forked from blender/blender
Allow "Instance on Points" node to instance on physics component #2
@ -602,6 +602,7 @@ void normal(const bNode &node, void *r_value);
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void index(const bNode &node, void *r_value);
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void index(const bNode &node, void *r_value);
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void id_or_index(const bNode &node, void *r_value);
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void id_or_index(const bNode &node, void *r_value);
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void instance_transform(const bNode &node, void *r_value);
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void instance_transform(const bNode &node, void *r_value);
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void rotation(const bNode &node, void *r_value);
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} // namespace implicit_field_inputs
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} // namespace implicit_field_inputs
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void build_node_declaration(const bke::bNodeType &typeinfo,
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void build_node_declaration(const bke::bNodeType &typeinfo,
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@ -6,6 +6,7 @@
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#include "NOD_socket_declarations.hh"
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#include "NOD_socket_declarations.hh"
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#include "NOD_socket_declarations_geometry.hh"
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#include "NOD_socket_declarations_geometry.hh"
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#include "BLI_math_quaternion_types.hh"
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#include "BLI_stack.hh"
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#include "BLI_stack.hh"
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#include "BLI_utildefines.h"
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#include "BLI_utildefines.h"
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@ -870,6 +871,12 @@ void instance_transform(const bNode & /*node*/, void *r_value)
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bke::SocketValueVariant(bke::AttributeFieldInput::Create<float4x4>("instance_transform"));
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bke::SocketValueVariant(bke::AttributeFieldInput::Create<float4x4>("instance_transform"));
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}
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}
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void rotation(const bNode & /*node*/, void *r_value)
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{
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new (r_value)
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bke::SocketValueVariant(bke::AttributeFieldInput::Create<math::Quaternion>("rotation"));
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}
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} // namespace implicit_field_inputs
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} // namespace implicit_field_inputs
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} // namespace blender::nodes
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} // namespace blender::nodes
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Reference in New Issue
Block a user
If you're adding a new implicit field input it should probably also be supported in node groups.
GeometryNodeDefaultInputType
enumrna_NodeTreeInterfaceSocket_default_input_itemf
set_default_input_field
in `node_common.cc