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test2/source/blender/blenkernel/intern/node_runtime.cc

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "BKE_node.hh"
#include "BKE_node_runtime.hh"
#include "DNA_node_types.h"
#include "BLI_function_ref.hh"
#include "BLI_listbase.h"
#include "BLI_stack.hh"
#include "BLI_task.hh"
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
#include "NOD_geometry_nodes_lazy_function.hh"
#include "NOD_node_declaration.hh"
Nodes: automatically gray out input values that don't affect the output This patch automatically grays out input values which can't affect the output currently. It works with inputs of group nodes, geometry nodes modifiers and node tools. To achieve this, it analyses the node tree and partially evaluates it to figure out which group inputs are currently not linked to an output or are disabled by e.g. some switch node. Original proposal: https://devtalk.blender.org/t/dynamic-socket-visibility/31874 Related info in blog post: https://code.blender.org/2023/11/geometry-nodes-workshop-november-2023/#dynamic-socket-visibility Follow up task for designing a UI that allows hiding sockets: #132706 Limitations: * The inferencing does not update correctly when a socket starts being animated/driven. I haven't found a good way to invalidate the cache in a good way reliably yet. It's only a very short term problem though. It fixes itself after the next modification of the node tree and is only noticeable when animating some specific sockets such as the switch node condition. * Whether a socket is grayed out is not exposed in the Python API yet. That will be done separately. * Only a partial evaluation is done to determine if an input affects an output. There should be no cases where a socket is found to be unused when it can actually affect the output. However, there can be cases where a socket is inferenced to be used even if it is not due to some complex condition. Depending on the exact circumstances, this can either be improved or the condition in the node tree should be simplified. Pull Request: https://projects.blender.org/blender/blender/pulls/132219
2025-01-21 12:53:24 +01:00
#include "NOD_socket_usage_inference.hh"
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
namespace blender::bke::node_tree_runtime {
void preprocess_geometry_node_tree_for_evaluation(bNodeTree &tree_cow)
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
BLI_assert(tree_cow.type == NTREE_GEOMETRY);
/* Rebuild geometry nodes lazy function graph. */
tree_cow.runtime->geometry_nodes_lazy_function_graph_info.reset();
blender::nodes::ensure_geometry_nodes_lazy_function_graph(tree_cow);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
static void update_node_vector(const bNodeTree &ntree)
{
bNodeTreeRuntime &tree_runtime = *ntree.runtime;
const Span<bNode *> nodes = tree_runtime.nodes_by_id;
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
tree_runtime.group_nodes.clear();
tree_runtime.has_undefined_nodes_or_sockets = false;
for (const int i : nodes.index_range()) {
bNode &node = *nodes[i];
node.runtime->index_in_tree = i;
node.runtime->owner_tree = const_cast<bNodeTree *>(&ntree);
tree_runtime.has_undefined_nodes_or_sockets |= node.is_undefined();
if (node.is_group()) {
tree_runtime.group_nodes.append(&node);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
}
}
static void update_link_vector(const bNodeTree &ntree)
{
bNodeTreeRuntime &tree_runtime = *ntree.runtime;
tree_runtime.links.clear();
LISTBASE_FOREACH (bNodeLink *, link, &ntree.links) {
/* Check that the link connects nodes within this tree. */
BLI_assert(tree_runtime.nodes_by_id.contains(link->fromnode));
BLI_assert(tree_runtime.nodes_by_id.contains(link->tonode));
tree_runtime.links.append(link);
}
}
static void update_socket_vectors_and_owner_node(const bNodeTree &ntree)
{
bNodeTreeRuntime &tree_runtime = *ntree.runtime;
tree_runtime.sockets.clear();
tree_runtime.input_sockets.clear();
tree_runtime.output_sockets.clear();
for (bNode *node : tree_runtime.nodes_by_id) {
bNodeRuntime &node_runtime = *node->runtime;
node_runtime.inputs.clear();
node_runtime.outputs.clear();
LISTBASE_FOREACH (bNodeSocket *, socket, &node->inputs) {
socket->runtime->index_in_node = node_runtime.inputs.append_and_get_index(socket);
socket->runtime->index_in_all_sockets = tree_runtime.sockets.append_and_get_index(socket);
socket->runtime->index_in_inout_sockets = tree_runtime.input_sockets.append_and_get_index(
socket);
socket->runtime->owner_node = node;
tree_runtime.has_undefined_nodes_or_sockets |= socket->typeinfo ==
&bke::NodeSocketTypeUndefined;
}
LISTBASE_FOREACH (bNodeSocket *, socket, &node->outputs) {
socket->runtime->index_in_node = node_runtime.outputs.append_and_get_index(socket);
socket->runtime->index_in_all_sockets = tree_runtime.sockets.append_and_get_index(socket);
socket->runtime->index_in_inout_sockets = tree_runtime.output_sockets.append_and_get_index(
socket);
socket->runtime->owner_node = node;
tree_runtime.has_undefined_nodes_or_sockets |= socket->typeinfo ==
&bke::NodeSocketTypeUndefined;
}
}
}
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
static void update_panels(const bNodeTree &ntree)
{
bNodeTreeRuntime &tree_runtime = *ntree.runtime;
for (bNode *node : tree_runtime.nodes_by_id) {
bNodeRuntime &node_runtime = *node->runtime;
node_runtime.panels.reinitialize(node->num_panel_states);
}
}
static void update_internal_link_inputs(const bNodeTree &ntree)
{
bNodeTreeRuntime &tree_runtime = *ntree.runtime;
for (bNode *node : tree_runtime.nodes_by_id) {
for (bNodeSocket *socket : node->runtime->outputs) {
socket->runtime->internal_link_input = nullptr;
}
for (bNodeLink &link : node->runtime->internal_links) {
link.tosock->runtime->internal_link_input = link.fromsock;
}
}
}
static void update_directly_linked_links_and_sockets(const bNodeTree &ntree)
{
bNodeTreeRuntime &tree_runtime = *ntree.runtime;
for (bNode *node : tree_runtime.nodes_by_id) {
for (bNodeSocket *socket : node->runtime->inputs) {
socket->runtime->directly_linked_links.clear();
socket->runtime->directly_linked_sockets.clear();
}
for (bNodeSocket *socket : node->runtime->outputs) {
socket->runtime->directly_linked_links.clear();
socket->runtime->directly_linked_sockets.clear();
}
node->runtime->has_available_linked_inputs = false;
node->runtime->has_available_linked_outputs = false;
}
for (bNodeLink *link : tree_runtime.links) {
link->fromsock->runtime->directly_linked_links.append(link);
link->fromsock->runtime->directly_linked_sockets.append(link->tosock);
link->tosock->runtime->directly_linked_links.append(link);
if (link->is_available()) {
link->fromnode->runtime->has_available_linked_outputs = true;
link->tonode->runtime->has_available_linked_inputs = true;
}
}
for (bNodeSocket *socket : tree_runtime.input_sockets) {
if (socket->flag & SOCK_MULTI_INPUT) {
std::sort(socket->runtime->directly_linked_links.begin(),
socket->runtime->directly_linked_links.end(),
[&](const bNodeLink *a, const bNodeLink *b) {
return a->multi_input_sort_id > b->multi_input_sort_id;
});
}
}
for (bNodeSocket *socket : tree_runtime.input_sockets) {
for (bNodeLink *link : socket->runtime->directly_linked_links) {
/* Do this after sorting the input links. */
socket->runtime->directly_linked_sockets.append(link->fromsock);
}
}
}
static void find_logical_origins_for_socket_recursive(
bNodeSocket &input_socket,
bool only_follow_first_input_link,
Vector<bNodeSocket *, 16> &sockets_in_current_chain,
Vector<bNodeSocket *> &r_logical_origins,
Vector<bNodeSocket *> &r_skipped_origins)
{
if (sockets_in_current_chain.contains(&input_socket)) {
/* Protect against reroute recursions. */
return;
}
sockets_in_current_chain.append(&input_socket);
Span<bNodeLink *> links_to_check = input_socket.runtime->directly_linked_links;
if (only_follow_first_input_link) {
links_to_check = links_to_check.take_front(1);
}
for (bNodeLink *link : links_to_check) {
if (link->is_muted()) {
continue;
}
if (!link->is_available()) {
continue;
}
bNodeSocket &origin_socket = *link->fromsock;
bNode &origin_node = *link->fromnode;
if (!origin_socket.is_available()) {
/* Non available sockets are ignored. */
continue;
}
if (origin_node.is_reroute()) {
bNodeSocket &reroute_input = *origin_node.runtime->inputs[0];
bNodeSocket &reroute_output = *origin_node.runtime->outputs[0];
r_skipped_origins.append(&reroute_input);
r_skipped_origins.append(&reroute_output);
find_logical_origins_for_socket_recursive(
reroute_input, false, sockets_in_current_chain, r_logical_origins, r_skipped_origins);
continue;
}
if (origin_node.is_muted()) {
if (bNodeSocket *mute_input = origin_socket.runtime->internal_link_input) {
r_skipped_origins.append(&origin_socket);
r_skipped_origins.append(mute_input);
find_logical_origins_for_socket_recursive(
*mute_input, true, sockets_in_current_chain, r_logical_origins, r_skipped_origins);
}
continue;
}
r_logical_origins.append(&origin_socket);
}
sockets_in_current_chain.pop_last();
}
static void update_logically_linked_sockets(const bNodeTree &ntree)
{
/* Compute logically linked sockets to inputs. */
bNodeTreeRuntime &tree_runtime = *ntree.runtime;
Span<bNode *> nodes = tree_runtime.nodes_by_id;
threading::parallel_for(nodes.index_range(), 128, [&](const IndexRange range) {
for (const int i : range) {
bNode &node = *nodes[i];
for (bNodeSocket *socket : node.runtime->inputs) {
Vector<bNodeSocket *, 16> sockets_in_current_chain;
socket->runtime->logically_linked_sockets.clear();
socket->runtime->logically_linked_skipped_sockets.clear();
find_logical_origins_for_socket_recursive(
*socket,
false,
sockets_in_current_chain,
socket->runtime->logically_linked_sockets,
socket->runtime->logically_linked_skipped_sockets);
}
}
});
/* Clear logically linked sockets to outputs. */
threading::parallel_for(nodes.index_range(), 128, [&](const IndexRange range) {
for (const int i : range) {
bNode &node = *nodes[i];
for (bNodeSocket *socket : node.runtime->outputs) {
socket->runtime->logically_linked_sockets.clear();
}
}
});
/* Compute logically linked sockets to outputs using the previously computed logically linked
* sockets to inputs. */
for (const bNode *node : nodes) {
for (bNodeSocket *input_socket : node->runtime->inputs) {
for (bNodeSocket *output_socket : input_socket->runtime->logically_linked_sockets) {
output_socket->runtime->logically_linked_sockets.append(input_socket);
}
}
}
}
static void update_nodes_by_type(const bNodeTree &ntree)
{
bNodeTreeRuntime &tree_runtime = *ntree.runtime;
tree_runtime.nodes_by_type.clear();
for (bNode *node : tree_runtime.nodes_by_id) {
tree_runtime.nodes_by_type.add(node->typeinfo, node);
}
}
static void update_sockets_by_identifier(const bNodeTree &ntree)
{
bNodeTreeRuntime &tree_runtime = *ntree.runtime;
Span<bNode *> nodes = tree_runtime.nodes_by_id;
threading::parallel_for(nodes.index_range(), 128, [&](const IndexRange range) {
for (bNode *node : nodes.slice(range)) {
node->runtime->inputs_by_identifier.clear();
node->runtime->outputs_by_identifier.clear();
for (bNodeSocket *socket : node->runtime->inputs) {
node->runtime->inputs_by_identifier.add_new(socket->identifier, socket);
}
for (bNodeSocket *socket : node->runtime->outputs) {
node->runtime->outputs_by_identifier.add_new(socket->identifier, socket);
}
}
});
}
enum class ToposortDirection {
LeftToRight,
RightToLeft,
};
struct ToposortNodeState {
bool is_done = false;
bool is_in_stack = false;
};
Geometry Nodes: add simulation support 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
2023-05-03 13:18:51 +02:00
static Vector<const bNode *> get_implicit_origin_nodes(const bNodeTree &ntree, bNode &node)
{
Vector<const bNode *> origin_nodes;
if (all_zone_output_node_types().contains(node.type_legacy)) {
const bNodeZoneType &zone_type = *zone_type_by_node_type(node.type_legacy);
/* Can't use #zone_type.get_corresponding_input because that expects the topology cache to be
* build already, but we are still building it here. */
for (const bNode *input_node :
ntree.runtime->nodes_by_type.lookup(bke::node_type_find(zone_type.input_idname.c_str())))
{
if (zone_type.get_corresponding_output_id(*input_node) == node.identifier) {
origin_nodes.append(input_node);
}
Geometry Nodes: new Repeat Zone This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
}
}
Geometry Nodes: add simulation support 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
2023-05-03 13:18:51 +02:00
return origin_nodes;
}
static Vector<const bNode *> get_implicit_target_nodes(const bNodeTree &ntree, bNode &node)
{
Vector<const bNode *> target_nodes;
if (all_zone_input_node_types().contains(node.type_legacy)) {
const bNodeZoneType &zone_type = *zone_type_by_node_type(node.type_legacy);
if (const bNode *output_node = zone_type.get_corresponding_output(ntree, node)) {
target_nodes.append(output_node);
Geometry Nodes: new Repeat Zone This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
}
}
Geometry Nodes: add simulation support 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
2023-05-03 13:18:51 +02:00
return target_nodes;
}
static void toposort_from_start_node(const bNodeTree &ntree,
const ToposortDirection direction,
bNode &start_node,
MutableSpan<ToposortNodeState> node_states,
Vector<bNode *> &r_sorted_nodes,
bool &r_cycle_detected)
{
struct Item {
bNode *node;
int socket_index = 0;
int link_index = 0;
Geometry Nodes: add simulation support 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
2023-05-03 13:18:51 +02:00
int implicit_link_index = 0;
};
Stack<Item, 64> nodes_to_check;
nodes_to_check.push({&start_node});
node_states[start_node.index()].is_in_stack = true;
while (!nodes_to_check.is_empty()) {
Item &item = nodes_to_check.peek();
bNode &node = *item.node;
Geometry Nodes: add simulation support 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
2023-05-03 13:18:51 +02:00
bool pushed_node = false;
auto handle_linked_node = [&](bNode &linked_node) {
ToposortNodeState &linked_node_state = node_states[linked_node.index()];
if (linked_node_state.is_done) {
/* The linked node has already been visited. */
return true;
}
if (linked_node_state.is_in_stack) {
r_cycle_detected = true;
}
else {
nodes_to_check.push({&linked_node});
linked_node_state.is_in_stack = true;
pushed_node = true;
}
return false;
};
const Span<bNodeSocket *> sockets = (direction == ToposortDirection::LeftToRight) ?
node.runtime->inputs :
node.runtime->outputs;
while (true) {
if (item.socket_index == sockets.size()) {
/* All sockets have already been visited. */
break;
}
bNodeSocket &socket = *sockets[item.socket_index];
const Span<bNodeLink *> linked_links = socket.runtime->directly_linked_links;
if (item.link_index == linked_links.size()) {
/* All links connected to this socket have already been visited. */
item.socket_index++;
item.link_index = 0;
continue;
}
bNodeLink &link = *linked_links[item.link_index];
if (!link.is_available()) {
/* Ignore unavailable links. */
item.link_index++;
continue;
}
bNodeSocket &linked_socket = *socket.runtime->directly_linked_sockets[item.link_index];
bNode &linked_node = *linked_socket.runtime->owner_node;
Geometry Nodes: add simulation support 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
2023-05-03 13:18:51 +02:00
if (handle_linked_node(linked_node)) {
/* The linked node has already been visited. */
item.link_index++;
continue;
}
break;
}
Geometry Nodes: add simulation support 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
2023-05-03 13:18:51 +02:00
if (!pushed_node) {
/* Some nodes are internally linked without an explicit `bNodeLink`. The toposort should
* still order them correctly and find cycles. */
const Vector<const bNode *> implicitly_linked_nodes =
(direction == ToposortDirection::LeftToRight) ? get_implicit_origin_nodes(ntree, node) :
get_implicit_target_nodes(ntree, node);
while (true) {
if (item.implicit_link_index == implicitly_linked_nodes.size()) {
/* All implicitly linked nodes have already been visited. */
break;
}
const bNode &linked_node = *implicitly_linked_nodes[item.implicit_link_index];
if (handle_linked_node(const_cast<bNode &>(linked_node))) {
/* The implicitly linked node has already been visited. */
item.implicit_link_index++;
continue;
}
break;
}
}
/* If no other element has been pushed, the current node can be pushed to the sorted list.
*/
if (!pushed_node) {
ToposortNodeState &node_state = node_states[node.index()];
node_state.is_done = true;
node_state.is_in_stack = false;
r_sorted_nodes.append(&node);
nodes_to_check.pop();
}
}
}
static void update_toposort(const bNodeTree &ntree,
const ToposortDirection direction,
Vector<bNode *> &r_sorted_nodes,
bool &r_cycle_detected)
{
bNodeTreeRuntime &tree_runtime = *ntree.runtime;
r_sorted_nodes.clear();
r_sorted_nodes.reserve(tree_runtime.nodes_by_id.size());
r_cycle_detected = false;
Array<ToposortNodeState> node_states(tree_runtime.nodes_by_id.size());
for (bNode *node : tree_runtime.nodes_by_id) {
if (node_states[node->index()].is_done) {
/* Ignore nodes that are done already. */
continue;
}
if ((direction == ToposortDirection::LeftToRight) ?
node->runtime->has_available_linked_outputs :
node->runtime->has_available_linked_inputs)
{
/* Ignore non-start nodes. */
continue;
}
Geometry Nodes: add simulation support 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
2023-05-03 13:18:51 +02:00
toposort_from_start_node(
ntree, direction, *node, node_states, r_sorted_nodes, r_cycle_detected);
}
if (r_sorted_nodes.size() < tree_runtime.nodes_by_id.size()) {
r_cycle_detected = true;
for (bNode *node : tree_runtime.nodes_by_id) {
if (node_states[node->index()].is_done) {
/* Ignore nodes that are done already. */
continue;
}
/* Start toposort at this node which is somewhere in the middle of a loop. */
Geometry Nodes: add simulation support 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
2023-05-03 13:18:51 +02:00
toposort_from_start_node(
ntree, direction, *node, node_states, r_sorted_nodes, r_cycle_detected);
}
}
BLI_assert(tree_runtime.nodes_by_id.size() == r_sorted_nodes.size());
}
static void update_root_frames(const bNodeTree &ntree)
{
bNodeTreeRuntime &tree_runtime = *ntree.runtime;
Span<bNode *> nodes = tree_runtime.nodes_by_id;
tree_runtime.root_frames.clear();
for (bNode *node : nodes) {
if (!node->parent && node->is_frame()) {
tree_runtime.root_frames.append(node);
}
}
}
static void update_direct_frames_childrens(const bNodeTree &ntree)
{
bNodeTreeRuntime &tree_runtime = *ntree.runtime;
Span<bNode *> nodes = tree_runtime.nodes_by_id;
for (bNode *node : nodes) {
node->runtime->direct_children_in_frame.clear();
}
for (bNode *node : nodes) {
if (const bNode *frame = node->parent) {
frame->runtime->direct_children_in_frame.append(node);
}
}
}
static void update_group_output_node(const bNodeTree &ntree)
{
bNodeTreeRuntime &tree_runtime = *ntree.runtime;
const bke::bNodeType *node_type = bke::node_type_find("NodeGroupOutput");
const Span<bNode *> group_output_nodes = tree_runtime.nodes_by_type.lookup(node_type);
if (group_output_nodes.is_empty()) {
tree_runtime.group_output_node = nullptr;
}
else if (group_output_nodes.size() == 1) {
tree_runtime.group_output_node = group_output_nodes[0];
}
else {
tree_runtime.group_output_node = nullptr;
for (bNode *group_output : group_output_nodes) {
if (group_output->flag & NODE_DO_OUTPUT) {
tree_runtime.group_output_node = group_output;
break;
}
}
}
}
static void update_dangling_reroute_nodes(const bNodeTree &ntree)
{
for (const bNode *node : ntree.runtime->toposort_left_to_right) {
bNodeRuntime &node_runtime = *node->runtime;
if (!node->is_reroute()) {
node_runtime.is_dangling_reroute = false;
continue;
}
const Span<const bNodeLink *> links = node_runtime.inputs[0]->runtime->directly_linked_links;
if (links.is_empty()) {
node_runtime.is_dangling_reroute = true;
continue;
}
BLI_assert(links.size() == 1);
const bNode &source_node = *links.first()->fromnode;
node_runtime.is_dangling_reroute = source_node.runtime->is_dangling_reroute;
}
}
static void ensure_topology_cache(const bNodeTree &ntree)
{
bNodeTreeRuntime &tree_runtime = *ntree.runtime;
tree_runtime.topology_cache_mutex.ensure([&]() {
update_node_vector(ntree);
update_link_vector(ntree);
update_socket_vectors_and_owner_node(ntree);
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
update_panels(ntree);
update_internal_link_inputs(ntree);
update_directly_linked_links_and_sockets(ntree);
Geometry Nodes: add simulation support 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
2023-05-03 13:18:51 +02:00
update_nodes_by_type(ntree);
threading::parallel_invoke(
tree_runtime.nodes_by_id.size() > 32,
[&]() { update_logically_linked_sockets(ntree); },
[&]() { update_sockets_by_identifier(ntree); },
[&]() {
update_toposort(ntree,
ToposortDirection::LeftToRight,
tree_runtime.toposort_left_to_right,
tree_runtime.has_available_link_cycle);
for (const int i : tree_runtime.toposort_left_to_right.index_range()) {
const bNode &node = *tree_runtime.toposort_left_to_right[i];
node.runtime->toposort_left_to_right_index = i;
}
},
[&]() {
bool dummy;
update_toposort(
ntree, ToposortDirection::RightToLeft, tree_runtime.toposort_right_to_left, dummy);
for (const int i : tree_runtime.toposort_right_to_left.index_range()) {
const bNode &node = *tree_runtime.toposort_right_to_left[i];
node.runtime->toposort_right_to_left_index = i;
}
},
[&]() { update_root_frames(ntree); },
[&]() { update_direct_frames_childrens(ntree); });
update_group_output_node(ntree);
update_dangling_reroute_nodes(ntree);
tree_runtime.topology_cache_exists = true;
});
}
} // namespace blender::bke::node_tree_runtime
namespace blender::bke {
NodeLinkKey::NodeLinkKey(const bNodeLink &link)
{
to_node_id_ = link.tonode->identifier;
input_socket_index_ = link.tosock->index();
input_link_index_ =
const_cast<const bNodeSocket *>(link.tosock)->directly_linked_links().first_index(&link);
}
bNodeLink *NodeLinkKey::try_find(bNodeTree &ntree) const
{
return const_cast<bNodeLink *>(this->try_find(const_cast<const bNodeTree &>(ntree)));
}
const bNodeLink *NodeLinkKey::try_find(const bNodeTree &ntree) const
{
const bNode *to_node = ntree.node_by_id(to_node_id_);
if (!to_node) {
return nullptr;
}
if (input_socket_index_ >= to_node->input_sockets().size()) {
return nullptr;
}
const bNodeSocket &input_socket = to_node->input_socket(input_socket_index_);
if (input_link_index_ >= input_socket.directly_linked_links().size()) {
return nullptr;
}
return input_socket.directly_linked_links()[input_link_index_];
}
} // namespace blender::bke
void bNodeTree::ensure_topology_cache() const
{
blender::bke::node_tree_runtime::ensure_topology_cache(*this);
}
Nodes: add nested node ids and use them for simulation state The simulation state used by simulation nodes is owned by the modifier. Since a geometry nodes setup can contain an arbitrary number of simulations, the modifier has a mapping from `SimulationZoneID` to `SimulationZoneState`. This patch changes what is used as `SimulationZoneID`. Previously, the `SimulationZoneID` contained a list of `bNode::identifier` that described the path from the root node tree to the simulation output node. This works ok in many cases, but also has a significant problem: The `SimulationZoneID` changes when moving the simulation zone into or out of a node group. This implies that any of these operations loses the mapping from zone to simulation state, invalidating the cache or even baked data. The goal of this patch is to introduce a single-integer ID that identifies a (nested) simulation zone and is stable even when grouping and un-grouping. The ID should be stable even if the node group containing the (nested) simulation zone is in a separate linked .blend file and that linked file is changed. In the future, the same kind of ID can be used to store e.g. checkpoint/baked/frozen data in the modifier. To achieve the described goal, node trees can now store an arbitrary number of nested node references (an array of `bNestedNodeRef`). Each nested node reference has an ID that is unique within the current node tree. The node tree does not store the entire path to the nested node. Instead it only know which group node the nested node is in, and what the nested node ID of the node is within that group. Grouping and un-grouping operations have to update the nested node references to keep the IDs stable. Importantly though, these operations only have to care about the two node groups that are affected. IDs in higher level node groups remain unchanged by design. A consequence of this design is that every `bNodeTree` now has a `bNestedNodeRef` for every (nested) simulation zone. Two instances of the same simulation zone (because a node group is reused) are referenced by two separate `bNestedNodeRef`. This is important to keep in mind, because it also means that this solution doesn't scale well if we wanted to use it to keep stable references to *all* nested nodes. I can't think of a solution that fulfills the described requirements but scales better with more nodes. For that reason, this solution should only be used when we want to store data for each referenced nested node at the top level (like we do for simulations). This is not a replacement for `ViewerPath` which can store a path to data in a node tree without changing the node tree. Also `ViewerPath` can contain information like the loop iteration that should be viewed (#109164). `bNestedNodeRef` can't differentiate between different iterations of a loop. This also means that simulations can't be used inside of a loop (loops inside of a simulation work fine though). When baking, the new stable ID is now written to disk, which means that baked data is not invalidated by grouping/un-grouping operations. Backward compatibility for baked data is provided, but only works as long as the simulation zone has not been moved to a different node group yet. Forward compatibility for the baked data is not provided (so older versions can't load the data baked with a newer version of Blender). Pull Request: https://projects.blender.org/blender/blender/pulls/109444
2023-07-01 11:54:32 +02:00
const bNestedNodeRef *bNodeTree::find_nested_node_ref(const int32_t nested_node_id) const
{
for (const bNestedNodeRef &ref : this->nested_node_refs_span()) {
if (ref.id == nested_node_id) {
return &ref;
}
}
return nullptr;
}
const bNestedNodeRef *bNodeTree::nested_node_ref_from_node_id_path(
const blender::Span<int32_t> node_ids) const
{
if (node_ids.is_empty()) {
return nullptr;
}
for (const bNestedNodeRef &ref : this->nested_node_refs_span()) {
blender::Vector<int> current_node_ids;
if (this->node_id_path_from_nested_node_ref(ref.id, current_node_ids)) {
if (current_node_ids.as_span() == node_ids) {
return &ref;
}
}
}
return nullptr;
}
bool bNodeTree::node_id_path_from_nested_node_ref(const int32_t nested_node_id,
blender::Vector<int> &r_node_ids) const
{
const bNestedNodeRef *ref = this->find_nested_node_ref(nested_node_id);
if (ref == nullptr) {
return false;
}
const int32_t node_id = ref->path.node_id;
const bNode *node = this->node_by_id(node_id);
if (node == nullptr) {
return false;
}
r_node_ids.append(node_id);
if (!node->is_group()) {
return true;
}
const bNodeTree *group = reinterpret_cast<const bNodeTree *>(node->id);
if (group == nullptr) {
return false;
}
return group->node_id_path_from_nested_node_ref(ref->path.id_in_node, r_node_ids);
}
const bNode *bNodeTree::find_nested_node(const int32_t nested_node_id,
const bNodeTree **r_tree) const
{
const bNestedNodeRef *ref = this->find_nested_node_ref(nested_node_id);
if (ref == nullptr) {
return nullptr;
}
const int32_t node_id = ref->path.node_id;
const bNode *node = this->node_by_id(node_id);
if (node == nullptr) {
return nullptr;
}
if (!node->is_group()) {
if (r_tree) {
*r_tree = this;
}
return node;
}
const bNodeTree *group = reinterpret_cast<const bNodeTree *>(node->id);
if (group == nullptr) {
return nullptr;
}
return group->find_nested_node(ref->path.id_in_node, r_tree);
}
const bNodeSocket &bNode::socket_by_decl(const blender::nodes::SocketDeclaration &decl) const
{
return decl.in_out == SOCK_IN ? this->input_socket(decl.index) : this->output_socket(decl.index);
}
bNodeSocket &bNode::socket_by_decl(const blender::nodes::SocketDeclaration &decl)
{
return decl.in_out == SOCK_IN ? this->input_socket(decl.index) : this->output_socket(decl.index);
}
Nodes: automatically gray out input values that don't affect the output This patch automatically grays out input values which can't affect the output currently. It works with inputs of group nodes, geometry nodes modifiers and node tools. To achieve this, it analyses the node tree and partially evaluates it to figure out which group inputs are currently not linked to an output or are disabled by e.g. some switch node. Original proposal: https://devtalk.blender.org/t/dynamic-socket-visibility/31874 Related info in blog post: https://code.blender.org/2023/11/geometry-nodes-workshop-november-2023/#dynamic-socket-visibility Follow up task for designing a UI that allows hiding sockets: #132706 Limitations: * The inferencing does not update correctly when a socket starts being animated/driven. I haven't found a good way to invalidate the cache in a good way reliably yet. It's only a very short term problem though. It fixes itself after the next modification of the node tree and is only noticeable when animating some specific sockets such as the switch node condition. * Whether a socket is grayed out is not exposed in the Python API yet. That will be done separately. * Only a partial evaluation is done to determine if an input affects an output. There should be no cases where a socket is found to be unused when it can actually affect the output. However, there can be cases where a socket is inferenced to be used even if it is not due to some complex condition. Depending on the exact circumstances, this can either be improved or the condition in the node tree should be simplified. Pull Request: https://projects.blender.org/blender/blender/pulls/132219
2025-01-21 12:53:24 +01:00
static void ensure_inference_usage_cache(const bNodeTree &tree)
{
tree.runtime->inferenced_input_socket_usage_mutex.ensure([&]() {
tree.runtime->inferenced_input_socket_usage =
blender::nodes::socket_usage_inference::infer_all_input_sockets_usage(tree);
});
}
Nodes: automatically gray out input values that don't affect the output This patch automatically grays out input values which can't affect the output currently. It works with inputs of group nodes, geometry nodes modifiers and node tools. To achieve this, it analyses the node tree and partially evaluates it to figure out which group inputs are currently not linked to an output or are disabled by e.g. some switch node. Original proposal: https://devtalk.blender.org/t/dynamic-socket-visibility/31874 Related info in blog post: https://code.blender.org/2023/11/geometry-nodes-workshop-november-2023/#dynamic-socket-visibility Follow up task for designing a UI that allows hiding sockets: #132706 Limitations: * The inferencing does not update correctly when a socket starts being animated/driven. I haven't found a good way to invalidate the cache in a good way reliably yet. It's only a very short term problem though. It fixes itself after the next modification of the node tree and is only noticeable when animating some specific sockets such as the switch node condition. * Whether a socket is grayed out is not exposed in the Python API yet. That will be done separately. * Only a partial evaluation is done to determine if an input affects an output. There should be no cases where a socket is found to be unused when it can actually affect the output. However, there can be cases where a socket is inferenced to be used even if it is not due to some complex condition. Depending on the exact circumstances, this can either be improved or the condition in the node tree should be simplified. Pull Request: https://projects.blender.org/blender/blender/pulls/132219
2025-01-21 12:53:24 +01:00
bool bNodeSocket::affects_node_output() const
{
BLI_assert(this->is_input());
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
const bNodeTree &tree = this->owner_tree();
ensure_inference_usage_cache(tree);
return tree.runtime->inferenced_input_socket_usage[this->index_in_all_inputs()].is_used;
}
Nodes: automatically gray out input values that don't affect the output This patch automatically grays out input values which can't affect the output currently. It works with inputs of group nodes, geometry nodes modifiers and node tools. To achieve this, it analyses the node tree and partially evaluates it to figure out which group inputs are currently not linked to an output or are disabled by e.g. some switch node. Original proposal: https://devtalk.blender.org/t/dynamic-socket-visibility/31874 Related info in blog post: https://code.blender.org/2023/11/geometry-nodes-workshop-november-2023/#dynamic-socket-visibility Follow up task for designing a UI that allows hiding sockets: #132706 Limitations: * The inferencing does not update correctly when a socket starts being animated/driven. I haven't found a good way to invalidate the cache in a good way reliably yet. It's only a very short term problem though. It fixes itself after the next modification of the node tree and is only noticeable when animating some specific sockets such as the switch node condition. * Whether a socket is grayed out is not exposed in the Python API yet. That will be done separately. * Only a partial evaluation is done to determine if an input affects an output. There should be no cases where a socket is found to be unused when it can actually affect the output. However, there can be cases where a socket is inferenced to be used even if it is not due to some complex condition. Depending on the exact circumstances, this can either be improved or the condition in the node tree should be simplified. Pull Request: https://projects.blender.org/blender/blender/pulls/132219
2025-01-21 12:53:24 +01:00
bool bNodeSocket::inferred_input_socket_visibility() const
{
BLI_assert(this->is_input());
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
const bNode &node = this->owner_node();
if (node.typeinfo->ignore_inferred_input_socket_visibility) {
return true;
}
const bNodeTree &tree = this->owner_tree();
Nodes: automatically gray out input values that don't affect the output This patch automatically grays out input values which can't affect the output currently. It works with inputs of group nodes, geometry nodes modifiers and node tools. To achieve this, it analyses the node tree and partially evaluates it to figure out which group inputs are currently not linked to an output or are disabled by e.g. some switch node. Original proposal: https://devtalk.blender.org/t/dynamic-socket-visibility/31874 Related info in blog post: https://code.blender.org/2023/11/geometry-nodes-workshop-november-2023/#dynamic-socket-visibility Follow up task for designing a UI that allows hiding sockets: #132706 Limitations: * The inferencing does not update correctly when a socket starts being animated/driven. I haven't found a good way to invalidate the cache in a good way reliably yet. It's only a very short term problem though. It fixes itself after the next modification of the node tree and is only noticeable when animating some specific sockets such as the switch node condition. * Whether a socket is grayed out is not exposed in the Python API yet. That will be done separately. * Only a partial evaluation is done to determine if an input affects an output. There should be no cases where a socket is found to be unused when it can actually affect the output. However, there can be cases where a socket is inferenced to be used even if it is not due to some complex condition. Depending on the exact circumstances, this can either be improved or the condition in the node tree should be simplified. Pull Request: https://projects.blender.org/blender/blender/pulls/132219
2025-01-21 12:53:24 +01:00
ensure_inference_usage_cache(tree);
return tree.runtime->inferenced_input_socket_usage[this->index_in_all_inputs()].is_visible;
Nodes: automatically gray out input values that don't affect the output This patch automatically grays out input values which can't affect the output currently. It works with inputs of group nodes, geometry nodes modifiers and node tools. To achieve this, it analyses the node tree and partially evaluates it to figure out which group inputs are currently not linked to an output or are disabled by e.g. some switch node. Original proposal: https://devtalk.blender.org/t/dynamic-socket-visibility/31874 Related info in blog post: https://code.blender.org/2023/11/geometry-nodes-workshop-november-2023/#dynamic-socket-visibility Follow up task for designing a UI that allows hiding sockets: #132706 Limitations: * The inferencing does not update correctly when a socket starts being animated/driven. I haven't found a good way to invalidate the cache in a good way reliably yet. It's only a very short term problem though. It fixes itself after the next modification of the node tree and is only noticeable when animating some specific sockets such as the switch node condition. * Whether a socket is grayed out is not exposed in the Python API yet. That will be done separately. * Only a partial evaluation is done to determine if an input affects an output. There should be no cases where a socket is found to be unused when it can actually affect the output. However, there can be cases where a socket is inferenced to be used even if it is not due to some complex condition. Depending on the exact circumstances, this can either be improved or the condition in the node tree should be simplified. Pull Request: https://projects.blender.org/blender/blender/pulls/132219
2025-01-21 12:53:24 +01:00
}