This implements the update logic for the vizualization of which
sockets pass data or constants directly, and which pass functions.
The socket shapes may still have to be updated. That should be
done separately, because it might be a bit more involved, because
socket shapes are currently linked to keyframe shapes. Currently
the circle and diamond shapes are used with the following meanings:
- Input Sockets:
- Circle: Required to be a single value.
- Diamond: This input supports fields.
- Output Sockets:
- Circle: This output is a single value.
- Diamond: This output may be a field.
Connecting a field to a circle input socket is an error, since a
field cannot be converted to a single value. If the socket shape
is a diamond with a dot in the middle, it means it is currently
a single value, but could be a field.
In addition to socket shapes, the intention is to draw node links
differently based on the field status. However, the exact method for
conveying that isn't decided yet.
Differential Revision: https://developer.blender.org/D12584
121 lines
4.3 KiB
C++
121 lines
4.3 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 <cmath>
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#include "BLI_listbase.h"
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#include "BLI_string.h"
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#include "RNA_enum_types.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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#include "node_function_util.hh"
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namespace blender::nodes {
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static void fn_node_float_compare_declare(NodeDeclarationBuilder &b)
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{
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b.is_function_node();
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b.add_input<decl::Float>("A").min(-10000.0f).max(10000.0f);
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b.add_input<decl::Float>("B").min(-10000.0f).max(10000.0f);
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b.add_input<decl::Float>("Epsilon").default_value(0.001f).min(-10000.0f).max(10000.0f);
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b.add_output<decl::Bool>("Result");
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};
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} // namespace blender::nodes
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static void geo_node_float_compare_layout(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
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{
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uiItemR(layout, ptr, "operation", 0, "", ICON_NONE);
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}
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static void node_float_compare_update(bNodeTree *UNUSED(ntree), bNode *node)
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{
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bNodeSocket *sockEpsilon = (bNodeSocket *)BLI_findlink(&node->inputs, 2);
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nodeSetSocketAvailability(
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sockEpsilon, ELEM(node->custom1, NODE_FLOAT_COMPARE_EQUAL, NODE_FLOAT_COMPARE_NOT_EQUAL));
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}
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static void node_float_compare_label(bNodeTree *UNUSED(ntree),
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bNode *node,
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char *label,
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int maxlen)
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{
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const char *name;
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bool enum_label = RNA_enum_name(rna_enum_node_float_compare_items, node->custom1, &name);
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if (!enum_label) {
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name = "Unknown";
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}
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BLI_strncpy(label, IFACE_(name), maxlen);
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}
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static const blender::fn::MultiFunction *get_multi_function(bNode &node)
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{
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static blender::fn::CustomMF_SI_SI_SO<float, float, bool> less_than_fn{
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"Less Than", [](float a, float b) { return a < b; }};
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static blender::fn::CustomMF_SI_SI_SO<float, float, bool> less_equal_fn{
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"Less Equal", [](float a, float b) { return a <= b; }};
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static blender::fn::CustomMF_SI_SI_SO<float, float, bool> greater_than_fn{
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"Greater Than", [](float a, float b) { return a > b; }};
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static blender::fn::CustomMF_SI_SI_SO<float, float, bool> greater_equal_fn{
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"Greater Equal", [](float a, float b) { return a >= b; }};
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static blender::fn::CustomMF_SI_SI_SI_SO<float, float, float, bool> equal_fn{
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"Equal", [](float a, float b, float epsilon) { return std::abs(a - b) <= epsilon; }};
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static blender::fn::CustomMF_SI_SI_SI_SO<float, float, float, bool> not_equal_fn{
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"Not Equal", [](float a, float b, float epsilon) { return std::abs(a - b) > epsilon; }};
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switch (node.custom1) {
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case NODE_FLOAT_COMPARE_LESS_THAN:
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return &less_than_fn;
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case NODE_FLOAT_COMPARE_LESS_EQUAL:
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return &less_equal_fn;
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case NODE_FLOAT_COMPARE_GREATER_THAN:
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return &greater_than_fn;
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case NODE_FLOAT_COMPARE_GREATER_EQUAL:
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return &greater_equal_fn;
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case NODE_FLOAT_COMPARE_EQUAL:
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return &equal_fn;
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case NODE_FLOAT_COMPARE_NOT_EQUAL:
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return ¬_equal_fn;
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}
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BLI_assert_unreachable();
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return nullptr;
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}
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static void fn_node_float_compare_build_multi_function(
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blender::nodes::NodeMultiFunctionBuilder &builder)
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{
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const blender::fn::MultiFunction *fn = get_multi_function(builder.node());
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builder.set_matching_fn(fn);
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}
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void register_node_type_fn_float_compare()
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{
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static bNodeType ntype;
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fn_node_type_base(&ntype, FN_NODE_FLOAT_COMPARE, "Float Compare", NODE_CLASS_CONVERTER, 0);
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ntype.declare = blender::nodes::fn_node_float_compare_declare;
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node_type_label(&ntype, node_float_compare_label);
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node_type_update(&ntype, node_float_compare_update);
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ntype.build_multi_function = fn_node_float_compare_build_multi_function;
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ntype.draw_buttons = geo_node_float_compare_layout;
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nodeRegisterType(&ntype);
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}
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