Commit Graph

101 Commits

Author SHA1 Message Date
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the asset tree is out of date compared to the assets.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
Jacques Lucke
67bd678887 Fix #119578: crash when node tool does not have geometry as first output socket
This was simply missing a check and error message. The same error message
is shown when the node group is used as modifier.

Pull Request: https://projects.blender.org/blender/blender/pulls/119604
2024-03-18 14:36:43 +01:00
Jacques Lucke
9a127a967b Merge branch 'blender-v4.1-release' 2024-03-13 13:50:17 +01:00
Jacques Lucke
61aaf95709 Fix #119406: Node tools don't work in edit mode with unselected object
It's possible for an object to be in edit mode without being selected. Use the
`FOREACH_OBJECT_IN_MODE_BEGIN` iterator to find all objects in the mode instead.

Pull Request: https://projects.blender.org/blender/blender/pulls/119412
2024-03-13 13:49:35 +01:00
Jacques Lucke
f828f5d664 Merge branch 'blender-v4.1-release' 2024-03-13 10:45:13 +01:00
Jacques Lucke
48aec82426 Fix: memory leak when using node tool in mesh edit mode
Caused by b40a9ce60b.

For the non-edit mode code path, the mesh is freed as part of
`BKE_mesh_nomain_to_mesh`.
2024-03-13 10:44:39 +01:00
Jacques Lucke
82c6678c39 Merge branch 'blender-v4.1-release' 2024-03-12 13:33:18 +01:00
Jacques Lucke
b40a9ce60b Fix #114438: wrong undo after running node tool in mesh edit mode
I think the issue is that the run-node-group operator overwrites the data stored in the
`Mesh` while mesh edit mode operations typically only change the `BMEditMesh`. It
seems like that causes issues because the mesh edit mode undo stack does not
keep track of changes to the `Mesh`. When hitting undo, Blender assumes that the
`Mesh` stored in the object has not changed and therefore it does not have to be
read from the undo step again.

The preliminary fix implemented here is to just not change the `Mesh` but only the
`BMEditMesh` like any other edit mode operator. This seems to solve the issue.
I haven't quite figured out yet how to tell the undo system that the `Mesh` has to be
loaded from the undo step when undoing out of mesh edit mode. Doing that might
provide a better solution.

Pull Request: https://projects.blender.org/blender/blender/pulls/119015
2024-03-12 13:28:26 +01:00
Hans Goudey
01941e2b50 Geometry Nodes: Use boolean type for "use attribute" inputs
When the "use_attribute" properties were added, boolean IDProperties
didn't exist. Then we didn't change it for a while because of forward
compatibility concerns. But currently we always convert boolean
properties to integer properties when saving anyway (since
2ea47e0def, so there is no issue with compatibility.
Using booleans makes working with the properties in the Python API
a bit friendlier.

Pull Request: https://projects.blender.org/blender/blender/pulls/119129
2024-03-08 17:49:09 +01:00
Jacques Lucke
fae16e7454 Merge branch 'blender-v4.1-release' 2024-03-02 01:25:04 +01:00
Hans Goudey
beb92830f9 Geometry Nodes: Add node tools warning when shape keys are removed
For various reasons, node tools don't support some data. Shape keys aren't
supported because their format is entirely different for evaluated and
original data-blocks, and node tools currently work in the "evaluated"
world. Though that would be nice to change, in the meantime users
should at least be warned when this happens.

This PR adds a simple "Mesh shape key data removed" operator warning.

See #113662

Pull Request: https://projects.blender.org/blender/blender/pulls/118986
2024-03-01 22:45:04 +01:00
Julian Eisel
57dfc2a885 Cleanup: Make catalog tree const-correct
Basic motivation is that `AssetCatalogService::get_catalog_tree()`
should return a const tree, since this tree is internal state and
shouldn't be modified from outside. This exposed a whole bunch of const
incorrectnesses and just generally allows to make much more of the API
const (as it should be).

Also use references instead of pointers in testing functions, where null
is not an expected value.
2024-02-23 18:13:10 +01:00
Hans Goudey
eb484188dd Cleanup: Move asset filter settings out of DNA
There's no reason for this struct to be declared in DNA when it isn't
saved to files.

Pull Request: https://projects.blender.org/blender/blender/pulls/118285
2024-02-21 14:23:17 +01:00
Julian Eisel
56fa8c59af Fix possible infinite recursion in asset catalog tree building
PR #118382 exposed an issue where creating a catalog with non-existing
parents would trigger an endless recursion. When creating the missing
parents, the tree would be rebuilt, which would again try to create the
missing parents, for which the tree would be rebuild, etc. It just
happend to work fine for creating single catalogs with existing parents.

Rather than rebuilding the tree immediately, tag the asset library as
having "dirty" catalog data, and let code requiring the up-to-date
catalog tree (node tool menus) ensure the tree is updated if needed.

The asset library loading API should be made clearer and generally
better defined/designed, currently it's all a bit messy & confusing.

Pull Request: https://projects.blender.org/blender/blender/pulls/118463
2024-02-21 13:02:37 +01:00
Brecht Van Lommel
0f2064bc3b Revert changes from main commits that were merged into blender-v4.1-release
The last good commit was 4bf6a2e564.
2024-02-19 15:59:59 +01:00
Bastien Montagne
29fe777445 Cleanup: Make BKE_report.h a full Cpp header. 2024-02-10 18:34:29 +01:00
Bastien Montagne
45e7827898 Clenup: Move BLT headers to Cpp.
Noisy but fairly straight forward.
2024-02-09 18:59:42 +01:00
Hans Goudey
fb0d6198c0 Cleanup: Move remaining asset editors code to C++ namespace 2024-01-26 18:43:13 -05:00
Hans Goudey
02582213de Cleanup: Move BKE_layer.hh to C++ 2024-01-24 10:55:16 -05:00
Jacques Lucke
311ca3e6af Core: rename Session UUID to Session UID
`UUID` generally stands for "universally unique identifier". The session identifier that
we use is neither universally unique, nor does it follow the standard. Therefor, the term
"session uuid" is confusing and should be replaced.

In #116888 we briefly talked about a better name and ended up with "session uid".
The reason for "uid" instead of "id" is that the latter is a very overloaded term in Blender
already.

This patch changes all uses of "uuid" to "uid" where it's used in the context of a
"session uid". It's not always trivial to see whether a specific mention of "uuid" refers
to an actual uuid or something else. Therefore, I might have missed some renames.
I can't think of an automated way to differentiate the case.

BMesh also uses the term "uuid" sometimes in a the wrong context (e.g. `UUIDFaceStepItem`)
but there it also does not mean "session uid", so it's *not* changed by this patch.

Pull Request: https://projects.blender.org/blender/blender/pulls/117350
2024-01-22 13:47:13 +01:00
Hans Goudey
3e76a1a6c2 Cleanup: Move BKE_lib_id.h to C++ 2024-01-15 12:44:14 -05:00
Jacques Lucke
a94146b82c Cleanup: move BKE_pointcloud.h to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/116990
2024-01-11 10:54:47 +01:00
Brecht Van Lommel
d377ef2543 Clang Format: bump to version 17
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.

If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
2024-01-03 13:38:14 +01:00
Hans Goudey
06eda2a484 Cleanup: Remove most indirect includes of BKE_customdata.hh
Some common headers were including this. Separating the includes
will ideally lead to better conceptual separation between CustomData
and the attribute API too. Mostly the change is adding the file to
places where it was included indirectly before. But some code is
shuffled around to hopefully better places as well.
2023-12-26 23:59:44 -05:00
Campbell Barton
944e0483a6 Cleanup: clarify naming for MLoopTri
The term `looptri` was used ambiguously for both single & arrays.
The term `tri` was also used, causing `tri->tri`.

Use terms:

- `looptris` for an array or when dealing with multiple items.
- `looptri` is used when dealing with a single item.
- `lt` for a single MLoopTri variables & arguments.

This was already a convention but not followed closely.
2023-12-14 12:32:11 +11:00
Douglas Paul
75f160ee96 Geometry Nodes: Add Active Camera input node
This adds a new "Active Camera" input geometry node, per #105761.

The node outputs the the scene's current active camera. It is available
from Input > Scene > Active Camera in the geometry nodes Add menu.

Typical usage would be to connect this node to an Object Info node to
obtain its transform. This works as expected when the camera's
transform is animated, and also when there are markers on the timeline
that change the active camera.

In order to support the aforementioned changes in the active camera,
this implementation adds depsgraph relations for all cameras referenced
by timeline markers. This eliminates the complexity of updating the
depsgraph whenever the scene switches to a different active camera,
but of course it comes at the cost of including more objects than
strictly necessary in the depsgraph for scenes that switch cameras.
Dynamically updating the depsgraph upon camera changes could be a
future improvement if there proves to be sufficient need for it.

Pull Request: https://projects.blender.org/blender/blender/pulls/113431
2023-12-12 19:11:06 +01:00
Hans Goudey
08d657c874 Cleanup: Move sculpt undo system to C++ namespace
Similar commits:
- 466dca07d5
- 1863533eb6
- 785c49cf44
- ed7b914bd8
2023-12-07 23:43:35 -05:00
Bastien Montagne
3acb64e7ac BKE_main: move header to be a fully CPP one.
Pull Request: https://projects.blender.org/blender/blender/pulls/115681
2023-12-01 20:38:54 +01:00
Jacques Lucke
7a7b7196f9 Geometry Nodes: extract global data passed to a geometry nodes invocation to separate struct
This avoids some duplication between the modifier and operator evaluation
contexts and also makes it easier to make independent from a specific
evaluation context (so e.g. the simulation nodes code shouldn't care whether
it's used from a modifier or operator.

Pull Request: https://projects.blender.org/blender/blender/pulls/115512
2023-11-29 13:22:20 +01:00
Hans Goudey
6ba9ee88c8 Geometry Nodes: Node tools: Support warnings
Warnings created during evaluation of the node group are passed as
warnings to the operator. This is done using the existing logging
system, which we could also use to get socket inspection working
in the future.

See #101778

Pull Request: https://projects.blender.org/blender/blender/pulls/115237
2023-11-21 14:27:21 +01:00
Hans Goudey
3d57bc4397 Cleanup: Move several blenkernel headers to C++
Mostly focus on areas where we're already using C++ features,
where combining C and C++ APIs is getting in the way.

Pull Request: https://projects.blender.org/blender/blender/pulls/114972
2023-11-16 11:41:55 +01:00
Hans Goudey
3fcd9c9425 Geometry Nodes: Support node tools in object mode
Extend node tools to display tool assets in object mode as well
as edit and sculpt modes. For consistency with existing Blender
design, selection cannot be set and is just "true" in object mode
because it can't be visualized. The visibility of tools can be
customized per object type in object mode as well.

See #101778

Pull Request: https://projects.blender.org/blender/blender/pulls/114819
2023-11-15 17:01:18 +01:00
Hans Goudey
cda624032d Merge branch 'blender-v4.0-release' 2023-11-10 09:19:03 +01:00
Hans Goudey
821060f75a Fix #114686: Cannot execute node tool operators
A stupid mistake in 871c717c6e caused node tools to trigger
the unsupported warning for data-blocks for geometry sockets as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/114693
2023-11-10 09:18:04 +01:00
Pratik Borhade
34874910b6 Merge branch 'blender-v4.0-release' 2023-11-08 17:33:26 +05:30
Hans Goudey
871c717c6e Fix: Remove support for node tool data-block inputs for 4.0
There are two bugs with data-block inputs currently. One is #113383,
where clicking the "Clear" button on the data-block picker closes the
redo panel. The worse issue is that storing pointer properties in
operators isn't safe at all. Deleting the data-block doesn't clear
the pointer property in operator storage, for example.

The proper solution is to reuse some code from the existing data-block
picker but back it with a `session_uuid` integer property instead of an
actual pointer. This makes lookups safe without depending on the name.
However, doing that for 4.0 is too risky, so for now we will just not
support data-block inputs in the redo panel.

Pull Request: https://projects.blender.org/blender/blender/pulls/114621
2023-11-08 10:46:59 +01:00
Richard Antalik
21ea67f962 Merge branch 'blender-v4.0-release' 2023-11-03 02:06:08 +01:00
Hans Goudey
937b12e983 Fix: Missing include in previous commit 2023-11-02 18:36:21 +01:00
Hans Goudey
b8c5af45ba Fix: Use native path separator for node tools redo panel title
Use the platform dependent `SEP_STR` instead of a hardcoded back slash.
2023-11-02 18:35:35 +01:00
Hans Goudey
7760641689 Merge branch 'blender-v4.0-release' 2023-11-02 09:39:32 +01:00
Hans Goudey
0f9dcafa76 Fix #112973: Node tools: Incorrect redo behavior in sculpt mode
When there is a non-sculpt mode undo step before the operation,
redoing the node tool operation doesn't work correctly-- the undo
that happens before repeating the operator doesn't work.

The fix is using the sculpt geometry undo step system. Theoretically
this should be cheap because implicit sharing will avoid copying most
of the attribute layers. However in the future it would be good to avoid
a PBVH rebuild after the operation in some cases.
2023-11-02 09:38:36 +01:00
Hans Goudey
57fddca9f6 Merge branch 'blender-v4.0-release' 2023-11-01 11:12:04 +01:00
Hans Goudey
66c1ca7419 Fix #114102: Node tool data-block inputs broken
Also add data-blocks from the redo panel inputs to the temporary
dependency graph added by 2893dc8ab7. Then make a temporary
copy of the properties list to pass the updated "evaluated" pointers to
the geometry nodes evaluator.

Sharing code between the modifier and tools is starting to make things
more complicated than they should be. But for now it's still probably
worth it.

The remaining issue with data-block inputs is #113383. I'll look into
that next.

Pull Request: https://projects.blender.org/blender/blender/pulls/114347
2023-11-01 10:53:40 +01:00
Sergey Sharybin
317ee3b6ea Merge branch 'blender-v4.0-release' 2023-10-31 17:29:41 +01:00
Hans Goudey
2893dc8ab7 Fix: Broken node tool group data-block references
Currently the node tool node group and data-blocks referenced by it
may not be part of the active dependency graph. This means we
cannot retrieve their evaluated geometry when executing the operator.
Since operators almost always use the evaluated geometry of other
objects, and since geometry nodes is mostly set up to deal with
evaluated data-blocks currently, this must be fixed.

Instead, set up a temporary dependency graph and add the selected
objects and the data-blocks used by the node group. That graph is
evaluated to give simple access to evaluated data-blocks.

Unfortunately this will cause more work than necessary in a few ways:
1. Selected objects are reevaluated an extra time before execution.
2. All data-blocks referenced by the group are completely evaluated again.
3. The node group itself is reevaluated, which recreates the function graph.

These may or may not become bottlenecks in the future, but it's best to
keep it simple late in the release process. And between a completely
broken feature and a potentially slow feature, the choice is clear!

Pull Request: https://projects.blender.org/blender/blender/pulls/114293
2023-10-31 17:16:48 +01:00
Brecht Van Lommel
39107b3133 Revert changes from main commits that were merged into blender-v4.0-release
The last good commit was 8474716abb.

After this commits from main were pushed to blender-v4.0-release. These are
being reverted.

Commits a4880576dc from to b26f176d1a that happend afterwards were meant for
4.0, and their contents is preserved.
2023-10-30 21:40:35 +01:00