This was overlooked, as it seems there's no way for these strings to be
translated currently. Generally it's not that clear whether `N_` or
`TIP_` should be used in this case, but `TIP_` seems more consistent.
To avoid the cost of the translation lookup when the UI text isn't
necessary, we could allow the disabled hint argument to be optional.
Differential Revision: https://developer.blender.org/D13141
The Realize Instances and Join Geometry node can share most of their code.
Until now, both nodes had their own implementations though. This patch
removes the implementation in the Join Geometry node in favor of the more
general Realize Instances implementation.
This removes an optimization for avoiding spline copies. This can be brought
back later. The realize instances code has to be rewritten to support attribute
instances anyway.
Differential Revision: https://developer.blender.org/D13417
This node calculates the dual of the input mesh. This means that faces
get replaced with vertices and vertices with faces. In principle this
only makes sense when the mesh in manifold, but there is an option to
keep the (non-manifold) boundaries of the mesh intact.
Attributes are propagated:
- Point domain goes to face domain and vice versa
- Edge domain and Face corner domain gets mapped to itself
Because of the duality, when the mesh is manifold, the attributes get
mapped to themselves when applying the node twice.
Thanks to Leul Mulugeta (@Leul) for help with the
ascii diagrams in the code comments.
Note that this does not work well with some non-manifold geometry,
like an edge connected to more than 2 faces, or a vertex connected to
only two faces, while not being in the boundary. This is because there
is no good way to define the dual at some of those points. This type
of non-manifold vertices are just removed for this reason.
Differential Revision: https://developer.blender.org/D12949
Replace compare floats node with a generalized compare node. The node
allows for the comparison of float, int, string, color, and vector.
The datatypes support the following operators:
Float, Int: <, >, <=, >=, ==, !=
String: ==, !=
Color: ==, !=, lighter, darker
(using rgb_to_grayscale value as the brightness value)
Vector Supports 5 comparison modes for: ==, !=, <, >, <=, >=
Average: The average of the components of the vectors are compared.
Dot Product: The dot product of the vectors are compared.
Direction: The angle between the vectors is compared to an angle
Element-wise: The individual components of the vectors are compared.
Length: The lengths of the vectors are compared.
Differential Revision: https://developer.blender.org/D13228
Now that we can store any dynamic attribute on the instances component,
we don't need the special case for `id`, it can just be handled by the
generic attribute storage. Mostly this just allows removing a bunch
of redundant code.
I had to add a null check for `update_custom_data_pointers` because
the instances component doesn't have any pointers to inside of
custom data.
Differential Revision: https://developer.blender.org/D13430
This is part of T92926, and is very similar to 221b7b27fc, except
slightly similar, because it only transfers from one component, and
it doesn't handle multi-threading at the moment.
- Integer Field input of the number of control points on each spline
in the spline domain.
- In the point domain, it is the number of points on the spline that
contains the given control point.
Differential Revision: https://developer.blender.org/D13279
- Rename the Curve Parameter node to Spline Parameter.
- Add "Index on Spline" to the node. This output is the index of
the current point on it's parent spline rather than the entrire curve.
Differential Revision: https://developer.blender.org/D13275
The Domain Size node has a single geometry input and a selection for
the component type. Based on the component chosen, outputs containing
single values for the related domains are shown.
Mesh:
- Point Count
- Edge Count
- Face Count
- Face Corner Count
Curve:
- Point Count
- Spline Count
Point Cloud:
- Point Count
Instances:
- Instance Count
Differential Revision: https://developer.blender.org/D13365
Currently, nodes with custom sockets do not get their internal links
populated. So operators like Delete And Reconnect don't work with such
nodes. This patch put custom sockets into consideration when computing
priorities for internal links such that sockets of the same idname get
connected. Additionally, the patch cleanup the function in the process
to avoid redundant code repetition.
Reviewed By: Jacques Lucke
Differential Revision: https://developer.blender.org/D13386
This patch gets rid of the O(N^3) complexity
of calculate_vertices. Execution time of the node is
reduced from 250ms to 140ms with 500^3 vertices.
In the future edge calculations could be done manually
and reduce the execution time even further.
Differential Revision: https://developer.blender.org/D13207
Parallelizes the loop that converts splines.
It gives around a 2x speedup on curves with over 1k splines.
Differential Revision: https://developer.blender.org/D13389
This implements four optimizations in the Set Position node:
* Check whether the position input is the current position and ignore
it if it is. This results in a speedup when only the Offset input is used.
* Use multi-threading when copying to computed values to the
position attribute. All geometry types benefit from this.
* Use devirtualization for the offset and position input. This optimizes
the common case that they are either single values or computed
in the fly in a span.
* Write to `Mesh->mvert` directly instead of creating a temporary span.
This makes setting mesh vertex positions even more efficient.
In my simple benchmark I'm using a White Noise node to offset the
position of 1,000,000 vertices. The speed is `20 ms -> 4.5 ms` in the
multi-threaded case and `32 ms -> 22 ms` in the single-threaded case.
Previously, there was a fixed grain size for all multi-functions. That was
not sufficient because some functions could benefit a lot from smaller
grain sizes.
This refactors adds a new `MultiFunction::call_auto` method which has the
same effect as just calling `MultiFunction::call` but additionally figures
out how to execute the specific multi-function efficiently. It determines
a good grain size and decides whether the mask indices should be shifted
or not.
Most multi-function evaluations benefit from this, but medium sized work
loads (1000 - 50000 elements) benefit from it the most. Especially when
expensive multi-functions (e.g. noise) is involved. This is because for
smaller work loads, threading is rarely used and for larger work loads
threading worked fine before already.
With this patch, multi-functions can specify execution hints, that allow
the caller to execute it most efficiently. These execution hints still
have to be added to more functions.
Some performance measurements of a field evaluation involving noise and
math nodes, ordered by the number of elements being evaluated:
```
1,000,000: 133 ms -> 120 ms
100,000: 30 ms -> 18 ms
10,000: 20 ms -> 2.7 ms
1,000: 4 ms -> 0.5 ms
100: 0.5 ms -> 0.4 ms
```
This fixes a crash when muting the "Group Output" node.
It should not be possible to mute it so this patch
sets the `no_muting`-variable on it.
Differential Revision: https://developer.blender.org/D13364
The issue was that the attribute propagation in the Fillet Curve node seems
pretty broken. I couldn't really make sense of the old code. It changed the
size of the point attribute domains on splines to 1 for some reason which
led to a crash in the next node.
Differential Revision: https://developer.blender.org/D13362
This is only meant to be used for development purposes for now,
not to show warnings to the user.
Differential Revision: https://developer.blender.org/D13348
This dependency was a bit ugly and the functions from the mask modifier
did a few things that we don't need in the Delete Geometry node:
* The mask modifier uses `CustomData_copy_data` which the node doesn't need.
* The mask modifier checks for `-2` in some values, but this special value is
not used by the node.
Differential Revision: https://developer.blender.org/D13335
Unity builds are only used in the `bf_nodes_geometry` module for now.
This module has been prepared to support unity builds already.
Usually, there is a 2-4x speedup when building `bf_nodes_geometry`
compared to without unity builds (e.g. 145s to 55s).
For more information about how unity builds work and how they help
with compile times, see D13341.
Differential Revision: https://developer.blender.org/D13341
Previously, attribute propagation did not work correctly in when only
deleting edges and faces (but not points). Face and face corner attributes
were propagated wrongly or not at all respectively.
In order to keep the patch relatively small for the release branch,
it does not include some small optimizations. These can be done in 3.1:
* Use a `Span<int>` instead of `IndexMask` to avoid creating an
unnecessary `Vector<int64_t>`.
* Only prepare index mappings when there are actually attributes to
propagate.
Differential Revision: https://developer.blender.org/D13338
Adds a new overlay called "Timings" to the Geometry Node editor.
This shows the node execution time in milliseconds above the node.
For group nodes and frames, the total time for all nodes inside
(recursively) is shown. Group output node shows the node tree total.
The code is prepared for easily adding new rows of information
to the box above the node in the future.
Differential Revision: https://developer.blender.org/D13256
With this commit, we no longer use the prefixes for every node type
function like `geo_node_translate_instances_`. They just added more
places to change when adding a new node, for no real benefit.
Differential Revision: https://developer.blender.org/D13337
This puts all static functions in geometry node files into a new
namespace. This allows using unity build which can improve
compile times significantly (P2578).
* The name space name is derived from the file name. That makes
it possible to write some tooling that checks the names later on.
The file name extension (`cc`) is added to the namespace name as
well. This also possibly simplifies tooling but also makes it more
obvious that this namespace is specific to a file.
* In the register function of every node, I added a namespace alias
`namespace file_ns = blender::nodes::node_geo_*_cc;`. This avoids
some duplication of the file name and may also simplify tooling,
because this line is easy to detect. The name `file_ns` stands for "file
namespace" and also indicates that this namespace corresponds to
the current file. In the beginning I used `node_ns` but `file_ns` is more
generic which may make it more suitable when we want to use unity
builds outside of the nodes modules in the future.
* Some node files contain code that is actually shared between
different nodes. For now I left that code in the `blender::nodes`
namespace and moved it to the top of the file (couldn't move it to
the bottom in all cases, so I just moved it to the top everywhere).
As a separate cleanup step, this shared code should actually be
moved to a separate file.
Differential Revision: https://developer.blender.org/D13330
Currently the geometry nodes evaluator always stores a field for every
type that supports it, even if it is just a single value. This results in a lot
of overhead when there are many sockets that just contain a single
value, which is often the case.
This introduces a new `ValueOrField<T>` type that is used by the geometry
nodes evaluator. Now a field will only be created when it is actually
necessary. See D13307 for more details. In extrem cases this can speed
up the evaluation 2-3x (those cases are probably never hit in practice
though, but it's good to get rid of unnecessary overhead nevertheless).
Differential Revision: https://developer.blender.org/D13307
This changes what domain is used by the raycast mode. This should fix the
behavior for face corner attributes (but may make it a bit slower for other
attributes). I think for 3.0 this is an acceptable trade off. For 3.1 we can do
what the comment suggests already.
Differential Revision: https://developer.blender.org/D13333
Previously, the function names were stored in `std::string` and were often
created dynamically (especially when the function just output a constant).
This resulted in a lot of overhead.
Now the function name is just a `const char *` that should be statically
allocated. This is good enough for the majority of cases. If a multi-function
needs a more dynamic name, it can override the `MultiFunction::debug_name`
method.
In my test file with >400,000 simple math nodes, the execution time improves from
3s to 1s.
Updates the Transfer Attributes and Capture Attributes nodes
to support attributes from instances.
Differential Revision: https://developer.blender.org/D13292
Adds an attribute provider for instance attributes.
A new domain `ATTR_DOMAIN_INSTANCE` is implemented.
Instance attributes are not yet realized correctly.
Differential Revision: D13149
This is a bit similar to rBb7260ca4c9f4b7618c9c214f1270e31d6ed9886b.
Sometimes a group node may not reference a node group
because it was linked and can't be found.
Separating geometry nodes into a new library will make it
easier to improve compile times with features like unity
builds and precompiled headers.
Differential Revision: https://developer.blender.org/D13261
Previously, node types had a callback that creates internal links. Pretty
much all nodes used the same callback though. The exceptions are the
reroute node (which probably shouldn't be mutable anyway) and some
input/output nodes that are not mutable.
Removing the callback helps with D13246, because it makes it easier
to reason about which internal links are created and when they change.
In the future, the internal links should be part of the node declaration.
This cleans up part of the code that still set the flag manually. Also, this
change helps with D13246 because it makes it easier to tag the node
tree as changed when the availability of a socket changed.