Previously, built-in nodes had to implement "socket templates" (`bNodeSocketTemplate`) to tell Blender which sockets they have. It was nice that this was declarative, but this approach was way too rigid and was cumbersome to use in many cases. This commit starts to move us away from this rigid structure by letting nodes implement a function that declares the sockets the node has. Right now this is used as a direct replacement of the "socket template" approach to keep the refactor smaller. It's just a bit easier to read and write. In the future we want to support more complex features like dynamic numbers of sockets and type inferencing. Those features will be easier to build on this new approach. This new approach can live side by side with `bNodeSocketTemplate` for a while. That makes it easier to update nodes one by one. Note: In `bNodeSocketTemplate` socket identifiers were made unique automatically. In this new approach, one has to specify unique identifiers manually (unless the name is unique already). Differential Revision: https://developer.blender.org/D12335
104 lines
3.8 KiB
C++
104 lines
3.8 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#pragma once
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#include <string.h>
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#include "BLI_float3.hh"
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#include "BLI_utildefines.h"
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#include "MEM_guardedalloc.h"
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#include "DNA_node_types.h"
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#include "BKE_node.h"
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#include "BLT_translation.h"
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#include "NOD_geometry.h"
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#include "NOD_geometry_exec.hh"
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#include "NOD_socket_declarations.hh"
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#include "node_util.h"
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void geo_node_type_base(
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struct bNodeType *ntype, int type, const char *name, short nclass, short flag);
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bool geo_node_poll_default(struct bNodeType *ntype,
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struct bNodeTree *ntree,
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const char **r_disabled_hint);
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namespace blender::nodes {
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void update_attribute_input_socket_availabilities(bNode &node,
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const StringRef name,
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const GeometryNodeAttributeInputMode mode,
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const bool name_is_available = true);
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Array<uint32_t> get_geometry_element_ids_as_uints(const GeometryComponent &component,
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const AttributeDomain domain);
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void transform_mesh(Mesh *mesh,
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const float3 translation,
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const float3 rotation,
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const float3 scale);
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Mesh *create_line_mesh(const float3 start, const float3 delta, const int count);
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Mesh *create_grid_mesh(const int verts_x,
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const int verts_y,
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const float size_x,
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const float size_y);
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Mesh *create_cylinder_or_cone_mesh(const float radius_top,
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const float radius_bottom,
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const float depth,
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const int verts_num,
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const GeometryNodeMeshCircleFillType fill_type);
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Mesh *create_cuboid_mesh(float3 size, int verts_x, int verts_y, int verts_z);
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/**
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* Copies the point domain attributes from `in_component` that are in the mask to `out_component`.
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*/
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void copy_point_attributes_based_on_mask(const GeometryComponent &in_component,
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GeometryComponent &result_component,
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Span<bool> masks,
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const bool invert);
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struct CurveToPointsResults {
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int result_size;
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MutableSpan<float3> positions;
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MutableSpan<float> radii;
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MutableSpan<float> tilts;
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Map<std::string, GMutableSpan> point_attributes;
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MutableSpan<float3> tangents;
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MutableSpan<float3> normals;
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MutableSpan<float3> rotations;
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};
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/**
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* Create references for all result point cloud attributes to simplify accessing them later on.
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*/
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CurveToPointsResults curve_to_points_create_result_attributes(PointCloudComponent &points,
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const CurveEval &curve);
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void curve_create_default_rotation_attribute(Span<float3> tangents,
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Span<float3> normals,
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MutableSpan<float3> rotations);
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} // namespace blender::nodes
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