This node is really just a function node. The main thing that's somewhat special about
it is the implicit input for the id, but that's supported for function nodes.
Pull Request: https://projects.blender.org/blender/blender/pulls/145549
A node would not show the "Collapse/Expand" arrows (caused by
87c011f8bb which moved the drawing code for the input nodes a new
`custom_draw_fn` callback on the socket declaration).
Related fix: 7f07124d30
So in order to resolve, make sure we have correct conditions to show the
expander and also make sure we draw the custo buttons in appropriate
places.
NOTE: not sure if there are better ways to achieve the correct UI split
alignment, since we draw with empty labels, I had to flag with
`UI_ITEM_R_SPLIT_EMPTY_NAME` in the new `custom_draw_fn` callbacks.
Pull Request: https://projects.blender.org/blender/blender/pulls/144993
This is a continuation of #140705. It changes more menu node options to be input
sockets. It also changes the order of the input sockets in a few cases to make
the node look a bit better.
Forward and backward compatibility is preserved.
Pull Request: https://projects.blender.org/blender/blender/pulls/142220
So far, only node group were able to have menu input sockets. Built-in nodes did
not support them. Currently, all menus of built-in nodes are stored on the node
instead of on the sockets. This limits their flexibility because it's not
possible to expose these inputs.
This patch adds initial support for having menu inputs in built-in nodes. For
testing purposes, it also changes a couple built-in nodes to use an input socket
instead of a node property: Points to Volume, Transform Geometry, Triangulate,
Volume to Mesh and Match String.
### Compatibility
Forward and backward compatibility is maintained where possible (it's not
possible when the menu input is linked in 5.0). The overall compatibility
approach is the same as what was done for the compositor with two differences:
there are no wrapper RNA properties (not necessary for 5.0, those were removed
for the compositor already too), no need to version animation (animation on the
menu properties was already disabled).
This also makes menu sockets not animatable in general which is kind of brittle
(e.g. doesn't properly update when the menu definition changes). To animate a
menu it's better to animate an integer and to drive an index switch with it.
### Which nodes to update?
Many existing menu properties can become sockets, but it's currently not the
intention to convert all of them. In some cases, converting them might restrict
future improvements too much. This mainly affects Math nodes.
Other existing nodes should be updated but are a bit more tricky to update for
different reasons:
* We don't support dynamic output visibility yet. This is something I'll need to
look into at some point.
* They are shared with shader/compositor nodes, which may be more limited in
what can become a socket.
* There may be performance implications unless extra special cases are
implemented, especially for multi-function nodes.
* Some nodes use socket renaming instead of dynamic socket visibility which
isn't something we support more generally yet.
### Implementation
The core implementation is fairly straight forward. The heavy lifting is done by
the existing socket visibility inferencing. There is a new simple API that
allows individual nodes to implement custom input-usage-rules based on other
inputs in a decentralized way.
In most cases, the nodes to update just have a single menu, so there is a new
node-declaration utility that links a socket to a specific value of the menu
input. This internally handles the usage inferencing as well as making the
socket available when using link-drag-search.
In the modified nodes, I also had to explicitly set the "main input" now which
is used when inserting the node in a link. The automatic behavior doesn't work
currently when the first input is a menu. This is something we'll have to solve
more generally at some point but is out of scope for this patch.
Pull Request: https://projects.blender.org/blender/blender/pulls/140705
Link items need to be gathered using the same translation context as
the actual enum prop they come from, in this case "Nodetree".
Reported by Ye Gui in #43295.
This node uses the recently-introduced uiLayout API to draw its UI.
This still needs to do manual translation using `IFACE_()`. This
commit adds this macro.
Reported by Ye Gui in #43295.
Use `N_` for default labels in case value is invalid.
So no double translation.
Synchronize translation context with related property if exist.
So enum item translated like property with such enum.
Use nodes context for zone labels.
Pull Request: https://projects.blender.org/blender/blender/pulls/138393
This removes the include `UI_interface_layout.hh` from
`UI_interface_c.hh`, and in many places this swaps the include
from `UI_interface.hh` to `UI_interface_layout.hh`.
Also, cleanups some `UI_interface.hh` includes with
`UI_interface_icons.hh` or `UI_interface_types.hh`
This replaces uiLayout aligment API with uiLayout methods,
following uiLayout refactors and the Python API naming.
Also this converts the layout aligment enum to a fixed enum class.
Pull Request: https://projects.blender.org/blender/blender/pulls/140622
Nodes code uses direct access to enum property values definition
(outside of the RNA API) to generate UI (translated) messages, this is
risky/messy since the i18n context potentailly defined for the actual
RNA property is not available in these cases.
This changes the way random integers are computed so that there is no
intermediate conversion to float which looses accuracy.
This change breaks compatibility because it changes the generated random
numbers. Therefore this is done in Blender 5.0.
Performance seems to be about ~6% better than before.
Pull Request: https://projects.blender.org/blender/blender/pulls/118795
When a String node is created using link-drag-search, it's width is now based on
the width of the string it contains. This eliminates the common step to increase
the width manually after the node has been created.
Pull Request: https://projects.blender.org/blender/blender/pulls/139707
This adds a new Format String node which simplifies constructing strings from
multiple values. The node takes a format string and a dynamic number of
additional parameters as input. The format string determines how the other
inputs are inserted into the string. Only integer, float and string inputs are
supported for now.
It supports two different format syntaxes:
* Python compatible format syntax which also mostly matches the behavior of the
`fmt` C++ library. Most of this is supported, but there are some small
limitations.
* Syntax of the form `###.##` where each `#` stands for a digit. This is the
syntax that was introduced in #134860.
This node greatly simplifies common string operations which would have required
potentially many nodes before to convert numbers to strings and to concatenate
them. It also makes new conversions possible that were not supported before.
This node can also be used to insert e.g. frame numbers into a file path which
was surprisingly complex before.
This node has special behavior for the name of new inputs. For the purpose of
the node, the name of the inputs must be valid identifiers and it's usually
helpful when they are short. New names are therefore initialized to be single
characters. If possible, the first character of the linked input is used. This
works well when connecting e.g. a Separate Vector/Color node. Otherwise, inputs
are named `a` to `z` by default. If that's not possible, the source socket name
is used instead (converted to be a valid identifier). If that still doesn't
work, the name is made unique using the normal `.001` mechanism except that `_`
instead of `.` is used as separator to make the name a valid identifier.
Python Syntax references:
* Python: https://docs.python.org/3/library/string.html#formatspec
* `fmt`: https://fmt.dev/latest/syntax/
More detailed notes about compatibility with the above syntax specifications:
* Conversion using e.g. `!r` like in Python is not supported (maybe the future).
* Sub-attribute access like `{vector.x}` is not supported (maybe the future).
* Using `%` like in Python is not supported (maybe in future).
* Using `#` for an alternate form is not supported. This might help in the
future to make the syntax compatible with #134860.
* Using `L` like in the `fmt` library is not supported because it depends on the
locale which is not good for determinism.
* Grouping with e.g. thousands separators using e.g. `,` or `_` like in Python
is not supported (maybe in future). Need to think about the locale here too.
* Mixing of unnamed (`{}`) and named (`{x} or {0}`) specifiers is allowed.
However, all unnamed specifiers must come before any named specifier.
The implementation uses the `fmt` library for the actual formatting. However,
the inputs are preprocessed to give us more control over the exact supported
syntax and error messages. The code is already somewhat written so that many
strings could be formatted with the same format but that's not actually used yet
because we don't have string fields yet.
Error messages are propagated using a new mechanism that allows a limited form
of error propagation from multi-functions to the node that evaluates them.
Currently, this only works in fairly limited circumstances, e.g. it does not
work during field evaluation. Since this node is never part of field evaluation
yet, that limitation seems ok, but it's something to work on at some point.
Properly supporting that requires some more changes to propagate enough context
information everywhere. Also showing errors of field evaluation on the field
node itself (instead of on the evaluation node) requires even more work because
our current logging system is not setup to support that yet.
This node comes with a few new requirements for the socket items system: names
must be valid identifiers and they are initialized in a non-trivial way.
Overall, this was fairly straight forward to implement but currently it requires
to adding a bunch of new members to all the accessors that don't really need it.
This is something that we should simplify at some point even if I'm not entirely
sure how yet. The same new requirements used in this node would probably also
exist in a potential future expression node.
Pull Request: https://projects.blender.org/blender/blender/pulls/138860
This removes redundant labels from various input nodes like the Value, Integer
and Object node.
Design wise, this is mostly straight forward except for two aspects:
* Some input nodes some have a gizmo icon. In this case I just added the gizmo
icon on the same row.
* The checkbox in the Boolean input node should probably still have a label, so
I kept that.
Implementation wise this adds a new function to socket declarations that allows
us to override the draw behavior of individual sockets per node.
Pull Request: https://projects.blender.org/blender/blender/pulls/139432
This improves implicit node inputs in multiple ways:
* Fix crash when switching a group input socket type from e.g. vector to
integer, while the default input is set to "position". Now, the default input
type is reset automatically if it's invalid.
* Add Left/Right Handle as possible implicit vector inputs (next to Position and
Normal). Those were the only ones that we used internally that were not
exposed yet.
* When creating a new group input from an existing socket, also initialize the
default input based on the socket. E.g. when grouping a `Set Position` node,
the `Position` input of the group will now also use the position attribute by
default.
In addition to these user-level changes, some internal changes were done too:
* Use unified `NodeDefaultInputType` in node declaration instead of function
pointers which were hard to propagate to node groups.
* Use a new reusable `socket_type_supports_default_input_type` function in rna
to filter the list of possible input items.
Pull Request: https://projects.blender.org/blender/blender/pulls/139139
This adds a new Bit Math node which supports the following operations: `and`,
`or`, `xor`, `not`, `shift` and `rotate`.
For the `shift` and `rotate` operations, a posititive shift is a left shift and
a negative shift is a right shift.
Currently, the node always works on 32-bit integers which is what Geometry Nodes
uses internally for integers. If required, this can be extended to work on other
bit widths in the future.
The need for this came up every now and then. It can be useful when encoding
specific bits in integer attributes (for efficiency or because the geometry is
exported to other software that expects a certain format). Also, this node is
useful for some people doing crazy but fun things with Geometry Nodes like
emulating hardware. Even if the use-cases are not common, if they arise, it's
hard to work around and the cost of having this node is quite low for us.
Co-authored-by: Charlie Jolly <charliejolly@noreply.localhost>
Pull Request: https://projects.blender.org/blender/blender/pulls/138290
Previously, whenever a node had a non-trivial storage struct, there would have
to be code for it in `node.cc`. Now there is a general callback that new node
types can use to implement their blend read/write behavior.
Some existing nodes were converted to use this decentralized method. However,
some older nodes can't use it in the same way, because the node types were
introduced before there were node idnames. It's also somewhat hard to reason
about special cases that versioning code might have for these nodes, so they
remain unchanged.
The node callback only writes the non-trivial data, while the main node storage
struct is written automatically by relying on `bNodeType::storagename`. This
simplifies the callback in many cases or makes it unnecessary for trivial types.
Some nodes have specific handling for forward-compatibility. This
forward-compatibility code is kept in `node.cc` for now, because it also affects
the main storage struct and therefore has to be changed before that struct is
written.
Pull Request: https://projects.blender.org/blender/blender/pulls/138722
This converts the public `uiItemFullR` function to an object oriented
API (an overload of `uiLayout::prop`), matching the python API.
This reduces the difference between the C++ API with the python version,
its also helps while converting code from python to C++ code (or vice-versa),
making it almost seamless.
Part of: #117604
Pull Request: https://projects.blender.org/blender/blender/pulls/138683
This converts the public `uiItemR` function to an object oriented
API (`uiLayout::prop`), matching the python API.
This reduces the difference between the C++ API with the python version,
its also helps while converting code from python to C++ code (or vice-versa),
making it almost seamless.
Part of: #117604
Pull Request: https://projects.blender.org/blender/blender/pulls/138617
This converts the public `uiLayoutColumn` function to an object oriented
API (`uiLayout::column`), matching the python API.
This reduces the difference between the C++ API with the python version,
its also helps while converting code from python to C++ code (or vice-versa),
making it almost seamless.
`uiLayout::column` now returns an `uiLayout` reference instead of a pointer.
New calls to this method should use references too.
Pull Request: https://projects.blender.org/blender/blender/pulls/138034
The main issue of 'type-less' standard C allocations is that there is no check on
allocated type possible.
This is a serious source of annoyance (and crashes) when making some
low-level structs non-trivial, as tracking down all usages of these
structs in higher-level other structs and their allocation is... really
painful.
MEM_[cm]allocN<T> templates on the other hand do check that the
given type is trivial, at build time (static assert), which makes such issue...
trivial to catch.
NOTE: New code should strive to use MEM_new (i.e. allocation and
construction) as much as possible, even for trivial PoD types.
Pull Request: https://projects.blender.org/blender/blender/pulls/135855