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2021-04-09Geometry Nodes: quiet warning when using object info nodeJacques Lucke
Some object types don't have a geometry component in the depsgraph. Before, there always was a warning printed when such an object was used in the object info node (e.g. to get its location).
2021-04-09Fix: Missing GeometryNodeCustomGroupRay Molenkamp
This is a minor change to add some plumbing code to support custom geo nodes. This is working the same way as the custom cycles and compositor nodes. An example add-in is attached to D10784 Reviewed By: JacquesLucke Differential Revision: http://developer.blender.org/D10784
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
2021-04-08Cleanup: Use const arguments for volume codeHans Goudey
The problem was that you could getting write access to a grid from a `const Volume *` without breaking const correctness. I encountered this when working on support for volumes in the bounding box node. For geometry nodes there is an important distinction between getting data "for read" and "for write", with the former returning a `const` version of the data. Also, for volumes it was necessary to cast away const, since all of the relevant functions in `volume.cc` didn't have const versions. This patch adds `const` in these places, distinguising between "for read" and "for write" versions of functions where necessary. The downside is that loading and unloading in the global volume cache needs const write-access to some member variables. I see that as an inherent problem that comes up with caching that never has a beautiful solution anyway. Some of the const-ness could probably be propogated futher in EEVEE code, but I'll leave that out, since there is another level of caching. Differential Revision: https://developer.blender.org/D10916
2021-04-08Spreadsheet: support showing data of specific nodeJacques Lucke
Previously, the spreadsheet editor could only show data of the original and of the final evaluated object. Now it is possible to show the data at some intermediate stages too. For that the mode has to be set to "Node" in the spreadsheet editor. Furthermore, the preview of a specific node has to be activated by clicking the new icon in the header of geometry nodes. The exact ui of this feature might be refined in upcoming commits. It is already very useful for debugging node groups in it's current state though. Differential Revision: https://developer.blender.org/D10875
2021-04-08Fix T81707: Spline IK Joints "Floating" above curveSebastian Parborg
The issue was that where_on_path uses a resampled curve to get the data from the curve. This leads to disconnects between the curve the user sees and the evaluated location data. To fix this we simply use the actual curve data the user can see. The older code needed a cleanup either way as there were hacks in other parts of the code trying to work around some brokenness. This is now fixed and we no longer need to clamp the evaluation range to 0-1 or make helper functions to make it do what we actually want. Reviewed By: Campbell, Sybren Differential Revision: http://developer.blender.org/D10898
2021-04-02Cleanup: Remove unecessary C API for direct mesh booleanHans Goudey
The main goal here is to remove the need for a C API to the code in `mesh_boolean_convert.cc`. This is achieved by moving `MOD_boolean.c` to C++ and making the necessary changes for it to compile. On top of that there are some other slight simplifications possible to the direct mesh boolean code: it doesn't need to copy the material remaps, and the modifier code can use some other C++ types directly.
2021-04-02Cleanup: Remove unused code in boolean modifierHans Goudey
The old path that didn't skip the conversion to and from BMesh for the exact solver was not yet removed from this file. At this point no problems have came up in the new implementation, so it's safe to remove it.
2021-04-01Geometry Nodes: Improve speed of boolean node, use multi-input socketHans Goudey
This commit improves the performance of the node by up to 40% in some cases when there are only two input meshes, mainly by skipping the conversion to and from BMesh. When there are more than two input meshes (note the distinction from "Geometries", a geometry set can have many mesh instances), the performance is actually worse, since boolean currently always does self intersection in that case. Theoretically this could be improved in the boolean code, or another option is automatically realizing instances for each input geometry set. Another improvement is using multi-input sockets for the inputs, which removes the need to have a separate boolean node for every operation, which can hopefully simplify some node trees. The changes necessary for transforms in `mesh_boolean_convert.cc` are somewhat subtle; they come from the fact that the collecting the geometry set instances already gives transforms in the local space of the modifier object. There is also a very small amount of cleanup to those lines, using `float4x4::identity()`. This commit also fixes T87078, where overlapping difference meshes makes the operation not work, though I haven't investigated why. Differential Revision: https://developer.blender.org/D10599
2021-04-01BLI: rename resource collector to resource scopeJacques Lucke
Differential Revision: https://developer.blender.org/D10857
2021-04-01Geometry Nodes: add socket value logging capabilityJacques Lucke
The node tree evaluator now calls a callback for every used socket with its corresponding value(s). Right now the callback does nothing. However, we can use it to collect attribute name hints, socket values for debugging or data that will be displayed in the spreadsheet. The main difficulty here was to also call the callback for sockets in nodes that are not directly executed (such as group nodes, muted nodes and reroutes). No functional changes are expected.
2021-03-31Fix T87087: attributes were removed automatically even though they are still ↵Jacques Lucke
needed The geometry nodes modifier did not specify that it needs all custom data layers. Therefore the modifier evaluation code tagged some layers so that they will not be copied later on by calling `mesh_set_only_copy` in `mesh_calc_modifiers`.
2021-03-31Fix T86879 Boolean exact crash with dependency loop.Howard Trickey
When boolean's Object also has a modifier that depends back on the target Object, a crash occurred. In a case like this, BKE_modifier_get_evaluated_mesh_from_evaluated_object returns NULL, so just have to protect against that case.
2021-03-30Geometry Nodes: support multiple group input nodesJacques Lucke
Previously this was only supported within nested node groups. Now it is also supported for the root node group that is referenced by the modifier.
2021-03-30Fix simple solidify wrong custom data on large ngonsHenrik Dick
Fixes an unreported issue that vertex data on large ngons (>255) is messed up due to type conversion to char and back to int. Ref D10734
2021-03-29Fix T86876: cannot modify float properties of geometry nodes modifier from ↵Jacques Lucke
Python Previously, the code expected the id property to have the `IDP_FLOAT` type. However, when assigning a Python float (which is a double internally) to an id property, it would change the type to `IDP_DOUBLE`. The fix is to allow both types in the geometry nodes modifier.
2021-03-29Fix T86966: crash when rendering with geometry nodesJacques Lucke
UI hints should only be modified when the depsgraph is active. Otherwise two threads evaluating the same object in different depsgraphs can conflict with each other.
2021-03-24Cleanup: remove stdio.h header from MEM_guardedalloc.hCampbell Barton
This was included for `FILE *` which isn't used in the header. Ref D10799
2021-03-21Cleanup: use static local variablesCampbell Barton
2021-03-20Geometry Nodes: fix crash when inserting certain invalid linksJacques Lucke
For example, it would crash when connecting a float to a geometry socket, under some circumstances.
2021-03-19Nodes: provide access to type specific data through node tree refJacques Lucke
2021-03-18Cleanup: spellingCampbell Barton
2021-03-17Geometry Nodes: store domain and data type in attribute hintsJacques Lucke
The information is not exposed in the attribute search yet.
2021-03-15Nodes: multi-input support for Attribute Remove nodeFabian Schempp
This patch adds multi-input support to the Attribute Remove node. Reviewed By: Hans Goudey Differential Revision: https://developer.blender.org/D10698
2021-03-14Fix T86427 Exact solver does not apply target material.Howard Trickey
I had done some experiments to see what Fast boolean did for material mapping and thought it just used the same slot in the target as the slot in the source. The truth is more complicated: if the target material exists in any slot of the destination, we need to remap to whatever slot has the matching material. I fixed Exact Boolean to do this. Since the materials may be in the object, this means that BKE_mesh_boolean had to get another argument, the remapping arrays. I will note that the current behavior of Fast, and now Exact, is not ideal. Ideally, if the source material does not exist in the target, a new material slot should be created in the target and the source material copied there (and incrementing the material's reference count). Maybe a future project, but for now, I want the behavior of Exact to match that of Fast.
2021-03-12Cleanup: break out of loop earlyCampbell Barton
2021-03-11Cleanup: spellingCampbell Barton
2021-03-10Geometry Nodes: handle same socket being linked to input more than once betterJacques Lucke
Note, this does not allow users to connect the same socket more than once to a multi-input-socket in the UI. However, the situation could still happen when using node muting.
2021-03-09Cleanup: Do not pass stack allocated string to MEM_callocNHans Goudey
2021-03-09Fix: unconnected multi socket input crashesJacques Lucke
The crash would only happen when the output of the Join Geometry node is used.
2021-03-09UI: Clean up sub-panel for new boolean modifier optionsHans Goudey
A few changes to make this consistent with other modifier panels: - Title case for UI labels - Use property split (and therefore decorators) - Declare sublayout variables after getting modifier info
2021-03-08UI: UVProject modifier: clarify aspect & scale are only for cameraPhilipp Oeser
projectors Make this clear in property UI descriptions and deactivate aspect & scale fields if no camera projectors are present. ref T86268 Maniphest Tasks: T86268 Differential Revision: https://developer.blender.org/D10634
2021-03-08Cleanup: add use prefix for booleanCampbell Barton
2021-03-08Speedup for usual non-manifold exact boolean case.Howard Trickey
The commit rB6f63417b500d that made exact boolean work on meshes with holes (like Suzanne) unfortunately dramatically slowed things down on other non-manifold meshes that don't have holes and didn't need the per-triangle insideness test. This adds a hole_tolerant parameter, false by default, that the user can enable to get good results on non-manifold meshes with holes. Using false for this parameter speeds up the time from 90 seconds to 10 seconds on an example with 1.2M triangles.
2021-03-07Cleanup: compiler warningsJacques Lucke
2021-03-07BLI: make it harder to forget to destruct a valueJacques Lucke
Instead of returning a raw pointer, `LinearAllocator.construct(...)` now returns a `destruct_ptr`, which is similar to `unique_ptr`, but does not deallocate the memory and only calls the destructor instead.
2021-03-06Nodes: refactor derived node treeJacques Lucke
This is a complete rewrite of the derived node tree data structure. It is a much thinner abstraction about `NodeTreeRef` than before. This gives the user of the derived node tree more control and allows for greater introspection capabilities (e.g. before muted nodes were completely abstracted away; this was convenient, but came with limitations). Another nice benefit of the new structure is that it is much cheaper to build, because it does not inline all nodes and sockets in nested node groups. Differential Revision: https://developer.blender.org/D10620
2021-03-05Cleanup: spellingCampbell Barton
2021-03-04Fix T59376: UV project modifier not working after modifiers that dont ↵Philipp Oeser
provide a UVMap This was reported for remesh and skin modifiers. These dont preserve UV layers (and probably cannot in a reasonable way), so instead let the UV Project modifier create a new (equally named) UV layer (as was suggested by @brecht in T59376). Maniphest Tasks: T59376 Differential Revision: https://developer.blender.org/D10617
2021-03-02Geometry Nodes: show "Show Texture in texture tab" buttonPhilipp Oeser
This enables the quick access button [to show the relevant Texture in the Properties Editor] for textures used in geometry nodes. This goes in line to what we do for other textures: - modifier textures have this button - particle textures have this button - brush textures will soon have it, too (see D9813) When outside of the Properties Editor, the button will always show (if a texture is actually assigned), but will be inactive if no suiting Properties Editor to show the texture in can be found. Note this also changes the behavior to not show the button if _no_ texture is assigned (as in: we are still showing the "New" button). Previously it was always there (e.g. for modifier textures), even if it would take us to an empty texture tab. (Sure, we could add a texture there then, but imho it makes more sense to just start showing it once a texture is already there) For this to work with geometry nodes, the following chages were done: - implement foreachTexLink for geonode modifiers - new buttons_texture_user_node_property_add() that stores prop as well as node - also use NODE_ACTIVE_TEXTURE flag in geometry nodetrees notes: - this still uses the first suiting (as in: pinning does not interfere) Properties Editor it finds, this should (maybe?) find the _closest_ Property Editor instead (see related feedback in D9813). - this will already show the button for brush textures as well (disabled), but there is another mandatory change in an upcomming commit to make it work there as well (see D9813) ref. T85278 Maniphest Tasks: T85278 Differential Revision: https://developer.blender.org/D10293
2021-02-24Geometry Nodes: store available attribute names in node ui storageJacques Lucke
This information will be used by the attribute search in string sockets. Ref T85657. Differential Revision: https://developer.blender.org/D10462
2021-02-22Fix: Geometry nodes not depending on instanced collections properlySebastian Parborg
Geometry nodes were not adding referenced instanced collections as dependencies to depsgraph. This would lead to meshes and data not being ready on evaluation in certain cases.
2021-02-22Change Exact Boolean modifier to skip round trip through BMesh.Howard Trickey
The Exact modifier code had been written to avoid using BMesh but in the initial release the modifier still converted all Meshes to BMeshes, and then after running the boolean code on the BMeshes, converted the result back to a Mesh. This change skips that. Most of the work here is in getting the Custom Data layers right. The approach taken is to merge default layers from all operand meshes into the final result, and then use the original verts, edges, polys, and loops to copy or interpolate the appropriate custom data layers from all operands into the result.
2021-02-17BLI: add BLI_simd.h header to wrap SSE includesBrecht Van Lommel
In preparation of adding Neon support. Ref D8237, T78710
2021-02-17Geometry Nodes: Node error messagesHans Goudey
This patch adds icons to the right side of nodes when they encounter a a problem. When hovered, a tooltip displays describing the encountered while evaluating the node. Some examples are: attribute doesn't exist, mesh has no faces, incorrect attribute type, etc. Exposing more messages to the system will be an ongoing process. Multiple warnings per node are supported. The system is implemented somewhat generically so that the basic structure can also be used to store more information from evaluation for the interface, like a list of available attributes. Currently the messages are just button tooltips. They could be styled differently in the future. Another limitation is that every instance of a node group in a parent node tree will have the same error messages, the "evaluation context" used to decide when to display the tooltips must be extended to support node tree paths. Differential Revision: https://developer.blender.org/D10290
2021-02-16Cleanup: Used derived node in geometry exec paramsHans Goudey
Since the derived node tree is already build for the evaluation system, it's simpler to pass a derived node to the params struct. This will also allow context lookups in nested node groups for node error messages, since the derived node has that information readily accessible.
2021-02-12Geometry Nodes: Add dependency relation for collection objectsHans Goudey
Currently moving or changing an object references in a node modifier's node group does not trigger re-evaluation. Because there is no collection relation in the dependency graph, we must add the relation to all objects in the collection individually.
2021-02-06UI: Fix Typos in Comments and Docsluzpaz
Approximately 91 spelling corrections, almost all in comments. Differential Revision: https://developer.blender.org/D10288 Reviewed by Harley Acheson
2021-02-05Geometry Nodes: add Volume to Mesh nodeJacques Lucke
This node takes a volume and generates a mesh on it's "surface". The surface is defined by a threshold value. Currently, the node only works on volumes generated by the Points to Volume node. This limitation will be resolved soonish. Ref T84605. Differential Revision: https://developer.blender.org/D10243
2021-02-05Cleanup: correct spelling in commentsCampbell Barton