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2021-06-28Cleanup: Add function to create a CurveEval from a nurbs listHans Goudey
Sometimes the current spline list isn't part of the original curve, like when using the deformed control points, etc. This will be helpful in the curve modifier stack.
2021-06-28Functions: improve CPPTypeJacques Lucke
* Reduce code duplication. * Give methods more standardized names (e.g. `move_to_initialized` -> `move_assign`). * Support wrapping arbitrary C++ types, even those that e.g. are not copyable.
2021-06-28Cleanup: repeated terms in code comments & error messagesCampbell Barton
2021-06-22Fix T89343: Point cloud instances not transformed when realizedHans Goudey
This problem has surprisingly been there for quite a few months. For point clouds all attributes were handled the same, even "position", which should be transformed when combining source points into the destination.
2021-06-22Geometry Nodes: Join curve attributes when realizing instancesHans Goudey
Previously the code assumed that curve instances had no attributes. This is true when the data came from curve objects, which don't support attributes currently, but it isn't necessarily true when retrieving curves from evaluated geometry sets.
2021-06-17Cleanup: split BKE_mesh_copy_settings into two functionsCampbell Barton
- BKE_mesh_copy_parameters_for_eval to be used for evaluated meshes only as it doesn't handle ID user-counts. - BKE_mesh_copy_parameters is a general function for copying parameters between meshes.
2021-06-16Geometry Nodes: Separate Components NodeJohnny Matthews
Implementation of T86970. This node takes a geometry input with multiple components and outputs them by component type. Meshes, Curves, and Point Clouds support combining multiple input instances, while volumes will only output the first volume component input until suitable instance realization for multiple volumes is finished. When direct geometry instancing is implemented it will be possible to avoid realizing instances in this node. Differential Revision: https://developer.blender.org/D11577
2021-06-14Fix T88947: invalid normals when converting point cloud to meshJacques Lucke
2021-05-31Geometry Nodes: do not create unnecessary geometry componentsJacques Lucke
Previously, making instances real would always create an (empty) volume and curve component, even when not necessary. This also fixes T88653.
2021-05-20Cleanup: spellingCampbell Barton
2021-05-19Geometry Nodes: Support for dynamic attributes on curve splinesHans Goudey
With this patch you will be able to add and remove attributes from curve data inside of geometry nodes. The following is currently implemented: * Adding attributes with any data type to splines or spline points. * Support for working with multiple splines at the same time. * Interaction with the three builtin point attributes. * Resampling attributes in the resample node. The following is not implemented in this patch: * Joining attributes when joining splines with the join geometry node. * Domain interpolation between spline and point domains. * More efficient ways to call attribute operations once per spline. Differential Revision: https://developer.blender.org/D11251
2021-05-19Geometry Nodes: take materials into account when joining geometriesJacques Lucke
Materials are now kept intact when using the Join Geometry node or when realizing instaces.
2021-05-12Cleanup: Splines: Add accessors to spline vectorHans Goudey
Not allowing external direct access to the vector of splines in the curve will help for things like reallocating custom data when a spline is added or removed.
2021-05-04Geometry Nodes: refactor instances componentJacques Lucke
The main goal of this refactor is to not store Object/Collection pointers for every individual instance. Instead instances now store a handle for the referenced data. The actual Object/Collection pointers are stored in a new `InstanceReference` class. This refactor also allows for some better optimizations further down the line, because one does not have to search through all instances anymore to find what data is instanced. Furthermore, this refactor makes it easier to support instancing `GeometrySet` or any other data that has to be owned by the `InstancesComponent`. Differential Revision: https://developer.blender.org/D11125
2021-05-03Geometry Nodes: Initial basic curve data supportHans Goudey
This patch adds initial curve support to geometry nodes. Currently there is only one node available, the "Curve to Mesh" node, T87428. However, the aim of the changes here is larger than just supporting curve data in nodes-- it also uses the opportunity to add better spline data structures, intended to replace the existing curve evaluation code. The curve code in Blender is quite old, and it's generally regarded as some of the messiest, hardest-to-understand code as well. The classes in `BKE_spline.hh` aim to be faster, more extensible, and much more easily understandable. Further explanation can be found in comments in that file. Initial builtin spline attributes are supported-- reading and writing from the `cyclic` and `resolution` attributes works with any of the attribute nodes. Also, only Z-up normal calculation is implemented at the moment, and tilts do not apply yet. **Limitations** - For now, you must bring curves into the node tree with an "Object Info" node. Changes to the curve modifier stack will come later. - Converting to a mesh is necessary to visualize the curve data. Further progress can be tracked in: T87245 Higher level design document: https://wiki.blender.org/wiki/Modules/Physics_Nodes/Projects/EverythingNodes/CurveNodes Differential Revision: https://developer.blender.org/D11091
2021-04-22Geometry Nodes: Add initializer for attribute creationHans Goudey
Previously we always had to set attribute values after creating the attribute. This patch adds an initializer argument to `attribute_try_create` which can fill it in a few ways, which are explained in code comments. This fixes T87597. Differential Revision: https://developer.blender.org/D11045
2021-04-17Geometry Nodes: use virtual arrays in internal attribute apiJacques Lucke
A virtual array is a data structure that is similar to a normal array in that its elements can be accessed by an index. However, a virtual array does not have to be a contiguous array internally. Instead, its elements can be layed out arbitrarily while element access happens through a virtual function call. However, the virtual array data structures are designed so that the virtual function call can be avoided in cases where it could become a bottleneck. Most commonly, a virtual array is backed by an actual array/span or is a single value internally, that is the same for every index. Besides those, there are many more specialized virtual arrays like the ones that provides vertex positions based on the `MVert` struct or vertex group weights. Not all attributes used by geometry nodes are stored in simple contiguous arrays. To provide uniform access to all kinds of attributes, the attribute API has to provide virtual array functionality that hides the implementation details of attributes. Before this refactor, the attribute API provided its own virtual array implementation as part of the `ReadAttribute` and `WriteAttribute` types. That resulted in unnecessary code duplication with the virtual array system. Even worse, it bound many algorithms used by geometry nodes to the specifics of the attribute API, even though they could also use different data sources (such as data from sockets, default values, later results of expressions, ...). This refactor removes the `ReadAttribute` and `WriteAttribute` types and replaces them with `GVArray` and `GVMutableArray` respectively. The `GV` stands for "generic virtual". The "generic" means that the data type contained in those virtual arrays is only known at run-time. There are the corresponding statically typed types `VArray<T>` and `VMutableArray<T>` as well. No regressions are expected from this refactor. It does come with one improvement for users. The attribute API can convert the data type on write now. This is especially useful when writing to builtin attributes like `material_index` with e.g. the Attribute Math node (which usually just writes to float attributes, while `material_index` is an integer attribute). Differential Revision: https://developer.blender.org/D10994
2021-04-16Fix unreported: instances disappear when instanced mesh is in edit modeJacques Lucke
The issue is that for historic reasons, `geometry_set_eval` does not contain the mesh component when the object is in edit mode.
2021-04-08Geometry Nodes: Support instances in attribute searchHans Goudey
Previously only attributes of "real" geometry were displayed in attribute search. This commit adds code to look through attributes on instances and add those to the search drop-down too. This required implementing the same sort of recursive traversal as the realize instances code. The situation is a bit different though, this can return early and doesn't need to keep track of transforms. I added a limit so that it doesn't look through the attributes of too many instanced geometry sets. I think this is important, since this isn't a trivial operation and it could potentially happen for every node in a large node tree. Currently the limit is set at 8 geometry sets, which I expect will be enough, since the set of attributes is mostly not very unique anyway. Fixes T86282 Diffrential Revision: https://developer.blender.org/D10919
2021-04-07Cleanup: Rename function, switch order of argumentsHans Goudey
The function name was not very specific, this makes it clearer that it works on instances rather than only real geometry. Also use `r_` prefix for the return argument.
2021-03-25Cleanup: Pass instance group result vector as an argumentHans Goudey
This will allow retrieving the instance groups from multiple geometry sets and avoiding needing vectors of vectors to store the results. This is useful when retrieving instances from a multi-input socket of geometries.
2021-03-18Geometry Nodes: Don't create empty components when realizing instancesHans Goudey
Previously even if the input goemetry set had no point cloud or no mesh instances, `geometry_set_realize_instances` would create empty data. This isn't necessarily bad, but it can complicate things down the line if there are a bunch of empty components getting passed around.
2021-03-15Geometry Nodes: expose builtin crease attributeJacques Lucke
This exposes the `crease` attribute, that is used by the Subdivide Smooth node. It is also the first attribute on the edge domain. Domain interpolations for the edge domain have not been implemented yet. Ref T86397. Differential Revision: https://developer.blender.org/D10660
2021-03-13Geometry Nodes: Add "normal" attribute for face normalsHans Goudey
This commit adds a `normal` attribute on the polygon domain. Since normal data is derived data purely based off of the location of each face's vertices, it is exposed as a read-only attribute. After rB80f7f1070f17, this attribute can be interpolated to the other domains. Since this attribute is a special case compared to the others, the implementation subclasses `BuiltinAttributeProvider`. It's possible there is a better way to abstract this. Something else might also become apparent if we add similar read-only attributes. See rB2966871a7a891bf36 for why this is preferred over the previous implementation. Differential Revision: https://developer.blender.org/D10677
2021-03-10Geometry Nodes: move geometry component type enum to CJacques Lucke
This allows us to use it in rna for the spreadsheet editor.
2021-03-09Geometry Nodes: Expose "shade smooth" as an attributeHans Goudey
This patch exposes the "Shade Smooth" value as a boolean attribute. This setting is exposed as a check-box in the mesh data properties, but the value is actually stored for every face, allowing some faces to be shaded smooth with a simple per-face control. One bonus, this allows at least a workaround to the lack of control of whether meshes created by nodes are shaded smooth or not: just use an attribute fill node. Differential Revision: https://developer.blender.org/D10538
2021-03-06Geometry Nodes: Expose vertex normals as an attributeHans Goudey
This attribute exposes mesh vertex normals as a `vertex_normal` attribute for use with nodes. Since the normal vector stored in vertices is only a cache of data computable from the surrounding faces, the attribute is read-only. A proper error message for attempting to write this attribute is part of T85749. A write-only normal attribute will likely come later, most likely called `corner_normal`. The normals are recomputed before reading if they are marked dirty. This involves const write-access to the mesh, protected by the mutex stored in `Mesh_Runtime`. This is essential for correct behavior after nodes like "Edge Split" or nodes that adjust the position attribute. Ref T84297, T85880, T86206 Differential Revision: https://developer.blender.org/D10541
2021-02-23Geometry Nodes: improve accessing attribute meta dataJacques Lucke
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
2021-02-18Cleanup: rename AttributeInfo to AttributeKindJacques Lucke
"Kind" is a bit less generic than "Info" for me. Especially, it implies that the struct does not contain the name of a specific attribute (for me anyway).
2021-02-18Geometry Nodes: convert point cloud to mesh vertices for modifiersJacques Lucke
Previously, when a Geometry Nodes modifier outputs a point cloud (e.g. generated using the Point Distribute node), other modifiers could not use that data. Now, the point cloud data is converted to mesh vertices for such modifiers. Ref T85281. Differential Revision: https://developer.blender.org/D10451
2021-02-17Geometry Nodes: Expose material index attributeHans Goudey
The `material_index` attribute can adjust which material in the list will be applied to each face of the mesh. There are two new things about this attribute that haven't been exposed by the attribute API yet. Each comes with limitations: 1. Integer data type: Most attribute nodes are currently written to use float data types. This means that they can't write to this attribute because they can't change the type of a built-in attribute. 2. Polygon domain: This is our first attribute using the polygon domain, meaning until some of the interpolations are implemented, some operations may not work as expected. Currently the two nodes that work with this attribute are Attribute Fill and Attribute Randomize. Differential Revision: https://developer.blender.org/D10444
2021-02-16Geometry Nodes: move realize-instances code to blenkernelJacques Lucke
I need to access this functionality from modifier code. Therefore it should not be in the nodes module.
2021-02-16Geometry Nodes: move geometry set instance handling to separate fileJacques Lucke
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.