Expandable component sockets #105491
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Node editing can simplified by implementing expandable sockets, i.e. a feature whereby certain struct-like socket types (vectors, colors, transforms) can be expanded into component sockets within the same node. The functionality is the same as when inserting a
Combine
node before inputs or aSeparate
node after outputs.Current combine/separate nodes:
Proposed expandable sockets:
This is mostly a UI feature to reduce the need for inserting explicit socket Separate/Combine nodes. It does not involve the implementation of generic, user-defined structs, which are a larger feature.
List of required changes:
bNodeSocketType
API to determine expandable socket types and what components they expand intobNodeSocket
to get component/parent sockets in the same nodebNodeSocket
flag for expanded stateWhat opportunities will be open if some kind of infrastructure for this appears:
Including enums, not only arrow button.
I have two big wishes that would help tremendously with the Animation & Rigging efforts towards a node-based rigging system. FYI, this system is prototyped at PowerShip.
Compound-to-compound expansion
IMO the 'expandability' of sockets shouldn't be limited to expanding to individual
float
values. Conceptually matrices should be 'expandable' into their location/rotation/scale components (being vector3, quaternion, vector3).Connection-sensitive operation
It would be great if this could be lifted beyond the "avoid combine/separate nodes" use case.
For example, the above Set Control node is implemented such that it leaves the transform components alone when their socket is not connected. So the above one would keep rotation and scale of the control as-is, and only updates its location.
In contrast, using a "Combine Matrix" node that only has its 'location' socket connected will produce a matrix that would reset the control rotation and scale. This would hamper usability of the node system, because you then cannot use separate nodes to control loc/rot/scale individually.
This idea might also impact the lower-level float components that make up the vectors/quaternions. Not sure what the design impact of that would be.
Underlying design
For me the idea of 'matrices for all transforms' is tempting, but also has its limitations. For example, a matrix contains a shear component as well, and if it's nonzero, it can get in the way of decomposing the matrix into its loc/rot/scale components. Such a decomposition would certainly loose the shear part.
It might also be computationally heavier than necessary to convert individual loc/rot/scale components into a matrix, only to pass it through a noodle, and then be decomposed again.
Maybe this could lead to a new 'transform' socket (and maybe noodle) type? Something that could convey loc/rot/scale as two vectors and a quaternion, which are then only combined into a matrix when they have to be. Connecting the collapsed 'transform' socket would thus 'under water' connect all three loc/rot/scale sub-sockets with one noodle, and not bother with matrix conversions.
@dr.sybren A more complex version of socket components is on track, as far as I can see.
But a dynamic type with computational complexity balancing... it need much more thinkings...