn't work out. Using
the recently added enum custom property support didn't work because
the data-block names would still have to be unique. Plus generating an
enum would require a bunch of boilerplate code. Extending the existing
button search code to handle integer session UID backed data-blocks was
much trickier than I expected. The code there is already quite spagetti-
like, and things got out of hand quickly. That's still valid future work
though. The implementation can be changed without breaking
compatibility of files.

Pull Request: https://projects.blender.org/blender/blender/pulls/121148
2024-04-29 03:47:33 +02:00
Hans Goudey
ce224fe401 Node Tools: Add mouse position node, wait for cursor option
Add a "Mouse Position" node that outputs the location of the mouse
cursor in region space and the overall size of the region, both in pixel
units. Both outputs are integers to help reflect their pixel units.
If there the mouse position is ever accessible in sub-pixels, they can
easily be changed to floats.

Also add a "Wait for Cursor" option similar to the one for some built-in
operators that delay's the operator's execution until there is a mouse
click in the viewport. That way the operator can be called from menus
even though it is interactive. This option is placed in the node editor
header. When there are more options, it will be part of an "Options"
popover panel similar to the existing "Modes" and "types" popovers.

Combined with the viewport transform node, and other nodes like Raycast,
these features can allow making tools that create geometry where you
click in the scene.

Pull Request: https://projects.blender.org/blender/blender/pulls/121043
2024-04-26 20:14:25 +02:00
Hans Goudey
83ed92d533 Geometry Nodes: Add Viewport Transform node
Add a node that outputs the transform of the viewport relative to the
self object's transform. This node can be used to build effects like
billboarding or aligning geometry to the current view. In combination
with the mouse position node in the future it will allow tools like
generating geometry at the mouse click position.

There are two output matrices. The first is the projection matrix
that takes positions in camera space and applies the final perspective
projection. The other is the "view" matrix which contains the location
and rotation of the camera. These are separate because though their
combination is useful, it isn't used like a typical rotation/transform matrix.

Pull Request: https://projects.blender.org/blender/blender/pulls/118680
2024-04-26 19:47:19 +02:00
Hans Goudey
b3ecfcd77d Node Tools: Avoid depsgraph evaluation when possible
Currently for node tools we create and evaluate a temporary depsgraph
with all the selected object data-blocks and all data-blocks referenced
by the node tree.

Needless to say, this can be very slow when those data-blocks contain
arbitrary procedural operations. Re-evaluating all the selected objects
is particularly because it will give a slowdown even in very basic uses
of node tools.

Originally I hoped that geometry nodes could be made to work with
original as well as evaluated data-blocks. But that would require far
too many tricky changes and arguably isn't right design-wise anyway.
Instead of that, this commit makes node tools dependency graph
evaluation more fine-grained in a few ways.

1. Remove the evaluation of selected objects. These are always visible
   in the viewport and part of the active depsgraph anyway. To protect
   against cyclic dependencies, we now compare `orig_id` instead of the
   object pointer itself.
2. Evaluate the node group and its dependencies in a separate depsgraph
   used only when necessary. This allows using the original node tree
   without any copies when it doesn't reference any data-blocks.
3. Evaluate IDs from node group inputs (from the redo panel) in the extra
   depsgraph as well, only when necessary.

Pull Request: https://projects.blender.org/blender/blender/pulls/120723
2024-04-24 17:08:25 +02:00
Hans Goudey
d95b1f120b Mesh: Store BMEditMesh in shared pointer
The main motivation for this is that it's part of a fix for #113377,
where I want to propagate the edit mesh pointers through copied
meshes in modifiers and geometry nodes, instead of just setting the
edit mesh pointer at the end of the modifier stack. That would have
two main benefits:
1. We avoid the need to write to the evaluated mesh, after evaluation
  which means it can be shared directly among evaluated objects.
2. When an object's mesh is completely replaced by the mesh from another
   object during evaluation (with the object info node), the final edit
   mesh pointer will not be "wrong", allowing us to skip index-mapped
   GPU data extraction.

Beyond that, using a shared pointer just makes things more automatic.
Handling of edit mesh data is already complicated enough, this way some
of the worry and complexity can be handled by RAII.

One thing to keep in mind is that the edit mesh's BMesh is still freed
manually with `EDBM_mesh_free_data` when leaving edit mode. I figured
that was a more conservative approach for now. Maybe eventually that
could be handled automatically with RAII too.

Pull Request: https://projects.blender.org/blender/blender/pulls/120276
2024-04-18 13:52:20 +02:00
Hans Goudey
38f70e9cf2 Cleanup: Use Span for despgraph build argument 2024-04-16 16:40:05 -04:00
Hans Goudey
740d1fbc4b Geometry Nodes: Log socket values for node tools
To ease the process of debugging a node group while creating
a node tool, while the group is visible in a node editor, log the socket
values from its last execution. The values are only logged for the
active object is nothing selected. The Viewer node is still not supported
because visualization would probably be very tricky.

Pull Request: https://projects.blender.org/blender/blender/pulls/120596
2024-04-14 16:47:46 +02:00
Hans Goudey
75077a8b0e Refactor: Move node tools OperatorComputeContext to blenkernel
For socket value logging this needs to be used in a couple other places.
Also remove the operator name argument. For the forseable future this
will only be used with the existing node tools operator anyway.
2024-04-12 16:16:55 -04:00
Hans Goudey
52cff75ce0 Geometry Nodes: Avoid repeated node tools lookup when empty
Currently the node tools asset tree for extending 3D view headers is
rebuilt whenever it's cleared, which is done by clearing the tree's storage.
That means the data is rebuilt on every redraw if there are no node tools
and the tree storage is empty. With larger asset libraries that can be
quite expensive.

Now, instead of clearing the map, use a new dirty tag to store whether
the asset tree is out of date compared to the assets.

This should resolve #120494
2024-04-11 17:26:08 -04:00
Hans Goudey
e0567eadbd Cleanup: Use FunctionRef for IDProperty iteration callback
Avoid the need for a seaprate user_data argument.
2024-03-26 15:39:39 -04:00
Hans Goudey
c61ecf1f40 Cleanup: Move Mesh edit_mesh pointer to runtime data
The edit mesh is never saved to files, so it should be in the runtime struct.

Pull Request: https://projects.blender.org/blender/blender/pulls/119766
2024-03-21 23:18:49 +01:00