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blender-archive/source/blender/nodes/geometry/node_geometry_util.hh
Clément Foucault b0b9e746fa BLI: Use BLI_math_matrix_type.hh instead of BLI_math_float4x4.hh
Straightforward port. I took the oportunity to remove some C vector
functions (ex: copy_v2_v2).

This makes some changes to DRWView to accomodate the alignement
requirements of the float4x4 type.
2023-02-06 21:25:45 +01:00

119 lines
4.2 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include <string.h>
#include "BLI_math_matrix_types.hh"
#include "BLI_math_vector_types.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 "NOD_socket_declarations.hh"
#include "NOD_socket_declarations_geometry.hh"
#include "RNA_access.h"
#include "node_geometry_register.hh"
#include "node_util.h"
struct BVHTreeFromMesh;
void geo_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass);
bool geo_node_poll_default(const struct bNodeType *ntype,
const struct bNodeTree *ntree,
const char **r_disabled_hint);
namespace blender::nodes {
void transform_mesh(Mesh &mesh,
const float3 translation,
const float3 rotation,
const float3 scale);
void transform_geometry_set(GeoNodeExecParams &params,
GeometrySet &geometry,
const float4x4 &transform,
const Depsgraph &depsgraph);
Mesh *create_line_mesh(const float3 start, const float3 delta, int count);
Mesh *create_grid_mesh(
int verts_x, int verts_y, float size_x, float size_y, const AttributeIDRef &uv_map_id);
struct ConeAttributeOutputs {
AutoAnonymousAttributeID top_id;
AutoAnonymousAttributeID bottom_id;
AutoAnonymousAttributeID side_id;
AutoAnonymousAttributeID uv_map_id;
};
Mesh *create_cylinder_or_cone_mesh(float radius_top,
float radius_bottom,
float depth,
int circle_segments,
int side_segments,
int fill_segments,
GeometryNodeMeshCircleFillType fill_type,
ConeAttributeOutputs &attribute_outputs);
/**
* 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,
bool invert);
/**
* Returns the parts of the geometry that are on the selection for the given domain. If the domain
* is not applicable for the component, e.g. face domain for point cloud, nothing happens to that
* component. If no component can work with the domain, then `error_message` is set to true.
*/
void separate_geometry(GeometrySet &geometry_set,
eAttrDomain domain,
GeometryNodeDeleteGeometryMode mode,
const Field<bool> &selection_field,
const AnonymousAttributePropagationInfo &propagation_info,
bool &r_is_error);
void get_closest_in_bvhtree(BVHTreeFromMesh &tree_data,
const VArray<float3> &positions,
const IndexMask mask,
const MutableSpan<int> r_indices,
const MutableSpan<float> r_distances_sq,
const MutableSpan<float3> r_positions);
int apply_offset_in_cyclic_range(IndexRange range, int start_index, int offset);
std::optional<eCustomDataType> node_data_type_to_custom_data_type(eNodeSocketDatatype type);
std::optional<eCustomDataType> node_socket_to_custom_data_type(const bNodeSocket &socket);
class FieldAtIndexInput final : public bke::GeometryFieldInput {
private:
Field<int> index_field_;
GField value_field_;
eAttrDomain value_field_domain_;
public:
FieldAtIndexInput(Field<int> index_field, GField value_field, eAttrDomain value_field_domain);
GVArray get_varray_for_context(const bke::GeometryFieldContext &context,
const IndexMask mask) const final;
std::optional<eAttrDomain> preferred_domain(const GeometryComponent & /*component*/) const final
{
return value_field_domain_;
}
};
} // namespace blender::nodes