This adds support for building simulations with geometry nodes. A new
`Simulation Input` and `Simulation Output` node allow maintaining a
simulation state across multiple frames. Together these two nodes form
a `simulation zone` which contains all the nodes that update the simulation
state from one frame to the next.
A new simulation zone can be added via the menu
(`Simulation > Simulation Zone`) or with the node add search.
The simulation state contains a geometry by default. However, it is possible
to add multiple geometry sockets as well as other socket types. Currently,
field inputs are evaluated and stored for the preceding geometry socket in
the order that the sockets are shown. Simulation state items can be added
by linking one of the empty sockets to something else. In the sidebar, there
is a new panel that allows adding, removing and reordering these sockets.
The simulation nodes behave as follows:
* On the first frame, the inputs of the `Simulation Input` node are evaluated
to initialize the simulation state. In later frames these sockets are not
evaluated anymore. The `Delta Time` at the first frame is zero, but the
simulation zone is still evaluated.
* On every next frame, the `Simulation Input` node outputs the simulation
state of the previous frame. Nodes in the simulation zone can edit that
data in arbitrary ways, also taking into account the `Delta Time`. The new
simulation state has to be passed to the `Simulation Output` node where it
is cached and forwarded.
* On a frame that is already cached or baked, the nodes in the simulation
zone are not evaluated, because the `Simulation Output` node can return
the previously cached data directly.
It is not allowed to connect sockets from inside the simulation zone to the
outside without going through the `Simulation Output` node. This is a necessary
restriction to make caching and sub-frame interpolation work. Links can go into
the simulation zone without problems though.
Anonymous attributes are not propagated by the simulation nodes unless they
are explicitly stored in the simulation state. This is unfortunate, but
currently there is no practical and reliable alternative. The core problem
is detecting which anonymous attributes will be required for the simulation
and afterwards. While we can detect this for the current evaluation, we can't
look into the future in time to see what data will be necessary. We intend to
make it easier to explicitly pass data through a simulation in the future,
even if the simulation is in a nested node group.
There is a new `Simulation Nodes` panel in the physics tab in the properties
editor. It allows baking all simulation zones on the selected objects. The
baking options are intentially kept at a minimum for this MVP. More features
for simulation baking as well as baking in general can be expected to be added
separately.
All baked data is stored on disk in a folder next to the .blend file. #106937
describes how baking is implemented in more detail. Volumes can not be baked
yet and materials are lost during baking for now. Packing the baked data into
the .blend file is not yet supported.
The timeline indicates which frames are currently cached, baked or cached but
invalidated by user-changes.
Simulation input and output nodes are internally linked together by their
`bNode.identifier` which stays the same even if the node name changes. They
are generally added and removed together. However, there are still cases where
"dangling" simulation nodes can be created currently. Those generally don't
cause harm, but would be nice to avoid this in more cases in the future.
Co-authored-by: Hans Goudey <h.goudey@me.com>
Co-authored-by: Lukas Tönne <lukas@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/104924
Code was exposing apparently internal functions to the public header, so
it could reuse it in other View2D files. Worse even, a struct was
defined twice in different source files and they would have to be kept
in sync, just because there is no shared header file.
Such internal header files are useful and don't really cause any harm.
The length passed to IDP_NewString included the nil terminator
unlike IDP_AssignString. Callers to IDP_AssignString from MOD_nodes.cc
passed in an invalid size for e.g. There where also callers passing in
the strlen(..) of the value unnecessarily.
Resolve with the following changes:
- Add `*MaxSize()` versions of IDP_AssignString & IDP_NewString which
take a size argument.
- Remove the size argument from the existing functions as most callers
don't need to clamp the length of the string, avoid calculating &
passing in length values when they're unnecessary.
- When clamping the size is needed, both functions now include the nil
byte in the size since this is the convention for BLI_string and other
BLI API's dealing with nil terminated strings,
it avoids having to pass in `sizeof(value) - 1`.
Use bl_run_operators to detect cases when operators would crash
when run in an expected context for the following operators:
- GIZMOGROUP_OT_gizmo_select
- GIZMOGROUP_OT_gizmo_tweak
- GPENCIL_OT_time_segment_move
- OBJECT_OT_add_named
- OBJECT_OT_data_instance_add
- OBJECT_OT_drop_named_material
- SCULPT_OT_mask_by_color
- SEQUENCER_OT_delete
- SEQUENCER_OT_rename_channel
- SEQUENCER_OT_retiming_handle_move
- SPREADSHEET_OT_change_spreadsheet_data_source
- UI_OT_drop_color
Note that some of these situations users were unlikely to encounter,
however there were cases script authors could run into such as deleting
sequence strips without a region or masking by color without a 3D view.
Selecting filter in NLA/Graph Editor causes scrolling in the region
below it. This PR makes `UI_but_ensure_in_view` not occur if the block
has UI_BLOCK_CLIP_EVENTS.
Pull Request: https://projects.blender.org/blender/blender/pulls/107404
This patch adds several tools and options to the weight paint mode of Grease Pencil.
* Blur tool: smooths out vertex weights, by calculating a gaussian blur of adjacent vertices.
* Average tool: painting the average weight from all weights under the brush.
* Smear tool: smudges weights by grabbing the weights under the brush and 'dragging' them.
* With the + and - icons in the toolbar, the user can easily switch between adding and subtracting weight while drawing weights.
* With shortcut `D` you can toggle between these two.
* The auto-normalize options ensures that all bone-deforming vertex groups add up to 1.0 while weight painting.
* With `Ctrl-F` a radial control for weight is invoked (in addition to the radial controls for brush size and strength).
* With `Ctrl-RMB` the user can sample the weight. This sets the brush Weight from the weight under the cursor.
* When painting weights in vertex groups for bones, the user can quickly switch to another vertex group by clicking on a bone with `Ctrl-LMB`.
For this to work, follow these steps:
* Select the armature and switch to Pose Mode.
* Select your Grease Pencil object and switch immediately to Weight Paint Mode.
* Select a bone in the armature with `Ctrl-LMB`. The corresponding vertex group is automatically activated.
Pull Request: https://projects.blender.org/blender/blender/pulls/106663
Add WM_window_pixels_read & WM_window_pixels_read_sample that
use front-buffer pixel reading when supported.
Note that direct access to reading from the front-buffer is still needed
for writing thumbnails - where redrawing can cause problems
(see code-comments).
- Use off-screen drawing when reading from the front-buffer isn't
supported.
- Add a capabilities flag for reading the front-buffer which is always
disabled on WAYLAND.
- Add GPU_offscreen_read_pixels_region, used for reading a sub-region of
an off-screen buffer - use for color-picking a single pixel.
A buffer is a technical term most often referred to using the metaphor
of a "clipboard" in applications. However, the "clipboard" is usually
the system clipboard, used to carry data accross applications. To
avoid confusion, this replaces "clipboard" by "internal clipboard"
when not dealing with the system clipboard.
In addition, a few places still used the "[copy/paste] buffer"
terminology, so they are replaced with "internal clipboard as well.
The replacement from "[copy/paste] buffer" to "clipboard" was
undertaken in previous commits da6d6f99a8, 14b60c3a1c. This
commit should tackle the remaining occurrences.
Pull Request: https://projects.blender.org/blender/blender/pulls/106060
Adds "quick tooltips" to quickly see the name of a tab in the Properties
editor. (See patch for visuals.)
From own experience users are often confused about the name of the different
tabs, and I always found the delay to see it in the tooltip annoying. These
quick tooltips have been introduced for the toolshelf and solve this issue
nicely here. There is still a delay so that simple mouse movements won't
trigger the tooltips, but they show up a lot faster than normal tooltips now.
This may have the side-effect that icon only enum-item buttons will show the
enum name when there is no RNA property description. Previously we wouldn't
show this, even if available.
Pull Request: https://projects.blender.org/blender/blender/pulls/106906
This came up in #106591 which reported that changing a Light Group would
not work when alt-clicking the property field (which is the usual method
to edit a property for multiple objects at once).
This is because string properties were not supported in
`ui_selectcontext_apply` which is now done.
Similar to 1318660b04 [which added support for pointer properties].
Adding general support for string properties means this method can now
be used for many more things:
- changing all sorts of ID names (objects, meshes, ...)
- many settings in modifiers (e.g. vertexgroups)
- geometry nodes modifier properties (e.g. attribute names)
- ...
Fixes#106591
Pull Request: https://projects.blender.org/blender/blender/pulls/106599
This patch refactors the texture samples code by mainly splitting the
eGPUSamplerState enum into multiple smaller enums and packing them
inside a GPUSamplerState struct. This was done because many members of
the enum were mutually exclusive, which was worked around during setting
up the samplers in the various backends, and additionally made the API
confusing, like the GPU_texture_wrap_mode function, which had two
mutually exclusive parameters.
The new structure also improved and clarified the backend sampler cache,
reducing the cache size from 514 samplers to just 130 samplers, which
also slightly improved the initialization time. Further, the
GPU_SAMPLER_MAX signal value was naturally incorporated into the
structure using the GPU_SAMPLER_STATE_TYPE_INTERNAL type.
The only expected functional change is in the realtime compositor, which
now supports per-axis repetition control, utilizing new API functions
for that purpose.
This patch is loosely based on an older patch D14366 by Ethan Hall.
Pull Request: https://projects.blender.org/blender/blender/pulls/105642
Previously the only way to control the subtype was to remove the group
input or output and create it again. This commit adds a dropdown to
change an existing socket, for supported socket types.
Based on a patch by Angus Stanton: https://developer.blender.org/D15715
It was necessary to fix the UI code slightly; the layout's context
wasn't being used in calls to an operator's enum items callback.
Pull Request: https://projects.blender.org/blender/blender/pulls/105614
Popover menu buttons had their labels translated but not their
descriptions, although they were properly extracted.
This commit fixes that using the `TIP_()` macro.
Found together with a fix for #106043.
Edge panning (in Node Editors, Outliner and VSE) does unnecessary
updates when the view has not changed at all. This includes adding
`MOUSEMOVE` events (even if you dont move the mouse at all).
Adding `MOUSEMOVE` events results in the transform system constantly running (even if you dont move the mouse) which we certainly want to avoid.
Rectify this by only calling these updates when the view changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/106301
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
For example
```
OIIOOutputDriver::~OIIOOutputDriver()
{
}
```
becomes
```
OIIOOutputDriver::~OIIOOutputDriver() {}
```
Saves quite some vertical space, which is especially handy for
constructors.
Pull Request: https://projects.blender.org/blender/blender/pulls/105594
No user visible changes expected.
With this, empty rows will be added to the tree view so that the
background box is at least a few lines high (like with UI lists). If the
view is used as a drop target, data can be dropped on these empty rows
too then.
This was requested for the Cycles light linking project.
These often want to store a non-const reference to its owner, i.e. the
object that created them. I don't really like removing const here, but
it makes sense to enable this use case.
Initial idea was to calculate the view boundaries when finishing the
`uiBlock`, after layout code and such ran. But the panel code applies an
offset later, which breaks this. The view boundaries would be off by
something like 100px.
Remove `enum eAnimFilterFlags` from `ED_keyframing.h`, the function
parameters that pass them around, and the code that uses them to filter
things.
Only one of the enum values was actually used, `ANIMFILTER_KEYS_LOCAL`.
It indicates whether to only consider keys on the datablock itself (when
set), or in the case of objects, also consider keys on its materials or
shapekeys (when cleared). However, this flag was *always* set, making it
possible to remove the code that handled it.
Finally there was only one function that received a `filters` parameter
that could be different across calls: it would either have value
`ANIMFILTER_KEYS_LOCAL` or `0`. However, the only flag it actually tested
for was `ANIMFILTER_KEYS_MUTED`, which was never actually set. So all of
that could be removed as well.
Just for grepping-through-history sake, these are the flags that were
removed:
- `ANIMFILTER_KEYS_LOCAL`
- `ANIMFILTER_KEYS_MUTED`
- `ANIMFILTER_KEYS_ACTIVE`
- `ANIMFILTER_KEYS_NOMAT`
- `ANIMFILTER_KEYS_NOSKEY`
Note: this is NOT about the flags defined in `ED_anim_api.h`, in `enum
eAnimFilter_Flags`. Note the different names, the one that's removed
doesn't have an `_`.
No functional changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/106028
Previously UI view items would support custom drop controllers (so they
could react to data being dragged over them and dropped). This is now
more generalized so the views themselves can do this as well.
Main changes:
- Support calculating a bounding box for the view, so this can be used
for recognizing mouse hovering.
- Rename "drop controller" to "drop target", this is more clear, less
abstract naming.
- Generalize drop controllers/targets. There is a new
`ui::DropTargetInterface` now.
- Add support for drop targets in the `ui::AbstractView` base class, so
custom views can use this.
Pull Request: https://projects.blender.org/blender/blender/pulls/105963
Align the labels on the tabs so that when you read them, your head is tilted
towards the content, instead of away.
When tabs are drawn to the right of panels in the sidebar, the labels are read
from bottom to top, which may suggest that this tab does not belong to the area.
This change does it like this:
* Sidebar on the right: the text is read from top to bottom.
* Sidebar on the left: the text keeps reading from bottom to top.
Pull Request: https://projects.blender.org/blender/blender/pulls/105835
The Cycles light linking branch is using the tree view UI but it seemed
to use the "wrong" layout. It wasn't clear that the layout has to be
reactivated before building the view.
Make it harder to use the API wrong now by requiring the layout as
argument, so the building can ensure it's active.
Various UI code would store the `AssetHandle` in a way that turns out to
be unsafe. The file-data is part of the file browser caching system that
releases file-data when a certain maximum of items is in the cache. So
even while just iterating over the assets, earlier iterated asset
handles may become invalid. Now asset handles are really treated as
volatile, short lived objects.
For the asset-view, the fix was more involved. There we need an RNA
collection of asset-handles, because the UI list code requires that. So
we create a dummy collection and get the asset handles as needed by
index. This again meant that I had to keep the index of the collection
and the asset-list in sync, so all filtering had to be moved to the UI
list.
I tried duplicating the file-data out of the cache instead, but that
caused problems with managing the memory/ownership of the preview
images.
`AssetHandle` should be removed and replaced by `AssetRepresentation`,
but this would be an even more disruptive change (breaking API
compatibility too).
Fixes#104305, #105535.
Pull Request: #105773
These are not really about reading or writing .blend files, they are
general utilities for file-names/paths. Having to link to the
blendloader library just for these utilities is annoying.
Moved them to `BKE_blendfile.h` now, in agreement with Bastien.
Pull Request: #105825
Maximum distance of lines in screen space is limited. This limit seems
reasonable for FPS higher than 1, but UI allows to set 0.01 FPS with
soft. even lower values are possible.
This patch allows for normal operation within soft limits and labels are
still visible and quite usable within hard limits.
Pull Request: https://projects.blender.org/blender/blender/pulls/104849