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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#pragma once
#include <string.h>
#include "BLI_float3.hh"
#include "BLI_utildefines.h"
#include "MEM_guardedalloc.h"
#include "DNA_node_types.h"
#include "BKE_node.h"
#include "BLT_translation.h"
#include "NOD_geometry.h"
#include "NOD_geometry_exec.hh"
#include "node_util.h"
void geo_node_type_base(
struct bNodeType *ntype, int type, const char *name, short nclass, short flag);
bool geo_node_poll_default(struct bNodeType *ntype,
struct bNodeTree *ntree,
const char **r_disabled_hint);
namespace blender::nodes {
void update_attribute_input_socket_availabilities(bNode &node,
const StringRef name,
const GeometryNodeAttributeInputMode mode,
const bool name_is_available = true);
Array<uint32_t> get_geometry_element_ids_as_uints(const GeometryComponent &component,
const AttributeDomain domain);
void transform_mesh(Mesh *mesh,
const float3 translation,
const float3 rotation,
const float3 scale);
Mesh *create_cylinder_or_cone_mesh(const float radius_top,
const float radius_bottom,
const float depth,
const int verts_num,
const GeometryNodeMeshCircleFillType fill_type);
Mesh *create_cube_mesh(const float size);
/**
* Copies the point domain attributes from `in_component` that are in the mask to `out_component`.
void copy_point_attributes_based_on_mask(const GeometryComponent &in_component,
GeometryComponent &result_component,
Span<bool> masks,
const bool invert);
} // namespace blender::nodes