Age | Commit message (Collapse) | Author |
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This avoids some boilerplate code that was necessary when using enums
as keys in maps or sets.
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This allows us to use it in rna for the spreadsheet editor.
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This allows accessing attribute meta data like domain and data type
without having to create a `ReadAttribute`. I kept the `attribute_names`
method for now to keep the patch more self contained.
Differential Revision: https://developer.blender.org/D10511
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Previously, functions would have to ask for every geometry type explicitely.
Using a vector is return type is fine. In practice this will probably never
allocate because of the small buffer optimization in vector.
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In an upcoming commit I'll also move the make-instances-real functionality
to this file. This code is not essential to working with geometry sets in general,
so it makes sense to move it to a separate header.
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This commit makes the geometry output of the collection info usable.
The output is the geometry of a collection instance, but this commit
adds a utility to convert the instances to real geometry, used in the
background whenever it is needed, like copy on write.
The recursive nature of the "realize instances" code is essential,
because collection instances in the `InstancesComponent`, might have no
geometry sets of their own containing even more collection instances,
which might then contain object instances, etc.
Another consideration is that currently, every single instance contains
a reference to its data. This is inefficient since most of the time
there are many locations and only a few sets of unique data. So this
commit adds a `GeometryInstanceGroup` to support this future optimization.
The API for instances returns a vector of `GeometryInstanceGroup`.
This may be less efficient when there are many instances, but it makes
more complicated operations like point distribution that need to iterate
over input geometry multiple times much simpler.
Any code that needs to change data, like most of the attribute nodes,
can simply call `geometry_set_realize_instances(geometry_set)`,
which will move any geometry in the `InstancesComponent` to new "real"
geometry components.
Many nodes can support read-only access to instances in order to avoid
making them real, this will be addressed where needed in the near future.
Instances from the existing "dupli" system are not supported yet.
Differential Revision: https://developer.blender.org/D10327
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Ids stored in the `id` attribute cannot be assumed to be unique. While they
might be unique in some cases, this is not something that can be guaranteed
in general. For some use cases (e.g. generating "stable randomness" on points)
uniqueness is not important. To support features like motion blur, unique ids
are important though.
This patch implements a simple algorithm that turns non-unique ids into
unique ones. It might fail to do so under very unlikely circumstances, in
which it returns non-unique ids instead of possibly going into an endless
loop.
Here are some requirements I set for the algorithm:
* Ids that are unique already, must not be changed.
* The same input should generate the same output.
* Handle cases when all ids are different and when all ids are the same
equally well (in expected linear time).
* Small changes in the input id array should ideally only have a small
impact on the output id array.
The reported bug happened because cycles found multiple objects with
the same id and thought that it was a single object that moved on every
check.
Differential Revision: https://developer.blender.org/D10402
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This patch adds support for accessing corner attributes on the point domain.
The immediate benefit of this is that now (interpolated) uv coordinates are
available on points without having to use the Point Distribute node.
This is also very useful for parts of T84297, because once we have vertex
colors, those will also be available on points, even though they are stored
per corner.
Differential Revision: https://developer.blender.org/D10305
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Goals:
* Clarify the distinction between builtin and other attributes at the code level.
* Reduce number of places that need to be modified to add more builtin attributes.
* Reduce number of virtual methods that need to be implemented by e.g. `MeshComponent`.
To achieve these goals, this patch implements the concept of "attribute providers".
An attribute provider knows how to give access to attributes on a geometry component.
Each geometry component can have multiple attribute providers, whereby each provider
manages an different set of attributes.
The separation of builtin and other attributes is now done at the attribute provider level.
There are two types of attribute providers. One for builtin attributes and one for all others.
This refactor also helps with T84297.
Differential Revision: https://developer.blender.org/D10341
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Because the the vertex group name-to-index map is stored in the object
rather than object data, the object info node has to replace the
map when it replaces the mesh component on the geometry set with mesh
data from another object.
This normally works fine as a way to use the vertex groups from the
input mesh, but when passing this mesh to the next modifier, the entire
mesh component was replaced, removing the vertex group name map.
This commit adds a function to replace only the mesh data in mesh
component, uses it in the modifier code, and updates the relevant
comments.
Note that the fact that vertex group names are stored in object data
is a legacy design decision that should be reevaluated at some point.
Differential Revision: https://developer.blender.org/D10256
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Use transform matrices instead of loc, rot, scale variables to store instance transforms.
Reviewed By: JacquesLucke
Differential Revision: http://developer.blender.org/D10211
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For the most part, this just adds boilerplate code for volume support in geometry nodes:
* Add `VolumeComponent` next to `MeshComponent`, etc.
* Support `VolumeComponent` in depsgraph object iterator.
Furthermore, I added initial volume support in a few nodes:
* The Object Info node outputs an object instance when the input is a volume object
(that will be the same for mesh objects soonish, to avoid copies).
* Support transforming a `VolumeComponent` in the Transform node.
* Support the `VolumeComponent` in Join Geometry nodes, but only when just one of the
inputs has a volume component for now.
Right now, there is no way to create a `VolumeComponent`, because the Object Info node
outputs an object instance. The `VolumeComponent` will be necessary for upcoming nodes,
which will generate volumes on the fly.
Viewport selection does not work correctly with `VolumeComponent`s currently. I don't
know why that is. That can be figured out a bit later, once we can actually create
new volumes in geometry nodes.
Ref T84604.
Differential Revision: https://developer.blender.org/D10147
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The manipulation of rot/scale was simply not implemented.
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This commit adds the ability to provide a default value to
`attribute_try_get_for_output` and uses it for the `Point Scale` node,
which is important because the node uses multiplication.
The idea is to keep "name-specific" functionality in nodes rather than in
the attribute API, otherwise the complexity will be hard to keep track of.
So this fix doesn't apply to the Attribute Vector Math node, but hopfully
that is okay since that's now a lower level node for this purpose anyway.
Differential Revision: https://developer.blender.org/D10115
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This fixes the behavior of some nodes when the same attribute
name is used for input and output. If both attributes have a
different type, they can't exist at the same time. Therefore,
the input attribute has to be removed in order to create the
output attribute.
Previously, the input attribute was remove before it was used
in any computations. Now, the output is written to a temporary
buffer and only later saved in the geometry component. This
allows both attributes to coexist within the node.
The temporary attribute is only create when necessary. The
normal case without name collisions still works the same
as before.
Differential Revision: https://developer.blender.org/D10109
Ref T83793.
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Instances are created with an "index" parameter used for persistence over
time through animation. Currently the geometry nodes instancer passes
the index in the array for this value, but the arrays created by the
"Point Distribution" node aren't necessarily stable in this way when
the input mesh is deformed. In D9832 we already mostly solved this
problem with an `id` attribute. The solution here is to create instances
with this attribute as well.
It's important to note that deforming the instanced points *after*
distribution will usually be a better solution for this problem. This
solution is likely still important though.
Differential Revision: https://developer.blender.org/D10024
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Currently, the random attribute node doesn't work well for most
workflows because for any change in the input data it outputs
completely different results.
This patch adds an implicit seed attribute input to the node, referred
to by "id". The attribute is hashed for each element using the CPPType
system's hash method, meaning the attribute can have any data type.
Supporting any data type is also important so any attribute can be
copied into the "id" attribute and used as a seed.
The "id" attribute is an example of a "reserved name" attribute,
meaning attributes with this name can be used implicitly by nodes like
the random attribute node. Although it makes it a bit more difficult
to dig deeper, using the name implicitly rather than exposing it as an
input should make the system more accessible and predictable.
Differential Revision: https://developer.blender.org/D9832
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The Point Instance node can instance entire collections now.
Before, only individual collections were supported.
Randomly selecting objects from the collection on a per point basis
is not support, yet.
Last part of D9739.
Ref T82372.
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This is a non-functional change. The functionality introduced in this commit
is not used in master yet. It is used by nodes that are being developed in
other branches though.
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This is the initial merge from the geometry-nodes branch.
Nodes:
* Attribute Math
* Boolean
* Edge Split
* Float Compare
* Object Info
* Point Distribute
* Point Instance
* Random Attribute
* Random Float
* Subdivision Surface
* Transform
* Triangulate
It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier.
Notes on the Generic attribute access API
The API adds an indirection for attribute access. That has the following benefits:
* Most code does not have to care about how an attribute is stored internally.
This is mainly necessary, because we have to deal with "legacy" attributes
such as vertex weights and attributes that are embedded into other structs
such as vertex positions.
* When reading from an attribute, we generally don't care what domain the
attribute is stored on. So we want to abstract away the interpolation that
that adapts attributes from one domain to another domain (this is not
actually implemented yet).
Other possible improvements for later iterations include:
* Actually implement interpolation between domains.
* Don't use inheritance for the different attribute types. A single class for read
access and one for write access might be enough, because we know all the ways
in which attributes are stored internally. We don't want more different internal
structures in the future. On the contrary, ideally we can consolidate the different
storage formats in the future to reduce the need for this indirection.
* Remove the need for heap allocations when creating attribute accessors.
It includes commits from:
* Dalai Felinto
* Hans Goudey
* Jacques Lucke
* Léo Depoix
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