This technique isn't really necessary anymore, because unity builds avoid instantiating the same template too many times already.
55 lines
1.8 KiB
C++
55 lines
1.8 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 "BKE_geometry_set.hh"
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#include "NOD_socket_declarations.hh"
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namespace blender::nodes::decl {
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class GeometryBuilder;
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class Geometry : public SocketDeclaration {
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private:
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blender::Vector<GeometryComponentType> supported_types_;
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bool only_realized_data_ = false;
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bool only_instances_ = false;
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friend GeometryBuilder;
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public:
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using Builder = GeometryBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node, eNodeSocketInOut in_out) const override;
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bool matches(const bNodeSocket &socket) const override;
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Span<GeometryComponentType> supported_types() const;
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bool only_realized_data() const;
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bool only_instances() const;
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};
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class GeometryBuilder : public SocketDeclarationBuilder<Geometry> {
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public:
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GeometryBuilder &supported_type(GeometryComponentType supported_type);
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GeometryBuilder &supported_type(blender::Vector<GeometryComponentType> supported_types);
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GeometryBuilder &only_realized_data(bool value = true);
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GeometryBuilder &only_instances(bool value = true);
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};
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} // namespace blender::nodes::decl
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