Fix #105397: Support viewer socket cycling with linked geometry output #105836
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Reference: blender/blender#105836
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Delete Branch "LukasTonne:fix-viewer-node-geometry-cycling"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
The
NODE_OT_link_viewer
operator has some complicated logic that wasintended to stop cycling through geometry nodes to make it work better
with nodes that have multiple geometry and data outputs (group nodes).
This logic failed when geometry was not the first socket and it would
just stop connecting data sockets altogether after the geometry socket.
The reason is that the
determine_socket_to_view
function stops lookingfor already-viewed outputs after the first geometry, and then simply
reconnects that geometry.
This patch changes the behavior slightly so that, if a geometry output
is found, the node skips over all subsequent geometry outputs, but still
considers data sockets for viewing. Viewing a node with multiple geometry
outputs will connect the first geometry output it encounters and then
keep cycling through data outputs on repeated execution.
Fix 105397: Support cycling through sockets after a geometry output is linked.to Fix #105397: Support cycling through sockets after a geometry output is linked.Thanks, the behavior looks great now. Sorry I left that in a bit of a bad state!
Just one inline comment.
@ -583,2 +581,2 @@
if (!(target_node.flag & NODE_DO_OUTPUT)) {
continue;
if (is_viewer_socket(target_socket)) {
if (link->is_muted() || !(target_node.flag & NODE_DO_OUTPUT)) {
It's not clear that these continues have to be reversed and replaced with nesting for the logic to change here. Generally the continue/return early approach is preferred since it reduces nesting and therefore the context that you need to understand each line. That's the idea anyway, and I think it's nice as a general approach, and not sure there's a need to change it here anyway.
@ -583,2 +581,2 @@
if (!(target_node.flag & NODE_DO_OUTPUT)) {
continue;
if (is_viewer_socket(target_socket)) {
if (link->is_muted() || !(target_node.flag & NODE_DO_OUTPUT)) {
I changed it because this loops in the same way as the loop at the top for finding
last_linked_socket_index
. No strong preference, but i think these two should be consistent. Will change the top loop to also use the "continue" style then.@ -583,2 +581,2 @@
if (!(target_node.flag & NODE_DO_OUTPUT)) {
continue;
if (is_viewer_socket(target_socket)) {
if (link->is_muted() || !(target_node.flag & NODE_DO_OUTPUT)) {
Actually, please leave that sort of cleanup for a separate commit/PR from the functional bug fix changes. A fix should generally be the minimal diff for the change.
Fix #105397: Support cycling through sockets after a geometry output is linked.to Fix #105397: Support viewer socket cycling with linked geometry output@ -583,2 +581,2 @@
if (!(target_node.flag & NODE_DO_OUTPUT)) {
continue;
if (is_viewer_socket(target_socket)) {
if (link->is_muted() || !(target_node.flag & NODE_DO_OUTPUT)) {
Fair enough, i'll revert the loop style.
Looks good to me now, thanks.
Pull request closed