This adds a new type of zone to Geometry Nodes that allows executing some nodes
for each element in a geometry.
## Features
* The `Selection` input allows iterating over a subset of elements on the set
domain.
* Fields passed into the input node are available as single values inside of the
zone.
* The input geometry can be split up into separate (completely independent)
geometries for each element (on all domains except face corner).
* New attributes can be created on the input geometry by outputting a single
value from each iteration.
* New geometries can be generated in each iteration.
* All of these geometries are joined to form the final output.
* Attributes from the input geometry are propagated to the output
geometries.
## Evaluation
The evaluation strategy is similar to the one used for repeat zones. Namely, it
dynamically builds a `lazy_function::Graph` once it knows how many iterations
are necessary. It contains a separate node for each iteration. The inputs for
each iteration are hardcoded into the graph. The outputs of each iteration a
passed to a separate lazy-function that reduces all the values down to the final
outputs. This final output can have a huge number of inputs and that is not
ideal for multi-threading yet, but that can still be improved in the future.
## Performance
There is a non-neglilible amount of overhead for each iteration. The overhead is
way larger than the per-element overhead when just doing field evaluation.
Therefore, normal field evaluation should be preferred when possible. That can
partially still be optimized if there is only some number crunching going on in
the zone but that optimization is not implemented yet.
However, processing many small geometries (e.g. each hair of a character
separately) will likely **always be slower** than working on fewer larger
geoemtries. The additional flexibility you get by processing each element
separately comes at the cost that Blender can't optimize the operation as well.
For node groups that need to handle lots of geometry elements, we recommend
trying to design the node setup so that iteration over tiny sub-geometries is
not required.
An opposite point is true as well though. It can be faster to process more
medium sized geometries in parallel than fewer very large geometries because of
more multi-threading opportunities. The exact threshold between tiny, medium and
large geometries depends on a lot of factors though.
Overall, this initial version of the new zone does not implement all
optimization opportunities yet, but the points mentioned above will still hold
true later.
Pull Request: https://projects.blender.org/blender/blender/pulls/127331
This commit adds low-level logic in BKE to support three behaviors in
case of name conflict when renaming an ID:
1. Always tweak new name of the renamed ID (never modify the other ID
name).
2. Always set requested name in renamed ID, modifying as needed the
other ID name.
3. Only modify the other ID name if it shares the same root name with the
current renamed ID's name.
It also adds quite some changes to IDTemplate, Outliner code, and
RNA-defined UILayout code, and the lower-level UI button API, to allow
for the new behavior defined in the design (i.e. option three from above list).
When renaming from the UI either 'fails' (falls back to adjusted name) or forces
renaming another ID, an INFO report is displayed.
This commit also fixes several issues in existing code, especially
regarding undo handling in rename operations (which could lead to saving
the wrong name in undo step, and/or over-generating undo steps).
API wise, the bahavior when directly assigning a name to the `ID.name`
property remains unchanged (option one from the list above). But a new
API call `ID.rename` has been added, which offers all three behaviors.
Unittests were added to cover the new implemented behaviors (both at
BKE level, and the RNA/Py API).
This commit implements #119139 design.
Pull Request: https://projects.blender.org/blender/blender/pulls/126996
Fix a null pointer access in the slider drawing code. Determining the
width of the property label used `std::string::c_str()`, which on a
calloc'ed `std::string` returns `nullptr`.
The fix was to use `MEM_new()` instead of `MEM_callocN()` to allocate
the struct that contains the `std::string`.
Pull Request: https://projects.blender.org/blender/blender/pulls/127760
This commit mainly replaces a lot of `memset(0)` by empty value
initialization of `PointerRNA` and related data.
It also moves a few remaining areas from C alloc/free to C++ new/delete
memory hanlding.
Part of the effort to make PointerRNA non-trivial (#122431).
Caused by 03ae57dd8b
Custom preview operator uses `lib_id_preview_editing_poll`. To enable
this operator in UI, move the new condition to `lib_id_generate_preview_poll`
poll function so adding custom preview to unsupported type would
still be possible.
Co-authored-by: Julian Eisel
Pull Request: https://projects.blender.org/blender/blender/pulls/126874
Object types like empties, lamps and cameras don't have geometry that can be
rendered by regular render engines. Attempting to render them for an asset
preview doesn't work.
36c5606fc3 already fixed a crash in this situation, resulting in an empty
preview. But better to entirely disallow this action, with useful feedback in
the UI.
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
This commit covers the case where all objects get removed from local
view, and an undo or blendfile read leads to such empty local views.
It also adds code to remapping/foreachID View3D callbacks to tag
potential local views as 'maybe empty', and use the View3D refresh
callback to actually check and potentially exit the local empty view.
Pull Request: https://projects.blender.org/blender/blender/pulls/123128
This PR removes the "Widget Label" text style, found in Preferences /
Themes / Text Style. This results in both labels and the text found in
input boxes sharing settings. This results in a slight loss of
customization but it isn't that useful to have these things separate
and results in code complication and errors.
Pull Request: https://projects.blender.org/blender/blender/pulls/122898
This commit moves generated `RNA_blender.h`, `RNA_prototype.h` and
`RNA_blender_cpp.h` headers to become C++ header files.
It also removes the now useless `RNA_EXTERN_C` defines, and just
directly use the `extern` keyword. We do not need anymore `extern "C"`
declarations here.
Pull Request: https://projects.blender.org/blender/blender/pulls/124469
This change simplifies access to this state by prefetching code.
Previously it had to iterate over screens from `bMain` in code local to
prefetching. Now this state is available to other code in VSE.
This is the main merge commit of the brush assets project. The previous
commits did some preparing changes, more tweaks are in the following commits.
Also, a lot of the more general work was already merged into the main branch
over the last two years.
With the new design, quite some things can be removed/replaced:
- There's a unified "Brush" tool now, brush based tools and all special
handling is removed.
- Old tool and brush icons are unsed now, and their initialization code
removed here. That means they draw as blank now, and the icon files can be
removed in a follow up.
- Creation of default brushes is unnecessary since brushes are now bundled in
the Essentials asset library. Icons/previews are handled as standard asset
previews.
- Grease pencil eraser options are replaced by a general default eraser brush
that can be set by the user.
More changes are planned still, see task list issue below.
Main Authors: Bastien Montagne, Brecht Van Lommel, Hans Goudey, Julian Eisel
Additionally involved on the design: Dalai Felinto, Julien Kaspar
Blog Post: https://code.blender.org/2024/07/brush-assets-is-out/
Tasks:
https://projects.blender.org/blender/blender/issues/116337
Reviewed incrementally as part of the brush assets project, see:
https://projects.blender.org/blender/blender/pulls/106303
Add new ID_IS_EDITABLE macro that checks if the ID can be edited in the
user interface. Replace usage of ID_IS_LINKED where it is used with this
meaning.
Also add a corresponding ID.is_editable property for Python.
This prepares for the ability to edit some linked datablocks for brush
assets.
Pull Request: https://projects.blender.org/blender/blender/pulls/121838
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
This PR adds the feature of displaying which property is modified
to the slider GUI.
This is useful in cases like #117287
where the slider can modify different properties during the modal operation.
The string is optional and will be empty by default.
This label is placed to the left of the slider where the percentage was usually located.
The percentage has now been moved to the right.
Pull Request: https://projects.blender.org/blender/blender/pulls/119920
The case when the tree-path of a node editor is out of date is handled more
gracefully now. Generally, one should also look into eagerly updating the
tree-path in this case, but that can be done separately.
Also access the evaluated deform mesh with a function rather than
directly from object runtime data. The goal is to make it easier to use
implicit sharing for these meshes and to improve overall const
correctness.
Remove all BLF "_ex" versions of functions by using default arguments.
These functions only differ by having an optional argument that can
return extra details about the result of the operation. This PR just
make these part of the main function as optional arguments with default
values - all nullptr.
Pull Request: https://projects.blender.org/blender/blender/pulls/119994
Move the public functions from the editors/object (`ED_object.hh`)
header to the `blender::ed::object` namespace, and move all of the
implementation files to the namespace too. This provides better code
completion, makes it easier to use other C++ code, removes unnecessary
redundancy and verbosity from local uses of public functions, and more
cleanly separates different modules.
See the diff in `ED_object.hh` for the main renaming changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/119947
Keep each function's declaration in the header file associated with its
module. Arguably mode switching should be more organized, but for now
it's better to just declare functions in more predictable places.
These functions were declared in the editors/mesh module but
defined in the editors/object module. This commit moves them to
a separate header associated with the object editors module.
The issue was that the clamping to the bounds happened before the rounding to the increment step.
In the reported case this led to a divide by 0 error.
The fix is to do the increment first, then the clamp to bounds.
This was reported by Raymond Luc on #117287
Pull Request: https://projects.blender.org/blender/blender/pulls/119367
The depsgraph CoW mechanism is a bit of a misnomer. It creates an
evaluated copy for data-blocks regardless of whether the copy will
actually be written to. The point is to have physical separation between
original and evaluated data. This is in contrast to the commonly used
performance improvement of keeping a user count and copying data
implicitly when it needs to be changed. In Blender code we call this
"implicit sharing" instead. Importantly, the dependency graph has no
idea about the _actual_ CoW behavior in Blender.
Renaming this functionality in the despgraph removes some of the
confusion that comes up when talking about this, and will hopefully
make the depsgraph less confusing to understand initially too. Wording
like "the evaluated copy" (as opposed to the original data-block) has
also become common anyway.
Pull Request: https://projects.blender.org/blender/blender/pulls/118338
The ID remapper code was already largely defined in a CPP struct
(IDRemapper). Make this an actual class, and remove the C API wrapper
around.
This makes the code cleaner, easier to follow, and easier to extend or
modify in the future.
Pull Request: https://projects.blender.org/blender/blender/pulls/118146
Although the information displayed in the status bar is strictly
speaking reports, it makes sense to translate them using the Interface
setting instead of Reports, as the tool names and stats terms are
also translated in other UI places (toolbar, menus).
This change includes status bars statistics and keymaps, and viewport
statistics.
The change is quite extensive as it is all or nothing. Translating
keymaps using Interface means some status messages will include them
indirectly, and thus cannot use Reports without having a weird mix of
original and translated words. In turn, having only some messages
translated would be even more confusing.
The result is that all messages related to input are now translated with
Interface, which I think also makes sense.
Discussed as a followup to !116804.
-----
cc. @gtitaev
Pull Request: https://projects.blender.org/blender/blender/pulls/117234