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panel
Renaming compositor node in search panel "View Switch" to "Switch View"
for better consistency.
Reviewed By: dfelinto
Differential Revision: https://developer.blender.org/D11717
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TBB includes in windows.h which will by
default define min/max macro's by default,
which collide with stl's min/mac functions.
this change instructs windows.h not to
add the offending macros
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Many ui features for geometry nodes need access to information generated
during evaluation:
* Node warnings.
* Attribute search.
* Viewer node.
* Socket inspection (not in master yet).
The way we logged the required information before had some disadvantages:
* Viewer node used a completely separate system from node warnings and
attribute search.
* Most of the context of logged information is lost when e.g. the same node
group is used multiple times.
* A global lock was needed every time something is logged.
This new implementation solves these problems:
* All four mentioned ui features use the same underlying logging system.
* All context information for logged values is kept intact.
* Every thread has its own local logger. The logged informatiton is combined
in the end.
Differential Revision: https://developer.blender.org/D11785
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Rename the mesh circle to "Mesh Circle", mesh line to "Mesh Line",
and mesh subdivide to "Mesh Subdivide". Previously they looked exactly
the same in the search menu, and the nodes themselves had the same
label. This is a "deep" rename that also renames internal defines and
function names to match the UI.
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This node is quite similar to the curve to points node, but creates
points for only the start and end of each spline. This is a separate
node because the sampling from the curve to points node don't apply,
and just for ease of use.
All attributes from the curves are copied, including the data for
instancing: tangents, normals, and the derived rotations. One simple
use case is to make round caps on curves by instancinghalves of a
sphere on each end of the splines.
Differential Revision: https://developer.blender.org/D11719
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The curve resample node neglected to copy attributes to single point
result splines. That could have caused errors if some of the splines
in the result had only one point but others had more.
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The menu lists all socket types that are valid for the node tree.
Changing a socket type updates all instances of the group and keeps
existing links to the socket.
If changing the socket type leads to incorrect node connections the
links are flagged as invalid (red) and ignored but not removed. This is
so users don't lose information and can then fix resulting issues.
For example: Changing a Color socket to a Shader socket can cause an
invalid Shader-to-Color connection.
Implementation details:
The new `NODE_OT_tree_socket_change_type` operator uses the generic
`rna_node_socket_type_itemf` function to list all eligible socket types.
It uses the tree type's `valid_socket_type` callback to test for valid
types. In addition it also checks the subtype, because multiple RNA
types are registered for the same base type. The `valid_socket_type`
callback has been modified slightly to accept full socket types instead
of just the base type enum, so that custom (python) socket types can be
used by this operator.
The `nodeModifySocketType` function is now called when group nodes
encounter a socket type mismatch, instead of replacing the socket
entirely. This ensures that links are kept to/from group nodes as well
as group input/output nodes. The `nodeModifySocketType` function now
also takes a full `bNodeSocketType` instead of just the base and subtype
enum (a shortcut `nodeModifySocketTypeStatic` exists for when only
static types are used).
Differential Revision: https://developer.blender.org/D10912
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The line starts at the origin and ends at (0,0,1m), just like the mesh node.
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This node creates a poly spline line in one of 2 modes:
- Line between two points
- Start Point, Direction, and Length
Both modes create splines with only start and endpoints.
A resample node can be used afterward to increase the point count.
Differential Revision: https://developer.blender.org/D11769
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Also a stupidly-included change I made when committing the patch.
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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
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This adds a viewer node similar to the one in the compositor.
The icon in the headers of nodes is removed because it served
the same purpose and is not necessary anymore.
Node outputs can be connected to the active viewer using
ctrl+shift+LMB, just like in the compositor. Right now this collides
with the shortcut used in the node wrangler addon, which will
be changed separately.
As of now, the viewed geometry is only visible in the spreadsheet.
Viewport visualization will be added separately.
There are a couple of benefits of using a viewer node compared
to the old approach with the icon in the node header:
* Better support for nodes that have more than one geometry output.
* It's more consistent with the compositor.
* If attributes become decoupled from geometry in the future,
the viewer can have a separate input for the attribute to visualize.
* The viewer node could potentially have visualization settings.
* Allows to keep "visualization points" around by having multiple
viewer nodes.
* Less visual clutter in node headers.
Differential Revision: https://developer.blender.org/D11470
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Also use doxy style function reference `#` prefix chars when
referencing identifiers.
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A point of confusion about this node is that it doesn't work on the
output of the mesh circle primitive node. This patch adds a warning to
help with that. This avoids adding a warning when the geometry set
input has no mesh.
Differential Revision: https://developer.blender.org/D11771
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As noted in a comment now, these functions only update a cache, so they
don't change the logical state of the mesh, which is "it will have the
data when necessary." Using a const argument will help const correctness
when accessing an object's evaluated mesh.
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This node has two modes: the first mode computes a circle from three
locations and a resolution. The second takes radius and resolution.
The first mode also outputs the center of the computed circle as
a vector.
Differential Revision: https://developer.blender.org/D11650
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Creates a Curve with 1 Bezier Spline from four positions (start,
start handle, end handle, end) and a resolution. The handles are
aligned and mirrored automatically. An "Offset" mode is also included
to allow specifying the handles relative to the control points.
The default settings recreate the existing default Bezier Curve in the
3D viewport add menu.
Differential Revision: https://developer.blender.org/D11648
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This patch is for a node that creates a poly spline from a
3 point quadratic Bezier. Resolution is also specified.
Curve primitives design task: T89220
Differential Revision: https://developer.blender.org/D11649
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This node creates a curve spline and gives control for the number of
rotations, the number of points per rotation, start and end radius,
height, and direction. The "Reverse" input produces a visual change,
it doesn't just change the order of the control points.
Differential Revision: https://developer.blender.org/D11609
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This patch adds a Curve Primitives menu in Geometry nodes with an
initial entry of a star primitive.
The node is a basic star pattern node that outputs a poly spline.
Options control the inner and outer radius, the number of points,
and the twist of the valleys.
Differential Revision: https://developer.blender.org/D11653
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* 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.
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It turns out you have to add the UV custom data layer manually before
calling the BMesh primitive operators, even if you pass `calc_uvs=true`.
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Make the virtual functions protected and simpler, so that the logic is
better contained in the base class's implementation. Also introduce a
`copy_without_attributes` method to be used for realizing instances.
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`src` and `dst` are perfectly clear, and avoid repeating unecessary
characters when writing the variables many times, allowing more space
for everything else.
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This commit optimizes the node for the case where it works on many
splines by allowing it to generate mesh data from their combinations
in parallel. By itself, this made the node around twice as fast in my
test file with a result of 20 million vertices, around 600ms instead of
1.2s before.
That isn't actually a very good result; it reveals another bottleneck,
a single threaded loop over all face corners in the mesh normal
calculation code. As a simple change that might improve performance
in some situations, this commit moves normal calculation out of this
node, so at least the work isn't wasted if the mesh is changed later
on in the node tree anyway.
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Differential Revision: https://developer.blender.org/D11658
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The names were slightly longer than they needed to be clear,
and when they are shorter they tend to fit on one line better.
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Optimize the node for the case of many splines. In a test file with
14000 splines, the node is 3x faster (72ms to 24ms) on an 8 core CPU.
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The //Raycast// node intersects rays from one geometry onto another.
It computes hit points on the target mesh and returns normals, distances
and any surface attribute specified by the user.
A ray starts on each point of the input //Geometry//. Rays continue
in the //Ray Direction// until they either hit the //Target Geometry//
or reach the //Ray Length// limit. If the target is hit, the value of the
//Is Hit// attribute in the output mesh will be true. //Hit Position//,
//Hit Normal//, //Hit Distance// and //Hit Index// are the properties of the
target mesh at the intersection point. In addition, a //Target Attribute//
can be specified that is interpolated at the hit point and the result
stored in //Hit Attribute//.
Docs: D11620
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D11619
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This node creates splines with more control points in between the
existing control points. The point is to give the splines more
definition for further tweaking like randomization with white noise,
instead of deforming a resampled poly spline with a noise texture.
For poly splines and NURBS, the node simply interpolates new values
between the existing control points. However, for Bezier splines,
the result follows the existing evaluated shape of the curve, changing
the handle positions and handle types to make that possible.
The number of "cuts" can be controlled by an integer input, or an
attribute can be used. Both spline and point domain attributes are
supported, so the number of cuts can vary using the value from the
point at the start of each segment.
Dynamic curve attributes are interpolated to the result with linear
interpolation.
Differential Revision: https://developer.blender.org/D11421
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- 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.
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This namespace groups threading related functions/classes. This avoids
adding more threading related stuff to the blender namespace. Also it
makes naming a bit easier, e.g. the c++ version of BLI_task_isolate could
become blender::threading::isolate_task or something similar.
Differential Revision: https://developer.blender.org/D11624
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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
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Just like the way we often have a choice between an attribute input and
a single float, this adds the ability to choose between attribute and
integer input sockets, useful for D11421.
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This commit lets the join geometry node transfer dynamic attributes
to the result, the same way that point cloud and mesh attributes are
joined. The implementation is different though, because of an
optimization implemented for curves to avoid copying splines.
The result attribute is added with the highest priority domain (points
over splines), and the highest complexity data type. If one curve had
the attribute on the spline domain but not others, the point domain
values will be used.
Generally this is a bit lower level than I would have liked this code
to be, but should be efficient, and it's really not too complicated.
Differential Revision: https://developer.blender.org/D11491
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Each spline can be handled separately here. This gives approximately a
2x speedup on my 8 core processor on an input of 80000 2 point splines.
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Instead of building a set and then determining the final domain and
type for every attribute separately in the loop, construct a map with
the necessary data in the first place. This is simpler and should be
slightly more efficient.
Split from D11491
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