Those were mostly just left over from previous work on particle nodes. They solved the problem of keeping a reference to an object over multiple frames and in a cache. Currently, we do not have this problem in geometry nodes, so we can also remove this layer of complexity for now.
53 lines
1.6 KiB
C++
53 lines
1.6 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 "BLI_map.hh"
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#include "NOD_derived_node_tree.hh"
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#include "NOD_node_tree_multi_function.hh"
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#include "FN_generic_pointer.hh"
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#include "DNA_modifier_types.h"
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namespace blender::modifiers::geometry_nodes {
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using namespace nodes::derived_node_tree_types;
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using fn::GMutablePointer;
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using fn::GPointer;
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using LogSocketValueFn = std::function<void(DSocket, Span<GPointer>)>;
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struct GeometryNodesEvaluationParams {
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blender::LinearAllocator<> allocator;
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Map<DOutputSocket, GMutablePointer> input_values;
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Vector<DInputSocket> output_sockets;
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nodes::MultiFunctionByNode *mf_by_node;
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const NodesModifierData *modifier_;
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Depsgraph *depsgraph;
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Object *self_object;
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LogSocketValueFn log_socket_value_fn;
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Vector<GMutablePointer> r_output_values;
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};
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void evaluate_geometry_nodes(GeometryNodesEvaluationParams ¶ms);
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} // namespace blender::modifiers::geometry_nodes
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