Ref: T82651
Normally people use "Combine XYZ" to input a vector, but it is more
interesting to have an explicit vector input.
So this is basically "Combine XYZ" without any input sockets, the values
are stored in the node itself.
Differential Revision: https://developer.blender.org/D9885
During the development of the new nodes in the `geometry-nodes` branch
the color of the new nodes wasn't considered, so all of the nodes ended
up red, the color for "input" nodes. This patch introduces two new
colors, one for "Geometry" and one for "Attributes". There are only two
attribute nodes currently, but the next sprint will add two more,
attribute mix, and sample from texture. The attribute nodes are
conceptually different enough from the nodes that modify the geometry
that they deserve their own color.
Differential Revision: https://developer.blender.org/D9682
The handling of muted nodes is handled at the derived node tree
level now. This is also where expanding node groups is handled.
Muted nodes are relinked and removed from the derived tree
during construction. The geometry node evaluation code does
not have to know about muted nodes this way.
This is the initial merge from the geometry-nodes branch.
Nodes:
* Attribute Math
* Boolean
* Edge Split
* Float Compare
* Object Info
* Point Distribute
* Point Instance
* Random Attribute
* Random Float
* Subdivision Surface
* Transform
* Triangulate
It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier.
Notes on the Generic attribute access API
The API adds an indirection for attribute access. That has the following benefits:
* Most code does not have to care about how an attribute is stored internally.
This is mainly necessary, because we have to deal with "legacy" attributes
such as vertex weights and attributes that are embedded into other structs
such as vertex positions.
* When reading from an attribute, we generally don't care what domain the
attribute is stored on. So we want to abstract away the interpolation that
that adapts attributes from one domain to another domain (this is not
actually implemented yet).
Other possible improvements for later iterations include:
* Actually implement interpolation between domains.
* Don't use inheritance for the different attribute types. A single class for read
access and one for write access might be enough, because we know all the ways
in which attributes are stored internally. We don't want more different internal
structures in the future. On the contrary, ideally we can consolidate the different
storage formats in the future to reduce the need for this indirection.
* Remove the need for heap allocations when creating attribute accessors.
It includes commits from:
* Dalai Felinto
* Hans Goudey
* Jacques Lucke
* Léo Depoix
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
The hardcoded age limit is now gone. The behavior can be implemented
with an Age Reached Event and Kill Particle node. Other utility nodes
to handle age limits of particles can be added later. Adding an
Age Limit attribute to particles on birth will be useful for some effects,
e.g. when you want to control the color or size of a particle over its
life time.
The Random Float node takes a seed currently. Different nodes will
produce different values even with the same seed. However, the same
node will generate the same random number for the same seed every
time. The "Hash" of a particle can be used as seed. Later, we'd want
to have more modes in the node to make it more user friendly.
Modes could be: Per Particle, Per Time, Per Particle Per Time,
Per Node Instance, ...
Also a Random Vector node will be useful, as it currently has to be
build using three Random Float nodes.
Object sockets work now, but only the new Object Transforms and the
Particle Mesh Emitter node use it. The emitter does not actually
use the mesh surface yet. Instead, new particles are just emitted around
the origin of the object.
Internally, handles to object data blocks are passed around in the network,
instead of raw object pointers. Using handles has a couple of benefits:
* The caller of the function has control over which handles can be resolved
and therefore limit access to specific data. The set of data blocks that
is accessed by a node tree should be known statically. This is necessary
for a proper integration with the dependency graph.
* When the pointer to an object changes (e.g. after restarting Blender),
all handles are still valid.
* When an object is deleted, the handle is invalidated without causing crashes.
* The handle is just an integer that can be stored per particle and can be cached easily.
The mapping between handles and their corresponding data blocks is
stored in the Simulation data block.
This also introduces the `blender::nodes` namespace. Eventually,
we want to move most/all of the node implementation files into
this namespace.
The reason for this file-move is that the code fits much better
into the `nodes` directory than in the `blenkernel` directory.
This adds new callbacks to `bNodeSocketType` and `bNodeType`.
Those are used to generate a multi-function network from a node
tree. Later, this network is evaluated on e.g. particle data.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D8169