This PR adds a new operator to run a node group on object geometry. Only curves sculpt mode is supported for now, to simplify the design. A new geometry node editor context to edit operator groups is also added. This allows changing any node group, rather than only node groups that are part of the active modifier context. 3D viewport menus are added with any geometry node group asset in a catalog that contains the `Operator` tag. Currently Blender must be restarted to refresh the list of available operators. This is only the first phase of the node group operator feature. Many more features will be added in next steps. See #101778 Pull Request: https://projects.blender.org/blender/blender/pulls/108947
246 lines
7.6 KiB
C++
246 lines
7.6 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Foundation
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "AS_asset_catalog.hh"
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#include "AS_asset_catalog_tree.hh"
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#include "AS_asset_library.hh"
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#include "AS_asset_representation.hh"
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#include "BLI_multi_value_map.hh"
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#include "DNA_screen_types.h"
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#include "DNA_space_types.h"
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#include "BKE_asset.h"
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#include "BKE_idprop.h"
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#include "BKE_screen.h"
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#include "BLT_translation.h"
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#include "RNA_access.h"
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#include "ED_asset.h"
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#include "ED_screen.h"
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#include "node_intern.hh"
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namespace blender::ed::space_node {
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static bool node_add_menu_poll(const bContext *C, MenuType * /*mt*/)
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{
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return CTX_wm_space_node(C);
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}
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static bool all_loading_finished()
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{
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AssetLibraryReference all_library_ref = asset_system::all_library_reference();
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return ED_assetlist_is_loaded(&all_library_ref);
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}
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static asset::AssetItemTree build_catalog_tree(const bContext &C, const bNodeTree &node_tree)
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{
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AssetFilterSettings type_filter{};
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type_filter.id_types = FILTER_ID_NT;
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auto meta_data_filter = [&](const AssetMetaData &meta_data) {
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const IDProperty *tree_type = BKE_asset_metadata_idprop_find(&meta_data, "type");
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if (tree_type == nullptr || IDP_Int(tree_type) != node_tree.type) {
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return false;
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}
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return true;
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};
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const AssetLibraryReference library = asset_system::all_library_reference();
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return asset::build_filtered_all_catalog_tree(library, C, type_filter, meta_data_filter);
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}
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static void node_add_catalog_assets_draw(const bContext *C, Menu *menu)
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{
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bScreen &screen = *CTX_wm_screen(C);
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const SpaceNode &snode = *CTX_wm_space_node(C);
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if (!snode.runtime->assets_for_menu) {
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BLI_assert_unreachable();
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return;
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}
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asset::AssetItemTree &tree = *snode.runtime->assets_for_menu;
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const bNodeTree *edit_tree = snode.edittree;
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if (!edit_tree) {
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return;
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}
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const PointerRNA menu_path_ptr = CTX_data_pointer_get(C, "asset_catalog_path");
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if (RNA_pointer_is_null(&menu_path_ptr)) {
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return;
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}
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const asset_system::AssetCatalogPath &menu_path =
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*static_cast<const asset_system::AssetCatalogPath *>(menu_path_ptr.data);
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const Span<asset_system::AssetRepresentation *> assets = tree.assets_per_path.lookup(menu_path);
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asset_system::AssetCatalogTreeItem *catalog_item = tree.catalogs.find_item(menu_path);
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BLI_assert(catalog_item != nullptr);
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if (assets.is_empty() && !catalog_item->has_children()) {
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return;
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}
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uiLayout *layout = menu->layout;
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uiItemS(layout);
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for (const asset_system::AssetRepresentation *asset : assets) {
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uiLayout *col = uiLayoutColumn(layout, false);
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PointerRNA asset_ptr = asset::create_asset_rna_ptr(asset);
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uiLayoutSetContextPointer(col, "asset", &asset_ptr);
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uiItemO(col, IFACE_(asset->get_name().c_str()), ICON_NONE, "NODE_OT_add_group_asset");
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}
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asset_system::AssetLibrary *all_library = ED_assetlist_library_get_once_available(
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asset_system::all_library_reference());
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if (!all_library) {
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return;
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}
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catalog_item->foreach_child([&](asset_system::AssetCatalogTreeItem &child_item) {
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PointerRNA path_ptr = asset::persistent_catalog_path_rna_pointer(
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screen, *all_library, child_item);
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if (path_ptr.data == nullptr) {
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return;
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}
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uiLayout *col = uiLayoutColumn(layout, false);
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uiLayoutSetContextPointer(col, "asset_catalog_path", &path_ptr);
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uiItemM(
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col, "NODE_MT_node_add_catalog_assets", IFACE_(child_item.get_name().c_str()), ICON_NONE);
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});
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}
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static void add_root_catalogs_draw(const bContext *C, Menu *menu)
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{
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bScreen &screen = *CTX_wm_screen(C);
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SpaceNode &snode = *CTX_wm_space_node(C);
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uiLayout *layout = menu->layout;
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const bNodeTree *edit_tree = snode.edittree;
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if (!edit_tree) {
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return;
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}
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snode.runtime->assets_for_menu = std::make_shared<asset::AssetItemTree>(
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build_catalog_tree(*C, *edit_tree));
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const bool loading_finished = all_loading_finished();
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asset::AssetItemTree &tree = *snode.runtime->assets_for_menu;
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if (tree.catalogs.is_empty() && loading_finished) {
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return;
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}
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uiItemS(layout);
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if (!loading_finished) {
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uiItemL(layout, IFACE_("Loading Asset Libraries"), ICON_INFO);
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}
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/* Avoid adding a separate root catalog when the assets have already been added to one of the
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* builtin menus.
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* TODO: The need to define the builtin menu labels here is completely non-ideal. We don't have
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* any UI introspection that can do this though. This can be solved in the near future by
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* removing the need to define the add menu completely, instead using a per-node-type path which
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* can be merged with catalog tree.
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*/
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static Set<std::string> all_builtin_menus = []() {
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Set<std::string> menus;
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menus.add_new("Attribute");
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menus.add_new("Color");
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menus.add_new("Curve");
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menus.add_new("Curve Primitives");
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menus.add_new("Curve Topology");
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menus.add_new("Geometry");
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menus.add_new("Input");
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menus.add_new("Instances");
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menus.add_new("Material");
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menus.add_new("Mesh");
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menus.add_new("Mesh Primitives");
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menus.add_new("Mesh Topology");
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menus.add_new("Output");
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menus.add_new("Point");
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menus.add_new("Text");
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menus.add_new("Texture");
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menus.add_new("Utilities");
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menus.add_new("UV");
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menus.add_new("Vector");
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menus.add_new("Volume");
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menus.add_new("Group");
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menus.add_new("Layout");
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return menus;
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}();
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asset_system::AssetLibrary *all_library = ED_assetlist_library_get_once_available(
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asset_system::all_library_reference());
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if (!all_library) {
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return;
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}
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tree.catalogs.foreach_root_item([&](asset_system::AssetCatalogTreeItem &item) {
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if (all_builtin_menus.contains(item.get_name())) {
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return;
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}
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PointerRNA path_ptr = asset::persistent_catalog_path_rna_pointer(screen, *all_library, item);
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if (path_ptr.data == nullptr) {
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return;
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}
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uiLayout *col = uiLayoutColumn(layout, false);
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uiLayoutSetContextPointer(col, "asset_catalog_path", &path_ptr);
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uiItemM(col, "NODE_MT_node_add_catalog_assets", IFACE_(item.get_name().c_str()), ICON_NONE);
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});
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}
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MenuType add_catalog_assets_menu_type()
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{
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MenuType type{};
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STRNCPY(type.idname, "NODE_MT_node_add_catalog_assets");
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type.poll = node_add_menu_poll;
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type.draw = node_add_catalog_assets_draw;
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type.listener = asset::asset_reading_region_listen_fn;
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return type;
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}
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MenuType add_root_catalogs_menu_type()
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{
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MenuType type{};
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STRNCPY(type.idname, "NODE_MT_node_add_root_catalogs");
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type.poll = node_add_menu_poll;
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type.draw = add_root_catalogs_draw;
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type.listener = asset::asset_reading_region_listen_fn;
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return type;
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}
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} // namespace blender::ed::space_node
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void uiTemplateNodeAssetMenuItems(uiLayout *layout, bContext *C, const char *catalog_path)
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{
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using namespace blender;
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using namespace blender::ed;
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using namespace blender::ed::space_node;
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bScreen &screen = *CTX_wm_screen(C);
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SpaceNode &snode = *CTX_wm_space_node(C);
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if (snode.runtime->assets_for_menu == nullptr) {
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return;
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}
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asset::AssetItemTree &tree = *snode.runtime->assets_for_menu;
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const asset_system::AssetCatalogTreeItem *item = tree.catalogs.find_root_item(catalog_path);
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if (!item) {
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return;
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}
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asset_system::AssetLibrary *all_library = ED_assetlist_library_get_once_available(
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asset_system::all_library_reference());
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if (!all_library) {
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return;
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}
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PointerRNA path_ptr = asset::persistent_catalog_path_rna_pointer(screen, *all_library, *item);
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if (path_ptr.data == nullptr) {
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return;
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}
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uiItemS(layout);
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uiLayout *col = uiLayoutColumn(layout, false);
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uiLayoutSetContextPointer(col, "asset_catalog_path", &path_ptr);
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uiItemMContents(col, "NODE_MT_node_add_catalog_assets");
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}
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