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blender-archive/scripts/startup/bl_operators/node.py
Jacques Lucke 0de54b84c6 Geometry Nodes: add simulation support
This adds support for building simulations with geometry nodes. A new
`Simulation Input` and `Simulation Output` node allow maintaining a
simulation state across multiple frames. Together these two nodes form
a `simulation zone` which contains all the nodes that update the simulation
state from one frame to the next.

A new simulation zone can be added via the menu
(`Simulation > Simulation Zone`) or with the node add search.

The simulation state contains a geometry by default. However, it is possible
to add multiple geometry sockets as well as other socket types. Currently,
field inputs are evaluated and stored for the preceding geometry socket in
the order that the sockets are shown. Simulation state items can be added
by linking one of the empty sockets to something else. In the sidebar, there
is a new panel that allows adding, removing and reordering these sockets.

The simulation nodes behave as follows:
* On the first frame, the inputs of the `Simulation Input` node are evaluated
  to initialize the simulation state. In later frames these sockets are not
  evaluated anymore. The `Delta Time` at the first frame is zero, but the
  simulation zone is still evaluated.
* On every next frame, the `Simulation Input` node outputs the simulation
  state of the previous frame. Nodes in the simulation zone can edit that
  data in arbitrary ways, also taking into account the `Delta Time`. The new
  simulation state has to be passed to the `Simulation Output` node where it
  is cached and forwarded.
* On a frame that is already cached or baked, the nodes in the simulation
  zone are not evaluated, because the `Simulation Output` node can return
  the previously cached data directly.

It is not allowed to connect sockets from inside the simulation zone to the
outside without going through the `Simulation Output` node. This is a necessary
restriction to make caching and sub-frame interpolation work. Links can go into
the simulation zone without problems though.

Anonymous attributes are not propagated by the simulation nodes unless they
are explicitly stored in the simulation state. This is unfortunate, but
currently there is no practical and reliable alternative. The core problem
is detecting which anonymous attributes will be required for the simulation
and afterwards. While we can detect this for the current evaluation, we can't
look into the future in time to see what data will be necessary. We intend to
make it easier to explicitly pass data through a simulation in the future,
even if the simulation is in a nested node group.

There is a new `Simulation Nodes` panel in the physics tab in the properties
editor. It allows baking all simulation zones on the selected objects. The
baking options are intentially kept at a minimum for this MVP. More features
for simulation baking as well as baking in general can be expected to be added
separately.

All baked data is stored on disk in a folder next to the .blend file. #106937
describes how baking is implemented in more detail. Volumes can not be baked
yet and materials are lost during baking for now. Packing the baked data into
the .blend file is not yet supported.

The timeline indicates which frames are currently cached, baked or cached but
invalidated by user-changes.

Simulation input and output nodes are internally linked together by their
`bNode.identifier` which stays the same even if the node name changes. They
are generally added and removed together. However, there are still cases where
"dangling" simulation nodes can be created currently. Those generally don't
cause harm, but would be nice to avoid this in more cases in the future.

Co-authored-by: Hans Goudey <h.goudey@me.com>
Co-authored-by: Lukas Tönne <lukas@blender.org>

Pull Request: blender/blender#104924
2023-05-03 13:18:59 +02:00

253 lines
7.4 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
from __future__ import annotations
import bpy
from bpy.types import (
Operator,
PropertyGroup,
)
from bpy.props import (
BoolProperty,
CollectionProperty,
FloatVectorProperty,
StringProperty,
)
from mathutils import (
Vector,
)
from bpy.app.translations import pgettext_tip as tip_
class NodeSetting(PropertyGroup):
value: StringProperty(
name="Value",
description="Python expression to be evaluated "
"as the initial node setting",
default="",
)
# Base class for node "Add" operators.
class NodeAddOperator:
use_transform: BoolProperty(
name="Use Transform",
description="Start transform operator after inserting the node",
default=False,
)
settings: CollectionProperty(
name="Settings",
description="Settings to be applied on the newly created node",
type=NodeSetting,
options={'SKIP_SAVE'},
)
@staticmethod
def store_mouse_cursor(context, event):
space = context.space_data
tree = space.edit_tree
# convert mouse position to the View2D for later node placement
if context.region.type == 'WINDOW':
# convert mouse position to the View2D for later node placement
space.cursor_location_from_region(
event.mouse_region_x, event.mouse_region_y)
else:
space.cursor_location = tree.view_center
# Deselect all nodes in the tree.
@staticmethod
def deselect_nodes(context):
space = context.space_data
tree = space.edit_tree
for n in tree.nodes:
n.select = False
def create_node(self, context, node_type):
space = context.space_data
tree = space.edit_tree
try:
node = tree.nodes.new(type=node_type)
except RuntimeError as e:
self.report({'ERROR'}, str(e))
return None
for setting in self.settings:
# XXX catch exceptions here?
value = eval(setting.value)
node_data = node
node_attr_name = setting.name
# Support path to nested data.
if '.' in node_attr_name:
node_data_path, node_attr_name = node_attr_name.rsplit(".", 1)
node_data = node.path_resolve(node_data_path)
try:
setattr(node_data, node_attr_name, value)
except AttributeError as e:
self.report(
{'ERROR_INVALID_INPUT'},
"Node has no attribute " + setting.name)
print(str(e))
# Continue despite invalid attribute
node.select = True
tree.nodes.active = node
node.location = space.cursor_location
return node
@classmethod
def poll(cls, context):
space = context.space_data
# needs active node editor and a tree to add nodes to
return (space and (space.type == 'NODE_EDITOR') and
space.edit_tree and not space.edit_tree.library)
# Default invoke stores the mouse position to place the node correctly
# and optionally invokes the transform operator
def invoke(self, context, event):
self.store_mouse_cursor(context, event)
result = self.execute(context)
if self.use_transform and ('FINISHED' in result):
# removes the node again if transform is canceled
bpy.ops.node.translate_attach_remove_on_cancel('INVOKE_DEFAULT')
return result
# Simple basic operator for adding a node.
class NODE_OT_add_node(NodeAddOperator, Operator):
"""Add a node to the active tree"""
bl_idname = "node.add_node"
bl_label = "Add Node"
bl_options = {'REGISTER', 'UNDO'}
type: StringProperty(
name="Node Type",
description="Node type",
)
# Default execute simply adds a node.
def execute(self, context):
if self.properties.is_property_set("type"):
self.deselect_nodes(context)
self.create_node(context, self.type)
return {'FINISHED'}
else:
return {'CANCELLED'}
@classmethod
def description(cls, _context, properties):
nodetype = properties["type"]
bl_rna = bpy.types.Node.bl_rna_get_subclass(nodetype)
if bl_rna is not None:
return tip_(bl_rna.description)
else:
return ""
class NODE_OT_add_simulation_zone(NodeAddOperator, Operator):
"""Add simulation zone input and output nodes to the active tree"""
bl_idname = "node.add_simulation_zone"
bl_label = "Add Simulation Zone"
bl_options = {'REGISTER', 'UNDO'}
input_node_type = "GeometryNodeSimulationInput"
output_node_type = "GeometryNodeSimulationOutput"
offset: FloatVectorProperty(
name="Offset",
description="Offset of nodes from the cursor when added",
size=2,
default=(150, 0),
)
def execute(self, context):
space = context.space_data
tree = space.edit_tree
props = self.properties
self.deselect_nodes(context)
input_node = self.create_node(context, self.input_node_type)
output_node = self.create_node(context, self.output_node_type)
if input_node is None or output_node is None:
return {'CANCELLED'}
# Simulation input must be paired with the output.
input_node.pair_with_output(output_node)
input_node.location -= Vector(self.offset)
output_node.location += Vector(self.offset)
# Connect geometry sockets by default.
from_socket = input_node.outputs.get("Geometry")
to_socket = output_node.inputs.get("Geometry")
tree.links.new(to_socket, from_socket)
return {'FINISHED'}
class NODE_OT_collapse_hide_unused_toggle(Operator):
"""Toggle collapsed nodes and hide unused sockets"""
bl_idname = "node.collapse_hide_unused_toggle"
bl_label = "Collapse and Hide Unused Sockets"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
space = context.space_data
# needs active node editor and a tree
return (space and (space.type == 'NODE_EDITOR') and
(space.edit_tree and not space.edit_tree.library))
def execute(self, context):
space = context.space_data
tree = space.edit_tree
for node in tree.nodes:
if node.select:
hide = (not node.hide)
node.hide = hide
# Note: connected sockets are ignored internally
for socket in node.inputs:
socket.hide = hide
for socket in node.outputs:
socket.hide = hide
return {'FINISHED'}
class NODE_OT_tree_path_parent(Operator):
"""Go to parent node tree"""
bl_idname = "node.tree_path_parent"
bl_label = "Parent Node Tree"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
space = context.space_data
# needs active node editor and a tree
return (space and (space.type == 'NODE_EDITOR') and len(space.path) > 1)
def execute(self, context):
space = context.space_data
space.path.pop()
return {'FINISHED'}
classes = (
NodeSetting,
NODE_OT_add_node,
NODE_OT_add_simulation_zone,
NODE_OT_collapse_hide_unused_toggle,
NODE_OT_tree_path_parent,
)