Previously I thought I fixed this by reversing the face corner indices
in quads created by the curve to mesh node. But then we fixed a problem
with the transforms used in that node by inverting one of their
components, so the required direction also reversed. This commit
reverts rBcf28398471c84 and reverses the default direction of the
quadrilateral primitive so it's the same as the others.
Tests will be updated.
The new API introduced in rB1e69a25043120c provides a shorted, more
flexibly way to declare node socket inputs and outputs. This commit
updates all geometry nodes to use the `NodeSocketBuilder` API, except
the four nodes that need `SOCK_HIDE_VALUE` or `SOCK_MULTI_INPUT`.
Differential Revisions: D12377, D12376, D12374, D12373, D12372
Previously, built-in nodes had to implement "socket templates"
(`bNodeSocketTemplate`) to tell Blender which sockets they have.
It was nice that this was declarative, but this approach was way
too rigid and was cumbersome to use in many cases.
This commit starts to move us away from this rigid structure
by letting nodes implement a function that declares the sockets
the node has. Right now this is used as a direct replacement
of the "socket template" approach to keep the refactor smaller.
It's just a bit easier to read and write.
In the future we want to support more complex features like
dynamic numbers of sockets and type inferencing. Those features
will be easier to build on this new approach.
This new approach can live side by side with `bNodeSocketTemplate`
for a while. That makes it easier to update nodes one by one.
Note: In `bNodeSocketTemplate` socket identifiers were made
unique automatically. In this new approach, one has to specify
unique identifiers manually (unless the name is unique already).
Differential Revision: https://developer.blender.org/D12335
This node takes a curve geometry input and creates a filled mesh at Z=0
using a constrained Delaunay triangulation algorithm. Because of the
choice of algorithm, the results should be higher quality than the
filling for 2D curve objects.
This commit adds an initial fairly simple version of the node, but more
features may be added in the future, like transferring attributes when
necessary, or an index attribute input to break up the calculations
into smaller chunks to improve performance.
Differential Revision: https://developer.blender.org/D11846
This mesh primitive enhances the Cube mesh primitive and allows the
creation of a cuboid with a configurable size and number of vertices
in all 3 directions. The Cube primitive is now similar to the Grid
primitive except that it works in 3 dimensions.
Previously it was possible to create a cube and scale it arbitrarily
along each axis. You could also subdivide the mesh, but the number of
subdivisions was equal along all axes. This meant that making the basic
frame for something like modular buildings wasn't trivial.
Inspired by tutorials and files for modular building creation.
The cuboid is created as a `Mesh` so that large meshes with millions of
faces are created quickly. Though edge calculation could be faster if
implemented here, edges are calculated using `BKE_mesh_calc_edges`
to reduce complexity, and in hopes that they may be calculated lazily
for `Mesh` in the future like vertex normals.
See the differential revision for more information.
Differential Revision: https://developer.blender.org/D11810
This commit allows setting the number of vertices in either direction
to 1, so that the primitive grid node will create a line instead of a
grid. To avoid confusion the soft limits of the input sockets are not
changed, so this is purely an increase in flexibility for when it is
helpful.
Differential Revision: https://developer.blender.org/D11772
The outer edges created om the circle mesh primitive node
weren't marked with the flags that makes them show in wireframe
mode.
Differential Revision: https://developer.blender.org/D12152
Before, distances from each component were handled in the same loop,
making it more complicated to add support for more component types
in the future (and probably hurting performance by dealing with two
BVH trees at the same time, though I didn't test that).
Now each component is handled in a separate function, so that adding
support for another component type is much simpler.
Instead of passing separate booleans for whether to store the locations
and distances, check if the spans are empty. And instead of passing a
separate boolean for whether there is valid tree data, pass a pointer
to the data.
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.
Replaces the boolean option with enum menus for consistency
with the subdivision modifier (rB66151b5de3ff,rB3d3b6d94e6e).
Adds all UV interpolation options.
Original patch by Eitan. Updated by Himanshi Kalra <calra>.
{F9883204}
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D10417
ID data-blocks that could be accessed from Python and weren't freed
using BKE_id_free_ex did not release the Python reference count.
Add BKE_libblock_free_data_py function to clear the Python reference
in this case.
Add asserts to ensure no Python reference is held in situations
when ID's are copied for internal use (not exposed through the RNA API),
to ensure these kinds of leaks don't go by unnoticed again.
This makes texture sockets have a label by default. This can be changed
by adding the SOCK_HIDE_LABEL flag to the socket. With this change the
switch node now shows the labels "True" and "False" like for the other
types of sockets.
Just like the "Select by Material" node, this node outputs a
boolean attribute for control points that have a matching handle
type. By default left and right handles are considered, but it's
possible to only check one side with the toggle in the node.
Differential Revision: https://developer.blender.org/D12135
Some mesh primitives created using geometry nodes use loops to create
vertices and accumulates positions/angles in FP variables. This allows
rounding errors to accumulate and can introduce significant errors.
To minimize changes from original implementation, variables allowing
errors to accumulate are replaced by: delta * index. Affected Mesh
Primitives nodes are Line, Grid, Cylinder, Circle, Cone, and UV-Sphere.
Differential Revision: https://developer.blender.org/D12136
Add warning(info) to nodes that don't work when an input value is
out of range. For example, the grid node doesn't work with Vertices X
or Verices Y less than 2.
These are purposefully added as "Info" warnings, because they don't
show in the modifier and they aren't printed to the terminal.
Differential Revision: https://developer.blender.org/D11923
This node sets the selected (or all) splines in curve to a chosen target
spline type. Poly, Bezier, and NURB splines can be converted to any of
the other types. This is meant to be a building block node, useful in
many procedural situations.
In the future the node could be optimized with multi-threading, or by
avoiding copying in many cases, either by retrieving the curve for write
access or by passing the raw vectors to the new splines where possible.
With edits from Hans Goudey (@HooglyBoogly)
Differential Revision: https://developer.blender.org/D12013
Because mesh vertex and face normals are just derived data, they can
be calculated lazily instead of eagerly. Often normal calculation is
a relatively expensive task, and the calculation is often redundant
if the mesh is deformed afterwards anyway.
Instead, normals should be calculated only when they are needed. This
commit moves in that direction by adding a new function to tag a mesh's
normals dirty and replacing normal calculation with it in some places.
Differential Revision: https://developer.blender.org/D12107
Retrieving a mesh's looptris now take's a const mesh after
rB5f8969bb4b4, which removes the need for this function.
Since it's only two lines, avoiding the use of a separate function
in this case is simpler.
This adds the operator name to the node label which is consistent with the shading nodes.
The vector node has `Vector` as a prefix.
The Attribute nodes already have a different coloured header.
The same label is used when collapsing nodes, this helps readability.
Reviewed By: pablovazquez
Differential Revision: https://developer.blender.org/D10749
With this commit, node warnings added to nodes during evaluation
(not "Info" warnings) will also draw in the modifier. In the future
there could be a "search for this node" button as well.
Differential Revision: https://developer.blender.org/D11983
Because these handles are calculated lazily, we need to make sure they
are calculated before switching to a manually positioned mode.
I doubt it would ever be necessary, but theoretically this could happen
on a per-point level, to avoid calculating handles not in the selection.
This node takes a curve and a point selection and allows you to set the
specified (or all) points left/right or both handles to a given type.
Differential Revision: https://developer.blender.org/D11992
Just add a check for whether the mesh has faces when retrieving an
attribute on the corner domain. In the future there could be an info
message in the node in this case, since maybe it's not intuitive.