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2022-07-27Geometry Nodes: Rename "Field on Domain" to "Interpolate Domain"Hans Goudey
This name doesn't require understanding of fields, and is phrased as an action which is consistent with other nodes. Discussed in the latest geometry nodes sub-module meeting.
2022-07-26Fix T98982: cannot change default value of some node group input typesJacques Lucke
2022-07-25UI: Nishita sky: Increase Sun Elevation UI sensitivity and remove min/maxClément Foucault
This now use default angle precision which matches the sun rotation. Feeling is much more natural.
2022-07-19Nishita sky: Increase elevation rangeClément Foucault
The Nishita sky texture currently only allows moving the sun to the zenith. The problem is if you want to animate the passing of a full night-day-night cycle. Currently it's not easy to do due to this limitation. The patch makes it so users can easily animate the sun moving from sunrise to sunset by expanding the max sun elevation to go 360° instead of 90°. Reviewed By: fclem Differential Revision: https://developer.blender.org/D13724
2022-07-02Revert "Start of Bevel V2, as being worked on with task T98674."Howard Trickey
This reverts commit 9bb2afb55e50f9353cfc76cf2d8df7521b0b5feb. Oops, did not intend to commit this to master.
2022-07-02Start of Bevel V2, as being worked on with task T98674.Howard Trickey
This is the start of a geometry node to do edge, vertex, and face bevels. It doesn't yet do anything but analyze the "Vertex cap" around selected vertices for vertex bevel.
2022-06-29Geometry Nodes: UV Unwrap and Pack Islands NodesAleksi Juvani
This commit adds new Unwrap and Pack Islands nodes, with equivalent functionality to the existing Unwrap and Pack Islands operators. The Unwrap node uses generic boolean attributes to determine seams instead of looking at the seam flags in the mesh geometry. Unlike the Unwrap operator, the Unwrap node doesn't perform aspect ratio correction, because this is trivial for the user to implement with a Vector Math node if it is desired. The Unwrap node implicitly performs a Pack Islands operation upon completion, because the results may not be generally useful otherwise. This matches the behaviour of the Unwrap operator. The nodes use the existing Vector socket type, and do not introduce a new 2D Vector type (see T92765). Differential Revision: https://developer.blender.org/D14389
2022-06-29Geometry Nodes: Add Mesh To Volume NodeErik Abrahamsson
This adds a Mesh To Volume Node T86838 based on the existing modifier. The mesh to volume conversion is implemented in the geometry module, and shared between the node and the modifier. Currently the node outputs a grid with the name "density". This may change in the future depending on the decisions made in T91668. The original patch was by Kris (@Metricity), further implementation by Geramy Loveless (@GeramyLoveless), then finished by Erik Abrahamsson (@erik85). Differential Revision: https://developer.blender.org/D10895
2022-06-25Geometry Nodes: Field on Domain NodeHans Goudey
As described in T98943, this commit adds a node that can evaluate a field on a separate domain in a larger field context. This is potentially useful in many cases, to avoid relying on a separate capture attribute node, which can make it easier to build reusable fields that don't need geometry inputs. Internally, the node just evaluates the input field in the larger field context and then uses the generic domain interpolation, so the code is simple. One future optimization might be using the input selection to only evaluate part of the input field, but then the selection has to be interpolated as well, and that might not always be worth it. Differential Revision: https://developer.blender.org/D15289
2022-06-08RNA nodetree: improve ImageUser path helper.Bastien Montagne
Refactor the code, and optimize it slightly (no need e.g. to check for nodes when the nodetree is of a type that cannot have image user nodes).
2022-06-08Curves: Port set type node to new data-blockHans Goudey
This commit ports the "Set Spline Type" node to the new curves type. Performance should be improved in similar ways to the other refactors from the conversion task (T95443). Converting to and from Catmull Rom curves is now supported. There are a few cases where a lot of work can be skipped: when the number of points doesn't change, and when the types already match the goal type. The refactor has a few other explicit goals as well: - Don't count on initialization of attribute arrays when they are first allocated. - Avoid copying the entire data-block when possible. - Make decisions about which attributes to copy when changing curves more obvious. - Use higher-level methods to copy data between curve points. - Optimize for the common cases of single types and full selections. - Process selected curves of the same types in the same loop. The Bezier to NURBS conversion is written by Piotr Makal (@pmakal). Differential Revision: https://developer.blender.org/D14769
2022-05-31RNA: add macros for EnumPropertyItem layout elementsCampbell Barton
Add the following macros for enums as support for these features wasn't all that obvious and there were some inconsistencies in their use. - RNA_ENUM_ITEM_HEADING(name, description) - RNA_ENUM_ITEM_SEPR - RNA_ENUM_ITEM_SEPR_COLUMN
2022-05-27UI: add missing tooltips for the shader node optionsArye Ramaty
Differential Revision: https://developer.blender.org/D14878
2022-05-25Cleanup: Add more const'ness to RNA API.Bastien Montagne
This commit makes PointerRNA passed to RNA path API const. Main change was in the `path` callback for RNA structs, and indirectly the `getlength` callback of properties.
2022-05-10UI: Geometry Nodes IconDalai Felinto
Geometry Nodes (new) icon. So far we were using the generic node-tree icon for geometry nodes, not anymore. The new icon is composed of 4 spheres that is a reference to the original pebbles demo. Scattering points was also the turning point for the project (which originally was focusing on dynamic effects), and to this day is one of the first steps for everything procedural such as hair. Note that the modifier icon is still showing as white in the outliner. The alternative is to be blue everywhere. Patch review and feedback by Hans Goudey. Icon creation in collaboration with Pablo Vazquez.
2022-05-04Nodes: Add general Combine/Separate Color nodesHallam Roberts
Inspired by D12936 and D12929, this patch adds general purpose "Combine Color" and "Separate Color" nodes to Geometry, Compositor, Shader and Texture nodes. - Within Geometry Nodes, it replaces the existing "Combine RGB" and "Separate RGB" nodes. - Within Compositor Nodes, it replaces the existing "Combine RGBA/HSVA/YCbCrA/YUVA" and "Separate RGBA/HSVA/YCbCrA/YUVA" nodes. - Within Texture Nodes, it replaces the existing "Combine RGBA" and "Separate RGBA" nodes. - Within Shader Nodes, it replaces the existing "Combine RGB/HSV" and "Separate RGB/HSV" nodes. Python addons have not been updated to the new nodes yet. **New shader code** In node_color.h, color.h and gpu_shader_material_color_util.glsl, missing methods hsl_to_rgb and rgb_to_hsl are added by directly converting existing C code. They always produce the same result. **Old code** As requested by T96219, old nodes still exist but are not displayed in the add menu. This means Python scripts can still create them as usual. Otherwise, versioning replaces the old nodes with the new nodes when opening .blend files. Differential Revision: https://developer.blender.org/D14034
2022-05-01Nodes: Fix T90233Lukas Tönne
- Fix default_value initialization of custom node tree interface: This was crashing when adding a custom interface socket to a tree. The node_socket_set_typeinfo function was called too early, creating a default float socket, which then doesn't match the socket type after changing to the custom type. The node_socket_set_typeinfo only allocates and initializes default_value when it isn't already set. That is because the function is used either when creating new sockets or to initialize typeinfo after loading files. So default_value has to be either null or has to be matching the current type already. - Fix RNA flag for string return value of the valid_socket_type callback: String return values of registerable RNA functions need a PROP_THICK_WRAP flag since they don't have a fixed buffer to write into.
2022-04-28Geometry Nodes: Add default attribute name to field inputs/outputsHans Goudey
Geometry node group inputs and outputs get a new property that controls the attribute name used for that field input/output when assigning the node group to a modifier for the first time. If the default name is assigned to an input, the default "Use attribute name" is true . In order to properly detect when a node group is first assigned, the modifier now clears its properties when clearing the node group. Ref T96707 Differential Revision: https://developer.blender.org/D14761
2022-04-21Geometry Nodes: better support for byte color attributesJacques Lucke
Since {rBeae36be372a6b16ee3e76eff0485a47da4f3c230} the distinction between float and byte colors is more explicit in the ui. So far, geometry nodes couldn't really deal with byte colors in general. This patch fixes that. There is still only one color socket, which contains float colors. Conversion to and from byte colors is done when read from or writing to attributes. * Support writing to byte color attributes in Store Named Attribute node. * Support converting to/from byte color in attribute conversion operator. * Support propagating byte color attributes. * Add all the implicit conversions from byte colors to the other types. * Display byte colors as integers in spreadsheet. Differential Revision: https://developer.blender.org/D14705
2022-04-21Nodes: raise exception when creating node group input/output failsJacques Lucke
Previously this would silently return `None`. Now the behavior is similar to when new sockets are added to a node.
2022-04-07Geometry Nodes: Add "Connected" mode to Merge by Distance nodeAleksi Juvani
Expose the "Connected" mode from the weld modifier in the "Merge by Distance" geometry node. This method only merges vertices along existing edges, but it can be much faster because it doesn't have to build a KD Tree of all selected points. Differential Revision: https://developer.blender.org/D14321
2022-04-05Refactor: Unify vertex and sculpt colors into newJoseph Eagar
color attribute system. This commit removes sculpt colors from experimental status and unifies it with vertex colors. It introduces the concept of "color attributes", which are any attributes that represents colors. Color attributes can be represented with byte or floating-point numbers and can be stored in either vertices or face corners. Color attributes share a common namespace (so you can no longer have a floating-point sculpt color attribute and a byte vertex color attribute with the same name). Note: this commit does not include vertex paint mode, which is a separate patch, see: https://developer.blender.org/D14179 Differential Revision: https://developer.blender.org/D12587 Ref D12587
2022-03-18Fix wrong documentation/UI text for NodeLinkKévin Dietrich
`RNA_def_struct_ui_text(srna, ...)` was reused for `is_valid` and `is_muted` which would set the documentation to theirs (actually to that of the last call). `RNA_def_property_ui_text(prop, ...)` should be used for the properties.
2022-03-16Geometry Nodes: Remove legacy node codeHans Goudey
This commit removes the implementations of legacy nodes, their type definitions, and related code that becomes unused. Now that we have two releases that included the legacy nodes, there is not much reason to include them still. Removing the code means refactoring will be easier, and old code doesn't have to be tested and maintained. After this commit, the legacy nodes will be undefined in the UI, so 3.0 or 3.1 should be used to convert files to the fields system. The net change is 12184 lines removed! The tooltip for legacy nodes mentioned that we would remove them before 4.0, which was purposefully a bit vague to allow us this flexibility. In a poll in a devtalk post showed that the majority of people were okay with removing the nodes. https://devtalk.blender.org/t/geometry-nodes-backward-compatibility-poll/20199 Differential Revision: https://developer.blender.org/D14353
2022-03-14Geometry Nodes: Add named attribute nodes behind experimental flagHans Goudey
This commit adds three nodes: - `Remove Attribute`: Removes an attribute with the given name - `Named Attribute`: A field input node - `Store Named Attribute`: Puts results of a field in a named attribute They are added behind a new experimental feature flag, because further development of attribute search and name dependency visualization will happen as separate steps. Ref T91742 Differential Revision: https://developer.blender.org/D12685
2022-03-14Fix T96396: cannot set active node group output with PythonJacques Lucke
This is essentially the same fix as in rB22a341d9d8d3d337f79df228ab2e4e0726f81430.
2022-03-10Fix T96292: unable to set active material output using PythonJacques Lucke
Differential Revision: https://developer.blender.org/D14301
2022-03-03Cleanup: Rename set handle type node internally to match UIHans Goudey
I've had trouble finding this node a few times now, it's simpler if the file name matches the name in the UI.
2022-02-23Geometry Nodes: Duplicate Elements NodeJohnny Matthews
This adds a node which copies part of a geometry a dynamic number of times. Different parts of the geometry can be copied differing amounts of times, controlled by the amount input field. Geometry can also be ignored by use of the selection input. The output geometry contains only the copies created by the node. if the amount input is set to zero, the output geometry will be empty. The duplicate index output is an integer index with the copy number of each duplicate. Differential Revision: https://developer.blender.org/D13701
2022-02-18Cleanup: Rename original curve object type enumHans Goudey
This commit renames enums related the "Curve" object type and ID type to add `_LEGACY` to the end. The idea is to make our aspirations clearer in the code and to avoid ambiguities between `CURVE` and `CURVES`. Ref T95355 To summarize for the record, the plans are: - In the short/medium term, replace the `Curve` object data type with `Curves` - In the longer term (no immediate plans), use a proper data block for 3D text and surfaces. Differential Revision: https://developer.blender.org/D14114
2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2022-02-09Added a "Sharpen Less" kernel for the Filter Compositor nodeColin Basnett
Added a new "Sharpen Less" kernel to the filter compositor node. The intent here is to provide a much less aggressive sharpening filter that can't simply be solved by toning down the factor on the existing sharpen filter. The existing "Sharpen" filter uses a "box" kernel: ``` -1 -1 -1 -1 9 -1 -1 -1 -1 ``` The new "Sharpen Less" filter uses a "diamond" kernel: ``` 0 -1 0 -1 5 -1 0 -1 0 ``` The difference between the two is clear to see in the following side-by-side: {F12847431} Below shows the difference between the filtering kernels as applied to a B&W render of Suzanne with the UV grid as a texture. The left side of the render using the existing "Sharpen" filter, and the right side showing the new "Sharpen Less" filter. Notice that the left side is more aggressive in accentuating localized contrasts across the image. This can lead to what appears to be aliasing or striations in the resulting image: {F12847429} https://developer.blender.org/T95275 https://blender.community/c/rightclickselect/57Kq/?sorting=hot {F12847428} Reviewed By: #compositing, jbakker Differential Revision: https://developer.blender.org/D14019
2022-02-02Geometry Nodes: Remove object transform dependency in some casesHans Goudey
The geometry nodes modifier currently always adds a dependency relation from the evaluated geometry to the object transform. However, that can be avoided unless there is a collection or object info node in "Relative" mode. In order to avoid requiring dependency graph relations updates often when editing a node tree, this patch doesn't check if the node is muted or if the data-block sockets are empty before adding the dependency. Fixes T95265 Differential Revision: https://developer.blender.org/D13973
2022-01-27Geometry Nodes: String to Curves Line/Pivot PointErik
Adds two new attribute outputs: "Line" outputs the line number of the character. "Pivot Point" outputs the selected pivot point position per char. Some refactoring of the text layout code. Differential Revision: https://developer.blender.org/D13694
2022-01-25Geometry Nodes: Expand the Boolean Math nodeHallam Roberts
Currently the Boolean Math node only has 3 basic logic gates: AND, OR, and NOT. This commit adds 6 additional logic gates for convenience and ease of use. - **Not And (NAND)** returns true when at least one input is false. - **Nor (NOR)** returns true when both inputs are false. - **Equal (XNOR)** returns true when both inputs are equal. - **Not Equal (XOR)** returns true when both inputs are different. - **Imply (IMPLY)** returns true unless the first input is true and the second is false. - **Subtract (NIMPLY)** returns true when the first input is true and the second is false. Differential Revision: https://developer.blender.org/D13774
2022-01-25Cleanup: Correct location of node function declarationsHans Goudey
Currently there are many function declarations in `BKE_node.h` that don't actually have implementations in blenkernel. This commit moves the declarations to `NOD_composite.h`, `NOD_texture.h`, and `NOD_shader.h` instead. This helps to clarify the purpose of the different modules. Differential Revision: https://developer.blender.org/D13869
2022-01-24Geometry Nodes: Extrude Mesh NodeHans Goudey
This patch introduces an extrude node with three modes. The vertex mode is quite simple, and just attaches new edges to the selected vertices. The edge mode attaches new faces to the selected edges. The faces mode extrudes patches of selected faces, or each selected face individually, depending on the "Individual" boolean input. The default value of the "Offset" input is the mesh's normals, which can be scaled with the "Offset Scale" input. **Attribute Propagation** Attributes are transferred to the new elements with specific rules. Attributes will never change domains for interpolations. Generally boolean attributes are propagated with "or", meaning any connected "true" value that is mixed in for other types will cause the new value to be "true" as well. The `"id"` attribute does not have any special handling currently. Vertex Mode - Vertex: Copied values of selected vertices. - Edge: Averaged values of selected edges. For booleans, edges are selected if any connected edges are selected. Edge Mode - Vertex: Copied values of extruded vertices. - Connecting edges (vertical): Average values of connected extruded edges. For booleans, the edges are selected if any connected extruded edges are selected. - Duplicate edges: Copied values of selected edges. - Face: Averaged values of all faces connected to the selected edge. For booleans, faces are selected if any connected original faces are selected. - Corner: Averaged values of corresponding corners in all faces connected to selected edges. For booleans, corners are selected if one of those corners are selected. Face Mode - Vertex: Copied values of extruded vertices. - Connecting edges (vertical): Average values of connected selected edges, not including the edges "on top" of extruded regions. For booleans, edges are selected when any connected extruded edges were selected. - Duplicate edges: Copied values of extruded edges. - Face: Copied values of the corresponding selected faces. - Corner: Copied values of corresponding corners in selected faces. Individual Face Mode - Vertex: Copied values of extruded vertices. - Connecting edges (vertical): Average values of the two neighboring edges on each extruded face. For booleans, edges are selected when at least one neighbor on the extruded face was selected. - Duplicate edges: Copied values of extruded edges. - Face: Copied values of the corresponding selected faces. - Corner: Copied values of corresponding corners in selected faces. **Differences from edit mode** In face mode (non-individual), the behavior can be different than the extrude tools in edit mode-- this node doesn't handle keeping the back- faces around in the cases that the edit mode tools do. The planned "Solidify" node will handle that use case instead. Keeping this node simpler and faster is preferable at this point, especially because that sort of "smart" behavior is not that predictable and makes less sense in a procedural context. In the future, an "Even Offset" option could be added to this node hopefully fairly simply. For now it is left out in order to keep the patch simpler. **Implementation** For the implementation, the `Mesh` data structure is used directly rather than converting to `BMesh` and back like D12224. This optimizes for large extrusion operations rather than many sequential extrusions. While this is potentially more verbose, it has some important benefits: First, there is no conversion to and from `BMesh`. The code only has to fill arrays and it can do that all at once, making each component of the algorithm much easier to optimize. It also makes the attribute interpolation more explicit, and likely faster. Only limited topology maps must be created in most cases. While there are some necessary loops and allocations with the size of the entire mesh, I tried to keep everything I could on the order of the size of the selection rather than the size of the mesh. In that respect, the individual faces mode is the best, since there is no topology information necessary, and the amount of work just depends on the size of the selection. Modifying an existing mesh instead of generating a new one was a bit of a toss-up, but has a few potential benefits: - Avoids manually copying over attribute data for original elements. - Avoids some overhead of creating a new mesh. - Can potentially take advantage of future ammortized mesh growth. This could be changed easily if it turns out to be the wrong choice. Differential Revision: https://developer.blender.org/D13709
2022-01-21Geometry Nodes: new Scale Elements nodesJacques Lucke
This node can scale individual edges and faces. When multiple selected faces/edges share the same vertices, they are scaled together. The center and scaling factor is averaged in this case. For some examples see D13757. Differential Revision: https://developer.blender.org/D13757
2022-01-20Geometry Nodes: Curve Primitive ArcCharlie Jolly
This adds a new curve primitive to generate arcs. Radius mode (default): Generates a fixed radius arc on XY plane with controls for Angle, Sweep and Invert. Points mode: Generates a three point curve arc from Start to End via Middle with an Angle Offset and option to invert the arc. There are also outputs for arc center, radius and normal direction relative to the Z-axis. This patch is based on previous patches D11713 and D13100 from @guitargeek. Thank you. Reviewed By: HooglyBoogly Differential Revision: https://developer.blender.org/D13640
2022-01-18Geometry Nodes: new Field at Index nodeJacques Lucke
This node allows accessing data of other elements in the context geometry. It is similar to the Transfer Attribute node in Index mode. The main difference is that this node does not require a geometry input, because the context is used. The node can e.g. be used to generalize what the Edge Vertices node is doing. Instead of only being able to get the position of the vertices of an edge, any field/attribute can be accessed on the vertices. Differential Revision: https://developer.blender.org/D13825
2022-01-12Revert "BLI: Refactor vector types & functions to use templates"Clément Foucault
Includes unwanted changes This reverts commit 46e049d0ce2bce2f53ddc41a0dbbea2969d00a5d.
2022-01-12BLI: Refactor vector types & functions to use templatesClment Foucault
This patch implements the vector types (i.e:`float2`) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the `blender::math` namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. ####Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: `float3::reflect()`). ####Upsides: - Still support `.x, .y, .z, .w` for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. ####Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call `len_squared_v3v3` in `math::length_squared()` and call it a day. - Type cast does not work with the template version of the `math::` vector functions. Meaning you need to manually cast `float *` and `(float *)[3]` to `float3` for the function calls. i.e: `math::distance_squared(float3(nearest.co), positions[i]);` - Some parts might loose in readability: `float3::dot(v1.normalized(), v2.normalized())` becoming `math::dot(math::normalize(v1), math::normalize(v2))` But I propose, when appropriate, to use `using namespace blender::math;` on function local or file scope to increase readability. `dot(normalize(v1), normalize(v2))` ####Consideration: - Include back `.length()` method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches `delaunay_2d.cc` and the intersection code. I would like to know @howardt opinion on the matter. - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed. But according to @JacquesLucke it is not a real problem for now. I would like to give a huge thanks to @JacquesLucke who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: https://developer.blender.org/D13791
2022-01-12Revert "BLI: Refactor vector types & functions to use templates"Clément Foucault
Reverted because the commit removes a lot of commits. This reverts commit a2c1c368af48644fa8995ecbe7138cc0d7900c30.
2022-01-12BLI: Refactor vector types & functions to use templatesClément Foucault
This patch implements the vector types (i.e:float2) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the blender::math namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: float3::reflect()). Upsides: - Still support .x, .y, .z, .w for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call len_squared_v3v3 in math::length_squared() and call it a day. - Type cast does not work with the template version of the math:: vector functions. Meaning you need to manually cast float * and (float *)[3] to float3 for the function calls. i.e: math::distance_squared(float3(nearest.co), positions[i]); - Some parts might loose in readability: float3::dot(v1.normalized(), v2.normalized()) becoming math::dot(math::normalize(v1), math::normalize(v2)) But I propose, when appropriate, to use using namespace blender::math; on function local or file scope to increase readability. dot(normalize(v1), normalize(v2)) Consideration: - Include back .length() method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches delaunay_2d.cc and the intersection code. I would like to know @Howard Trickey (howardt) opinion on the matter. - The noexcept on the copy constructor of mpq(2|3) is being removed. But according to @Jacques Lucke (JacquesLucke) it is not a real problem for now. I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: http://developer.blender.org/D13791
2022-01-11Add support for a longest diagonal quad triangulation modeHenrik Dick
The new triangulation mode for quads is the opposite of the current default shortest diagonal mode. It is optimal for cloth simulations using quad meshes. Differential Revision: http://developer.blender.org/D13777
2022-01-10Docs: Add comments to node socket struct headerHans Goudey
2022-01-10Compositing Convert color space nodeJeroen Bakker
Compositor node to convert between color spaces. Conversion is skipped when converting between the same color spaces or to or from data spaces. Implementation done for tiled and full frame compositor. Reviewed By: Blendify, jbakker Differential Revision: https://developer.blender.org/D12481
2022-01-04Cleanup: Remove bNodeType flag from base registration functionsAaron Carlisle
This flag is only used a few small cases, so instead of setting the flag for every node only set the required flag for the nodes that require it. Mostly the flag is used to set `ntype.flag = NODE_PREVIEW` For nodes that should have previews by default which is only some compositor nodes and some texture nodes. The frame node also sets the `NODE_BACKGROUND` flag. All other nodes were setting a flag of 0 which has no purpose. Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D13699
2021-12-29Fix (unreported): missing relations update after adding scene time nodeJacques Lucke
This just moves the relations update to a lower level function that is used by other functions. Eventually, the special case for this node should be generalized.
2021-12-29Geometry Nodes: Accumulate Fields NodeJohnny Matthews
This function node creates a running total of a given Vector, Float, or Int field. Inputs: - Value: The field to be accumulated - Group Index: The values of this input are used to aggregate the input into separate 'bins', creating multiple accumulations. Outputs: - Leading and Trailing: Returns the running totals starting at either the first value of each accumulations or 0 respectively. - Total: Returns the total accumulation at all positions of the field. There's currently plenty of duplicate work happening when multiple outputs are used that could be optimized by a future refactor to field inputs. Differential Revision: https://developer.blender.org/D12743