forked from blender/blender
Implement type conversion for NodeItem #9
@ -12,38 +12,38 @@ namespace blender::nodes::materialx {
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NodeItem::NodeItem(MaterialX::GraphElement *graph) : graph_(graph) {}
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NodeItem::Type NodeItem::type(const std::string &mx_type)
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NodeItem::Type NodeItem::type(const std::string &type_str)
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{
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if (mx_type == "string") {
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if (type_str == "string") {
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return Type::String;
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}
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if (mx_type == "integer") {
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if (type_str == "integer") {
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return Type::Integer;
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}
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if (mx_type == "float") {
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if (type_str == "float") {
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return Type::Float;
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}
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if (mx_type == "vector2") {
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if (type_str == "vector2") {
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return Type::Vector2;
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}
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if (mx_type == "vector3") {
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if (type_str == "vector3") {
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return Type::Vector3;
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}
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if (mx_type == "vector4") {
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if (type_str == "vector4") {
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return Type::Vector4;
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}
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if (mx_type == "color3") {
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if (type_str == "color3") {
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return Type::Color3;
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}
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if (mx_type == "color4") {
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if (type_str == "color4") {
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return Type::Color4;
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}
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return Type::Other;
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}
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std::string NodeItem::type(Type mx_type)
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std::string NodeItem::type(Type tp)
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{
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switch (mx_type) {
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switch (tp) {
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case Type::String:
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return "string";
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case Type::Integer:
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@ -61,8 +61,9 @@ std::string NodeItem::type(Type mx_type)
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case Type::Color4:
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return "color4";
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default:
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return "";
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break;
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}
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return "";
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}
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NodeItem NodeItem::empty() const
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@ -119,15 +120,15 @@ void NodeItem::set_input(const std::string &name,
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void NodeItem::set_input(const std::string &name,
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const NodeItem &item,
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Type to_type,
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Type in_type,
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const std::string &output_name)
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{
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set_input(name, item.convert(to_type), output_name);
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set_input(name, item.convert(in_type), output_name);
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}
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void NodeItem::add_output(const std::string &name, const std::string &mx_type)
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void NodeItem::add_output(const std::string &name, Type out_type)
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{
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node->addOutput(name, mx_type);
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node->addOutput(name, type(out_type));
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}
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NodeItem::operator bool() const
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@ -24,22 +24,22 @@ class NodeItem {
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NodeItem(MaterialX::GraphElement *graph);
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~NodeItem() = default;
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static Type type(const std::string &mx_type);
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static std::string type(Type mx_type);
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static Type type(const std::string &type_str);
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static std::string type(Type tp);
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NodeItem empty() const;
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template<class T> NodeItem val(const T &data) const;
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template<class T>
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void set_input(const std::string &name, const T &value, const std::string &mx_type);
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void set_input(const std::string &name,
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void set_input(const std::string &in_name, const T &value, const std::string &in_type);
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void set_input(const std::string &in_name,
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const NodeItem &item,
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const std::string &output_name = "");
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void set_input(const std::string &name,
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const std::string &out_name = "");
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void set_input(const std::string &in_name,
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BogdanNagirniak marked this conversation as resolved
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const NodeItem &item,
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Type to_type,
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const std::string &output_name = "");
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void add_output(const std::string &name, const std::string &mx_type);
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Type in_type,
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const std::string &out_name = "");
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void add_output(const std::string &in_name, Type out_type);
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operator bool() const;
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NodeItem operator+(const NodeItem &other) const;
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@ -106,9 +106,9 @@ template<class T> NodeItem NodeItem::val(const T &data) const
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}
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template<class T>
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void NodeItem::set_input(const std::string &name, const T &value, const std::string &mx_type)
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void NodeItem::set_input(const std::string &in_name, const T &value, const std::string &in_type)
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{
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node->setInputValue(name, value, mx_type);
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node->setInputValue(in_name, value, in_type);
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}
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} // namespace blender::nodes::materialx
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@ -20,8 +20,8 @@ NodeItem TexCheckerNodeParser::compute()
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NodeItem separate = create_node("separate2", "multioutput");
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separate.set_input("in", vector);
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separate.add_output("outx", "float");
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separate.add_output("outy", "float");
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separate.add_output("outx", NodeItem::Type::Float);
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separate.add_output("outy", NodeItem::Type::Float);
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NodeItem modulo_x = create_node("modulo", "float");
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modulo_x.set_input("in1", separate, "outx");
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Reference in New Issue
Block a user
Suggest add
#pragma region
for such placesIt is not commonly used in Blender code