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blender-archive/source/blender/nodes/geometry/node_geometry_util.hh
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

122 lines
4.6 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include <string.h>
#include "BLI_math_vec_types.hh"
#include "BLI_utildefines.h"
#include "MEM_guardedalloc.h"
#include "DNA_node_types.h"
#include "BKE_node.h"
#include "BLT_translation.h"
#include "NOD_geometry.h"
#include "NOD_geometry_exec.hh"
#include "NOD_socket_declarations.hh"
#include "NOD_socket_declarations_geometry.hh"
#include "node_util.h"
void geo_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass);
bool geo_node_poll_default(struct bNodeType *ntype,
struct bNodeTree *ntree,
const char **r_disabled_hint);
namespace blender::nodes {
/**
* Update the availability of a group of input sockets with the same name,
* used for switching between attribute inputs or single values.
*
* \param mode: Controls which socket of the group to make available.
* \param name_is_available: If false, make all sockets with this name unavailable.
*/
void update_attribute_input_socket_availabilities(bNodeTree &ntree,
bNode &node,
const StringRef name,
GeometryNodeAttributeInputMode mode,
bool name_is_available = true);
Array<uint32_t> get_geometry_element_ids_as_uints(const GeometryComponent &component,
AttributeDomain domain);
void transform_mesh(Mesh &mesh,
const float3 translation,
const float3 rotation,
const float3 scale);
void transform_geometry_set(GeometrySet &geometry,
const float4x4 &transform,
const Depsgraph &depsgraph);
Mesh *create_line_mesh(const float3 start, const float3 delta, int count);
Mesh *create_grid_mesh(int verts_x, int verts_y, float size_x, float size_y);
struct ConeAttributeOutputs {
StrongAnonymousAttributeID top_id;
StrongAnonymousAttributeID bottom_id;
StrongAnonymousAttributeID side_id;
};
Mesh *create_cylinder_or_cone_mesh(float radius_top,
float radius_bottom,
float depth,
int circle_segments,
int side_segments,
int fill_segments,
GeometryNodeMeshCircleFillType fill_type,
ConeAttributeOutputs &attribute_outputs);
Mesh *create_cuboid_mesh(float3 size, int verts_x, int verts_y, int verts_z);
/**
* Copies the point domain attributes from `in_component` that are in the mask to `out_component`.
*/
void copy_point_attributes_based_on_mask(const GeometryComponent &in_component,
GeometryComponent &result_component,
Span<bool> masks,
bool invert);
/**
* Returns the parts of the geometry that are on the selection for the given domain. If the domain
* is not applicable for the component, e.g. face domain for point cloud, nothing happens to that
* component. If no component can work with the domain, then `error_message` is set to true.
*/
void separate_geometry(GeometrySet &geometry_set,
AttributeDomain domain,
GeometryNodeDeleteGeometryMode mode,
const Field<bool> &selection_field,
bool invert,
bool &r_is_error);
struct CurveToPointsResults {
int result_size;
MutableSpan<float3> positions;
MutableSpan<float> radii;
MutableSpan<float> tilts;
Map<AttributeIDRef, GMutableSpan> point_attributes;
MutableSpan<float3> tangents;
MutableSpan<float3> normals;
MutableSpan<float3> rotations;
};
/**
* Create references for all result point cloud attributes to simplify accessing them later on.
*/
CurveToPointsResults curve_to_points_create_result_attributes(PointCloudComponent &points,
const CurveEval &curve);
void curve_create_default_rotation_attribute(Span<float3> tangents,
Span<float3> normals,
MutableSpan<float3> rotations);
std::optional<CustomDataType> node_data_type_to_custom_data_type(eNodeSocketDatatype type);
std::optional<CustomDataType> node_socket_to_custom_data_type(const bNodeSocket &socket);
} // namespace blender::nodes