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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.
*/
#include "node_geometry_util.hh"
#include "node_util.h"
namespace blender::nodes {
void update_attribute_input_socket_availabilities(bNode &node,
const StringRef name,
const GeometryNodeAttributeInputMode mode)
{
const GeometryNodeAttributeInputMode mode_ = (GeometryNodeAttributeInputMode)mode;
LISTBASE_FOREACH (bNodeSocket *, socket, &node.inputs) {
if (name == socket->name) {
const bool is_available =
((socket->type == SOCK_STRING && mode_ == GEO_NODE_ATTRIBUTE_INPUT_ATTRIBUTE) ||
(socket->type == SOCK_FLOAT && mode_ == GEO_NODE_ATTRIBUTE_INPUT_FLOAT) ||
(socket->type == SOCK_VECTOR && mode_ == GEO_NODE_ATTRIBUTE_INPUT_VECTOR) ||
(socket->type == SOCK_RGBA && mode_ == GEO_NODE_ATTRIBUTE_INPUT_COLOR));
nodeSetSocketAvailability(socket, is_available);
}
static int attribute_data_type_complexity(const CustomDataType data_type)
switch (data_type) {
case CD_PROP_BOOL:
return 0;
case CD_PROP_INT32:
return 1;
case CD_PROP_FLOAT:
return 2;
case CD_PROP_FLOAT3:
return 4;
case CD_PROP_COLOR:
return 5;
#if 0 /* Attribute types are not supported yet. */
case CD_MLOOPCOL:
return 3;
case CD_PROP_STRING:
return 6;
#endif
default:
/* Only accept "generic" custom data types used by the attribute system. */
BLI_assert(false);
CustomDataType attribute_domain_highest_complexity(Span<CustomDataType> data_types)
int highest_complexity = INT_MIN;
CustomDataType most_complex_type = CD_PROP_COLOR;
for (const CustomDataType data_type : data_types) {
const int complexity = attribute_data_type_complexity(data_type);
if (complexity > highest_complexity) {
highest_complexity = complexity;
most_complex_type = data_type;
return most_complex_type;
} // namespace blender::nodes
bool geo_node_poll_default(bNodeType *UNUSED(ntype), bNodeTree *ntree)
return STREQ(ntree->idname, "GeometryNodeTree");
void geo_node_type_base(bNodeType *ntype, int type, const char *name, short nclass, short flag)
node_type_base(ntype, type, name, nclass, flag);
ntype->poll = geo_node_poll_default;
ntype->update_internal_links = node_update_internal_links_default;
ntype->insert_link = node_insert_link_default;