Refactoring mesh code, it has become clear that local cleanups and simplifications are limited by the need to keep a C public API for mesh functions. This change makes code more obvious and makes further refactoring much easier. - Add a new `BKE_mesh.hh` header for a C++ only mesh API - Introduce a new `blender::bke::mesh` namespace, documented here: https://wiki.blender.org/wiki/Source/Objects/Mesh#Namespaces - Move some functions to the new namespace, cleaning up their arguments - Move code to `Array` and `float3` where necessary to use the new API - Define existing inline mesh data access functions to the new header - Keep some C API functions where necessary because of RNA - Move all C++ files to use the new header, which includes the old one In the future it may make sense to split up `BKE_mesh.hh` more, but for now keeping the same name as the existing header keeps things simple. Pull Request: blender/blender#105416
64 lines
1.7 KiB
C++
64 lines
1.7 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "node_geometry_util.hh"
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#include "node_util.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "BKE_mesh.hh"
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#include "BKE_mesh_runtime.h"
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#include "BKE_pointcloud.h"
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#include "NOD_add_node_search.hh"
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#include "NOD_socket_search_link.hh"
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namespace blender::nodes {
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std::optional<eCustomDataType> node_data_type_to_custom_data_type(const eNodeSocketDatatype type)
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{
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switch (type) {
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case SOCK_FLOAT:
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return CD_PROP_FLOAT;
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case SOCK_VECTOR:
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return CD_PROP_FLOAT3;
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case SOCK_RGBA:
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return CD_PROP_COLOR;
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case SOCK_BOOLEAN:
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return CD_PROP_BOOL;
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case SOCK_INT:
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return CD_PROP_INT32;
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case SOCK_STRING:
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return CD_PROP_STRING;
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default:
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return {};
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}
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}
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std::optional<eCustomDataType> node_socket_to_custom_data_type(const bNodeSocket &socket)
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{
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return node_data_type_to_custom_data_type(eNodeSocketDatatype(socket.type));
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}
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} // namespace blender::nodes
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bool geo_node_poll_default(const bNodeType * /*ntype*/,
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const bNodeTree *ntree,
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const char **r_disabled_hint)
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{
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if (!STREQ(ntree->idname, "GeometryNodeTree")) {
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*r_disabled_hint = TIP_("Not a geometry node tree");
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return false;
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}
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return true;
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}
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void geo_node_type_base(bNodeType *ntype, int type, const char *name, short nclass)
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{
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node_type_base(ntype, type, name, nclass);
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ntype->poll = geo_node_poll_default;
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ntype->insert_link = node_insert_link_default;
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ntype->gather_link_search_ops = blender::nodes::search_link_ops_for_basic_node;
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ntype->gather_add_node_search_ops = blender::nodes::search_node_add_ops_for_basic_node;
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}
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