This is especially useful when trying to add a node group instance, e.g. via drag & drop from the Outliner or Asset Browser. Previously this would just silently fail, with no information why. This is a source of confusion, e.g. earlier, it took me a moment to realize I was dragging a node group into itself, which failed of course. Blender should always try to help the user with useful error messages. Adds error messages like: "Nesting a node group inside of itself is not allowed", "Not a compositor node tree", etc. Adds a disabled hint return argument to node and node tree polling functions. On error the hint is reported, or could even be shown in advance (e.g. if checked via an operator poll option). Differential Revision: https://developer.blender.org/D10422 Reviewed by: Jacques Lucke
77 lines
2.8 KiB
C++
77 lines
2.8 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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#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.h"
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#include "BKE_mesh_runtime.h"
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#include "BKE_pointcloud.h"
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namespace blender::nodes {
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using bke::GeometryInstanceGroup;
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/**
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* Update the availability of a group of input sockets with the same name,
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* used for switching between attribute inputs or single values.
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*
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* \param mode: Controls which socket of the group to make available.
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* \param name_is_available: If false, make all sockets with this name unavailable.
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*/
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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)
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{
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const GeometryNodeAttributeInputMode mode_ = (GeometryNodeAttributeInputMode)mode;
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LISTBASE_FOREACH (bNodeSocket *, socket, &node.inputs) {
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if (name == socket->name) {
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const bool socket_is_available =
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name_is_available &&
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((socket->type == SOCK_STRING && mode_ == GEO_NODE_ATTRIBUTE_INPUT_ATTRIBUTE) ||
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(socket->type == SOCK_FLOAT && mode_ == GEO_NODE_ATTRIBUTE_INPUT_FLOAT) ||
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(socket->type == SOCK_VECTOR && mode_ == GEO_NODE_ATTRIBUTE_INPUT_VECTOR) ||
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(socket->type == SOCK_RGBA && mode_ == GEO_NODE_ATTRIBUTE_INPUT_COLOR));
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nodeSetSocketAvailability(socket, socket_is_available);
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}
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}
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}
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} // namespace blender::nodes
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bool geo_node_poll_default(bNodeType *UNUSED(ntype),
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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 = "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, short flag)
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{
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node_type_base(ntype, type, name, nclass, flag);
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ntype->poll = geo_node_poll_default;
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ntype->update_internal_links = node_update_internal_links_default;
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ntype->insert_link = node_insert_link_default;
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}
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