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test2/source/blender/nodes/geometry/node_geometry_tree.cc

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include <cstring>
#include "MEM_guardedalloc.h"
#include "NOD_geometry.hh"
#include "BKE_context.hh"
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#include "BKE_layer.hh"
#include "BKE_node.hh"
#include "BKE_object.hh"
#include "DNA_modifier_types.h"
#include "DNA_node_types.h"
#include "DNA_space_types.h"
#include "RNA_prototypes.hh"
#include "UI_resources.hh"
#include "BLT_translation.hh"
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#include "node_common.h"
blender::bke::bNodeTreeType *ntreeType_Geometry;
static void geometry_node_tree_get_from_context(const bContext *C,
blender::bke::bNodeTreeType * /*treetype*/,
bNodeTree **r_ntree,
ID **r_id,
ID **r_from)
{
const SpaceNode *snode = CTX_wm_space_node(C);
if (snode->geometry_nodes_type == SNODE_GEOMETRY_TOOL) {
*r_ntree = snode->geometry_nodes_tool_tree;
return;
}
ViewLayer: Lazy sync of scene data. When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
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const Scene *scene = CTX_data_scene(C);
ViewLayer *view_layer = CTX_data_view_layer(C);
ViewLayer: Lazy sync of scene data. When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
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BKE_view_layer_synced_ensure(scene, view_layer);
Object *ob = BKE_view_layer_active_object_get(view_layer);
if (ob == nullptr) {
return;
}
const ModifierData *md = BKE_object_active_modifier(ob);
if (md == nullptr) {
return;
}
if (md->type == eModifierType_Nodes) {
const NodesModifierData *nmd = reinterpret_cast<const NodesModifierData *>(md);
if (nmd->node_group != nullptr) {
*r_from = &ob->id;
*r_id = &ob->id;
*r_ntree = nmd->node_group;
}
}
}
static void geometry_node_tree_update(bNodeTree *ntree)
{
blender::bke::node_tree_set_output(*ntree);
/* Needed to give correct types to reroutes. */
ntree_update_reroute_nodes(ntree);
}
static void foreach_nodeclass(void *calldata, blender::bke::bNodeClassCallback func)
{
func(calldata, NODE_CLASS_INPUT, N_("Input"));
func(calldata, NODE_CLASS_GEOMETRY, N_("Geometry"));
func(calldata, NODE_CLASS_ATTRIBUTE, N_("Attribute"));
func(calldata, NODE_CLASS_OP_COLOR, N_("Color"));
func(calldata, NODE_CLASS_OP_VECTOR, N_("Vector"));
func(calldata, NODE_CLASS_CONVERTER, N_("Converter"));
func(calldata, NODE_CLASS_LAYOUT, N_("Layout"));
}
static bool geometry_node_tree_validate_link(eNodeSocketDatatype type_a,
eNodeSocketDatatype type_b)
{
/* Geometry, string, object, material, texture and collection sockets can only be connected to
* themselves. The other types can be converted between each other. */
if (ELEM(type_a, SOCK_FLOAT, SOCK_VECTOR, SOCK_RGBA, SOCK_BOOLEAN, SOCK_INT) &&
ELEM(type_b, SOCK_FLOAT, SOCK_VECTOR, SOCK_RGBA, SOCK_BOOLEAN, SOCK_INT))
{
return true;
}
if (ELEM(type_a, SOCK_FLOAT, SOCK_VECTOR) && type_b == SOCK_ROTATION) {
/* Floats and vectors implicitly convert to rotations. */
return true;
}
/* Support implicit conversions between matrices and rotations. */
if (type_a == SOCK_MATRIX && type_b == SOCK_ROTATION) {
return true;
}
if (type_a == SOCK_ROTATION && type_b == SOCK_MATRIX) {
return true;
}
if (type_a == SOCK_ROTATION && type_b == SOCK_VECTOR) {
/* Rotations implicitly convert to vectors. */
return true;
}
return type_a == type_b;
}
static bool geometry_node_tree_socket_type_valid(blender::bke::bNodeTreeType * /*treetype*/,
blender::bke::bNodeSocketType *socket_type)
{
Geometry Nodes: add Closures and Bundles behind experimental feature flag This implements bundles and closures which are described in more detail in this blog post: https://code.blender.org/2024/11/geometry-nodes-workshop-october-2024/ tl;dr: * Bundles are containers that allow storing multiple socket values in a single value. Each value in the bundle is identified by a name. Bundles can be nested. * Closures are functions that are created with the Closure Zone and can be evaluated with the Evaluate Closure node. To use the patch, the `Bundle and Closure Nodes` experimental feature has to be enabled. This is necessary, because these features are not fully done yet and still need iterations to improve the workflow before they can be officially released. These iterations are easier to do in `main` than in a separate branch though. That's because this patch is quite large and somewhat prone to merge conflicts. Also other work we want to do, depends on this. This adds the following new nodes: * Combine Bundle: can pack multiple values into one. * Separate Bundle: extracts values from a bundle. * Closure Zone: outputs a closure zone for use in the `Evaluate Closure` node. * Evaluate Closure: evaluates the passed in closure. Things that will be added soon after this lands: * Fields in bundles and closures. The way this is done changes with #134811, so I rather implement this once both are in `main`. * UI features for keeping sockets in sync (right now there are warnings only). One bigger issue is the limited support for lazyness. For example, all inputs of a Combine Bundle node will be evaluated, even if they are not all needed. The same is true for all captured values of a closure. This is a deeper limitation that needs to be resolved at some point. This will likely be done after an initial version of this patch is done. Pull Request: https://projects.blender.org/blender/blender/pulls/128340
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return blender::bke::node_is_static_socket_type(*socket_type) &&
(ELEM(socket_type->type,
SOCK_FLOAT,
SOCK_VECTOR,
SOCK_RGBA,
SOCK_BOOLEAN,
SOCK_ROTATION,
SOCK_MATRIX,
SOCK_INT,
SOCK_STRING,
SOCK_OBJECT,
SOCK_GEOMETRY,
SOCK_COLLECTION,
SOCK_TEXTURE,
SOCK_IMAGE,
SOCK_MATERIAL,
SOCK_MENU) ||
ELEM(socket_type->type, SOCK_BUNDLE, SOCK_CLOSURE));
}
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void register_node_tree_type_geo()
{
blender::bke::bNodeTreeType *tt = ntreeType_Geometry = MEM_new<blender::bke::bNodeTreeType>(
__func__);
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
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tt->type = NTREE_GEOMETRY;
tt->idname = "GeometryNodeTree";
tt->group_idname = "GeometryNodeGroup";
tt->ui_name = N_("Geometry Node Editor");
tt->ui_icon = ICON_GEOMETRY_NODES;
tt->ui_description = N_("Geometry nodes");
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
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tt->rna_ext.srna = &RNA_GeometryNodeTree;
tt->update = geometry_node_tree_update;
tt->get_from_context = geometry_node_tree_get_from_context;
tt->foreach_nodeclass = foreach_nodeclass;
tt->valid_socket_type = geometry_node_tree_socket_type_valid;
tt->validate_link = geometry_node_tree_validate_link;
blender::bke::node_tree_type_add(*tt);
}
bool is_layer_selection_field(const bNodeTreeInterfaceSocket &socket)
{
const blender::bke::bNodeSocketType *typeinfo = socket.socket_typeinfo();
BLI_assert(typeinfo != nullptr);
if (typeinfo->type != SOCK_BOOLEAN) {
return false;
}
return (socket.flag & NODE_INTERFACE_SOCKET_LAYER_SELECTION) != 0;
}