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2022-01-25Cleanup: Remove unused variableHans Goudey
Mistake in a18bd403bf3edb495ee05
2022-01-25Nodes: Improve link-drag search support for boolean math nodeHans Goudey
List the operations in the search instead of the "Boolean" socket names.
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
2022-01-14Nodes: Support link-drag search with compare node outputsHans Goudey
The search list only displayed the "Result" output socket in this case, which is unexpected since dragging from an input gives the operations in the list as well. Also use integer mode when connecting to boolean sockets.
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 @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
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
2022-01-10Cleanup: redundent semicolons after function bracesAaron Carlisle
2022-01-06Cleanup: remove unnecessary slashes and quotes from paths in CMakeCampbell Barton
2022-01-04Fix: Link drag search error with random value node from color socketHans Goudey
Dragging from a color socket would hit an assert in a debug build. The node does not have a color mode currently, so use the vector mode instead when connecting to a color socket.
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
2021-12-31Nodes: Add Compare node operations to link drag search menuCharlie Jolly
Exposes compare operations via rna emums. This uses the rna enum to build the search list using named operations linked to socket A. This also weights the Math Node comparison operations lower for geometry node trees. Differential Revision: https://developer.blender.org/D13695
2021-12-28Nodes: Enable unity build for function nodesAaron Carlisle
Unity build saves 5 seconds off the total build time when compiling `bf_nodes_function`. Total build times went from 25s to 20s (20% reduction), tested with ninja on linux running i5 8250U.
2021-12-28Nodes: Add bf_nodes_function moduleAaron Carlisle
In the future this will be used to support unity builds for function nodes Differential Revision: https://developer.blender.org/D13682
2021-12-28Nodes: Declare function nodes in individual file namespaceAaron Carlisle
To be used in the future to support unity builds
2021-12-25Cleanup: use new c++ guarded allocator API in nodesAaron Carlisle
Also simplify the allocation name to `__func__` Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D13665
2021-12-16Fix: Compare node missing from link drag searchHans Goudey
This was missing from rB11be151d58ec0ca955f. It uses the same approach as the quadrilateral node.
2021-12-15Node Editor: Link Drag Search MenuHans Goudey
This commit adds a search menu when links are dragged above empty space. When releasing the drag, a menu displays all compatible sockets with the source link. The "main" sockets (usually the first) are weighted above other sockets in the search, so they appear first when you type the name of the node. A few special operators for creating a reroute or a group input node are also added to the search. Translation is started after choosing a node so it can be placed quickly, since users would likely adjust the position after anyway. A small "+" is displayed next to the cursor to give a hint about this. Further improvements are possible after this first iteration: - Support custom node trees. - Better drawing of items in the search menu. - Potential tweaks to filtering of items, depending on user feedback. Thanks to Juanfran Matheu for developing an initial patch. Differential Revision: https://developer.blender.org/D8286
2021-12-11Cleanup: Use const argumentsHans Goudey
Also remove unnecessary function to set a node type's label function that duplicated its definition, and make another function static.
2021-12-10Fix T93591: Random Value node first and last value proportionMoritz Röhrich
This patch replaces `round_fl_to_int` with `floor` and adjusts the maximum value accordingly. The call to `round_fl_to_int` is problematic here because it messes with the probability distribution at the edges of the value range, meaning the first and last values were only half as common as all other values. Since `round_fl_to_int` does `floor(val + 0.5)`, it will not introduce misbehavior in edge cases. Differential Revision: https://developer.blender.org/D13474
2021-12-07Cleanup: Add macro and functions for node storageHans Goudey
The `node_storage` functions to retrieve const and mutable structs from a node are generated by a short macro that can be placed at the top of each relevant file. I use this in D8286 to make code snippets in the socket declarations much shorter, but I thought it would be good to use it consistently everywhere else too. The functions are also useful to avoid copy and paste errors, like the one corrected in the cylinder node in this commit. Differential Revision: https://developer.blender.org/D13491
2021-12-02Fix: Add tooltip translation marker to disabled hintsHans Goudey
This was overlooked, as it seems there's no way for these strings to be translated currently. Generally it's not that clear whether `N_` or `TIP_` should be used in this case, but `TIP_` seems more consistent. To avoid the cost of the translation lookup when the UI text isn't necessary, we could allow the disabled hint argument to be optional. Differential Revision: https://developer.blender.org/D13141
2021-12-01Geometry Nodes: Generalized Compare NodeJohnny Matthews
Replace compare floats node with a generalized compare node. The node allows for the comparison of float, int, string, color, and vector. The datatypes support the following operators: Float, Int: <, >, <=, >=, ==, != String: ==, != Color: ==, !=, lighter, darker (using rgb_to_grayscale value as the brightness value) Vector Supports 5 comparison modes for: ==, !=, <, >, <=, >= Average: The average of the components of the vectors are compared. Dot Product: The dot product of the vectors are compared. Direction: The angle between the vectors is compared to an angle Element-wise: The individual components of the vectors are compared. Length: The lengths of the vectors are compared. Differential Revision: https://developer.blender.org/D13228
2021-11-17Cleanup: use same function for updating internal links for all nodesJacques Lucke
Previously, node types had a callback that creates internal links. Pretty much all nodes used the same callback though. The exceptions are the reroute node (which probably shouldn't be mutable anyway) and some input/output nodes that are not mutable. Removing the callback helps with D13246, because it makes it easier to reason about which internal links are created and when they change. In the future, the internal links should be part of the node declaration.
2021-11-17Cleanup: change node socket availability in a single placeJacques Lucke
This cleans up part of the code that still set the flag manually. Also, this change helps with D13246 because it makes it easier to tag the node tree as changed when the availability of a socket changed.
2021-10-29Nodes: Add translation markers to new socket names and descriptionsHans Goudey
As part of the refactor to the node declaration builders, we had hoped to add a regular expression specifically for these socket names, but recent discussions have revealed that using the translation marker macros is the preferred solution. If the names and descriptions were exposed to RNA, these would not be necessary. However, that may be quite complicated, since sockets are all instances of the same RNA types. Differential Revision: https://developer.blender.org/D13033
2021-10-24Geometry Nodes: Rename node "String Substring"Erik Abrahamsson
This patch renames the node "String Substring" to "Slice String" to conform to the "verb first" naming convention. Default length is also changed to 10 to make it easier for users to understand what the node does. Reviewed By: HooglyBoogly Differential Revision: https://developer.blender.org/D12931
2021-10-22Cleanup: improve consistency between function node implementationsJacques Lucke
2021-10-22Geometry Nodes: add Boolean and Integer Input nodesDorian
These nodes just output a single value of their respective types, making it possible to control multiple inputs with the same value. Differential Revision: https://developer.blender.org/D12932
2021-10-19Geometry Nodes: Replace String nodeErik Abrahamsson
This commit adds a node that can be used to find and replace strings inside of the input string. One initial use case is to have an easier way to add line breaks to strings to the string to curves node. Differential Revision: https://developer.blender.org/D12721
2021-10-19Fix T91979: Don't mark string nodes as supporting fieldsErik Abrahamsson
Even though these nodes do support fields internally, there are no input string sockets that support fields currently, so removing the diamond sockets for now helps avoid confusion. Differential Revision: https://developer.blender.org/D12828
2021-10-16Geometry Nodes: Rotate Euler: Use "Local" instead of "Point"Jarrett Johnson
Since points aren't relevant in function nodes, replace all mentions of it with "local" to illustrate rotations done in local-space instead. Differential Revision: https://developer.blender.org/D12881
2021-10-14Geometry Nodes: Rename Nodes ID Names + Menu OrgJohnny Matthews
Re-alphabetize the main add menu. Rename Node ID Names: FloatCompare => CompareFloats AttributeCapture => CaptureAttribute Boolean => MeshBoolean CurveFill => FillCurve CurveFillet => FilletCurve CurveReverse => ReverseCurve CurveSample => SampleCurve CurveResmaple => ResampleCurve CurveSubdivide => SubdivideCurve CurveTrim => TrimCurve MaterialReplace => ReplaceMaterial MeshSubdivide => SubdivideMesh EdgeSplit => SplitEdges Differential Revision: https://developer.blender.org/D12865
2021-10-12Geometry Nodes: Add Color input nodeCharlie Jolly
Adds a color input node with picker. Differential Revision: https://developer.blender.org/D12793
2021-10-11Fix T92102: Issues with align euler to vector nodeJarrett Johnson
For fixed pivots, make sure the correct pivot axis is being used. Also add continues or invalid rotations. Differential Revision: https://developer.blender.org/D12824
2021-10-11Geometry Nodes: Rename 12 Nodes to be "Verb First"Johnny Matthews
Attribute Capture => Capture Attribute Curve Fill => Fill Curve Curve Fillet => Fillet Curve Curve Reverse => Reverse Curve Curve Sample => Sample Curve Curve Subdivide => Subdivide Curve Curve Trim => Trim Curve Material Assign => Assign Material Material Replace => Replace Material Mesh Subdivide => Subdivide Mesh Float Compare => Compare Float Boolean => Mesh Boolean Differential Revision: https://developer.blender.org/D12798 Task: https://developer.blender.org/T91682
2021-10-09Geometry Nodes: Align Euler to Vector NodeJarrett Johnson
This commit introduces the Align Euler to Vector function node which rotates to a body into a given direction. The node replaces the legacy "Align Rotation to Vector" node, which only worked on an attribute named `rotation` internally. The "Euler" in the name is meant to make it clearer that the rotation isn't interchangeable with a regular vector. Addresses T91374. Differential Revision: https://developer.blender.org/D12726
2021-10-03Geometry Nodes: Add Rotate Euler NodeJarrett Johnson
This commit introduces the Rotate Euler function node which modifies an input euler rotation. The node replaces the "Point Rotate" node. Addresses T91375. Differential Revision: https://developer.blender.org/D12531
2021-09-27Fix: wrong socket shape in Vector input nodeJacques Lucke
2021-09-24Geometry Nodes: Random Value NodeJohnny Matthews
This node replaces the deprecated Attribute Randomize node, populating a vector, float, integer or boolean field with random values. Vector, float, and integer have min/max settings, which are also field aware. The boolean type has a probability value for controlling what portion of the output should be true. All four types have a field seed input which is implicitly driven by the index, otherwise, all values would be the same "random" value. The Random Float node is now deprecated like other nodes, since it is redundant with this node. Differential Revision: https://developer.blender.org/D12603
2021-09-24Geometry Nodes: Special string characters nodeErik Abrahamsson
This patch adds a new node called "Special Characters" with two string outputs: "Line Break" and "Tab". This is necessary because the newline character cannot be easily typed with a keyboard, but is necessary for the string to curve node. Differential Revision: https://developer.blender.org/D12620
2021-09-23Geometry Nodes: Initial socket visualization for fields.Jacques Lucke
This implements the update logic for the vizualization of which sockets pass data or constants directly, and which pass functions. The socket shapes may still have to be updated. That should be done separately, because it might be a bit more involved, because socket shapes are currently linked to keyframe shapes. Currently the circle and diamond shapes are used with the following meanings: - Input Sockets: - Circle: Required to be a single value. - Diamond: This input supports fields. - Output Sockets: - Circle: This output is a single value. - Diamond: This output may be a field. Connecting a field to a circle input socket is an error, since a field cannot be converted to a single value. If the socket shape is a diamond with a dot in the middle, it means it is currently a single value, but could be a field. In addition to socket shapes, the intention is to draw node links differently based on the field status. However, the exact method for conveying that isn't decided yet. Differential Revision: https://developer.blender.org/D12584
2021-09-21Geometry Nodes: String manipulation nodesErik Abrahamsson
This patch adds four new nodes to a new "Text" category: - String Length: Outputs length of a string - String Substring: Outputs part of a string - Value to String: Converts a value to a string - String Join: Concatenates multiple strings with a delimiter The initial use case of these nodes is the upcoming string to curve node. However, they could also be used to calculate dynamic attribute names, or with string attributes in the future. Differential Revision: https://developer.blender.org/D12532
2021-09-03Cleanup: convert function nodes socket list to use new APIRajesh Advani
The new API was introduced in rB1e69a25043120cc8dddc3f58622eb50e1443def1. Differential Revision: https://developer.blender.org/D12380
2021-08-23Fix T88107: rename Convertor to Converter nodes to correct spellingJames Partsafas
Differential Revision: https://developer.blender.org/D11198
2021-08-20Functions: remove multi-function networkJacques Lucke
The multi-function network system was able to compose multiple multi-functions into a new one and to evaluate that efficiently. This functionality was heavily used by the particle nodes prototype a year ago. However, since then we only used multi-functions without the need to compose them in geometry nodes. The upcoming "fields" in geometry nodes will need a way to compose multi-functions again. Unfortunately, the code removed in this commit was not ideal for this different kind of function composition. I've been working on an alternative that will be added separately when it becomes needed. I've had to update all the function nodes, because their interface depended on the multi-function network data structure a bit. The actual multi-function implementations are still the same though.
2021-07-05Cleanup: Clang tidy, unused includeHans Goudey
Also a stupidly-included change I made when committing the patch.
2021-07-05Geometry Nodes: Add explicit Float to Int conversion nodeNikhil Shringarpurey
This patch adds a very simple node that explicitly converts a float to an int. While this may seem redundant, it would offer 2 benefits to the current requirement to use implicit float conversions: 1. It makes the node tree's intent more clear and self-documenting (especially if changes in the future require integer inputs). 2. It eliminates undefined behavior in current/future nodes from float inputs by guaranteeing that the input is an integer. The node offers a variety of rounding techniques to make it more flexible. Differential Revision: https://developer.blender.org/D11700