 00073651d4
			
		
	
	00073651d4
	
	
	
		
			
			Cycles, Eevee, OSL, Geo, Attribute This operator provides consistency with the standard math node. Allows users to use a single node instead of two nodes for this common operation. Reviewed By: HooglyBoogly, brecht Differential Revision: https://developer.blender.org/D10808
		
			
				
	
	
		
			493 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			493 lines
		
	
	
		
			17 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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| 
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| #pragma once
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| 
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| #include "DNA_node_types.h"
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| 
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| #include "BLI_float3.hh"
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| #include "BLI_math_base_safe.h"
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| #include "BLI_math_rotation.h"
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| #include "BLI_string_ref.hh"
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| 
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| namespace blender::nodes {
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| 
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| struct FloatMathOperationInfo {
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|   StringRefNull title_case_name;
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|   StringRefNull shader_name;
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| 
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|   FloatMathOperationInfo() = delete;
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|   FloatMathOperationInfo(StringRefNull title_case_name, StringRefNull shader_name)
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|       : title_case_name(title_case_name), shader_name(shader_name)
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|   {
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|   }
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| };
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| 
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| const FloatMathOperationInfo *get_float_math_operation_info(const int operation);
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| const FloatMathOperationInfo *get_float3_math_operation_info(const int operation);
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| const FloatMathOperationInfo *get_float_compare_operation_info(const int operation);
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| 
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| /**
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|  * This calls the `callback` with two arguments:
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|  *  1. The math function that takes a float as input and outputs a new float.
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|  *  2. A #FloatMathOperationInfo struct reference.
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|  * Returns true when the callback has been called, otherwise false.
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|  *
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|  * The math function that is passed to the callback is actually a lambda function that is different
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|  * for every operation. Therefore, if the callback is templated on the math function, it will get
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|  * instantiated for every operation separately. This has two benefits:
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|  *  - The compiler can optimize the callback for every operation separately.
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|  *  - A static variable declared in the callback will be generated for every operation separately.
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|  *
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|  * If separate instantiations are not desired, the callback can also take a function pointer with
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|  * the following signature as input instead: float (*math_function)(float a).
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|  */
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| template<typename Callback>
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| inline bool try_dispatch_float_math_fl_to_fl(const int operation, Callback &&callback)
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| {
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|   const FloatMathOperationInfo *info = get_float_math_operation_info(operation);
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|   if (info == nullptr) {
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|     return false;
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|   }
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| 
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|   /* This is just an utility function to keep the individual cases smaller. */
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|   auto dispatch = [&](auto math_function) -> bool {
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|     callback(math_function, *info);
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|     return true;
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|   };
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| 
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|   switch (operation) {
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|     case NODE_MATH_EXPONENT:
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|       return dispatch([](float a) { return expf(a); });
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|     case NODE_MATH_SQRT:
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|       return dispatch([](float a) { return safe_sqrtf(a); });
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|     case NODE_MATH_INV_SQRT:
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|       return dispatch([](float a) { return safe_inverse_sqrtf(a); });
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|     case NODE_MATH_ABSOLUTE:
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|       return dispatch([](float a) { return fabs(a); });
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|     case NODE_MATH_RADIANS:
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|       return dispatch([](float a) { return (float)DEG2RAD(a); });
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|     case NODE_MATH_DEGREES:
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|       return dispatch([](float a) { return (float)RAD2DEG(a); });
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|     case NODE_MATH_SIGN:
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|       return dispatch([](float a) { return compatible_signf(a); });
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|     case NODE_MATH_ROUND:
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|       return dispatch([](float a) { return floorf(a + 0.5f); });
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|     case NODE_MATH_FLOOR:
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|       return dispatch([](float a) { return floorf(a); });
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|     case NODE_MATH_CEIL:
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|       return dispatch([](float a) { return ceilf(a); });
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|     case NODE_MATH_FRACTION:
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|       return dispatch([](float a) { return a - floorf(a); });
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|     case NODE_MATH_TRUNC:
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|       return dispatch([](float a) { return a >= 0.0f ? floorf(a) : ceilf(a); });
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|     case NODE_MATH_SINE:
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|       return dispatch([](float a) { return sinf(a); });
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|     case NODE_MATH_COSINE:
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|       return dispatch([](float a) { return cosf(a); });
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|     case NODE_MATH_TANGENT:
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|       return dispatch([](float a) { return tanf(a); });
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|     case NODE_MATH_SINH:
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|       return dispatch([](float a) { return sinhf(a); });
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|     case NODE_MATH_COSH:
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|       return dispatch([](float a) { return coshf(a); });
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|     case NODE_MATH_TANH:
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|       return dispatch([](float a) { return tanhf(a); });
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|     case NODE_MATH_ARCSINE:
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|       return dispatch([](float a) { return safe_asinf(a); });
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|     case NODE_MATH_ARCCOSINE:
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|       return dispatch([](float a) { return safe_acosf(a); });
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|     case NODE_MATH_ARCTANGENT:
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|       return dispatch([](float a) { return atanf(a); });
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|   }
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|   return false;
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| }
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| 
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| /**
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|  * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature.
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|  */
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| template<typename Callback>
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| inline bool try_dispatch_float_math_fl_fl_to_fl(const int operation, Callback &&callback)
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| {
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|   const FloatMathOperationInfo *info = get_float_math_operation_info(operation);
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|   if (info == nullptr) {
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|     return false;
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|   }
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| 
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|   /* This is just an utility function to keep the individual cases smaller. */
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|   auto dispatch = [&](auto math_function) -> bool {
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|     callback(math_function, *info);
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|     return true;
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|   };
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| 
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|   switch (operation) {
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|     case NODE_MATH_ADD:
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|       return dispatch([](float a, float b) { return a + b; });
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|     case NODE_MATH_SUBTRACT:
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|       return dispatch([](float a, float b) { return a - b; });
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|     case NODE_MATH_MULTIPLY:
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|       return dispatch([](float a, float b) { return a * b; });
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|     case NODE_MATH_DIVIDE:
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|       return dispatch([](float a, float b) { return safe_divide(a, b); });
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|     case NODE_MATH_POWER:
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|       return dispatch([](float a, float b) { return safe_powf(a, b); });
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|     case NODE_MATH_LOGARITHM:
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|       return dispatch([](float a, float b) { return safe_logf(a, b); });
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|     case NODE_MATH_MINIMUM:
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|       return dispatch([](float a, float b) { return std::min(a, b); });
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|     case NODE_MATH_MAXIMUM:
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|       return dispatch([](float a, float b) { return std::max(a, b); });
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|     case NODE_MATH_LESS_THAN:
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|       return dispatch([](float a, float b) { return (float)(a < b); });
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|     case NODE_MATH_GREATER_THAN:
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|       return dispatch([](float a, float b) { return (float)(a > b); });
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|     case NODE_MATH_MODULO:
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|       return dispatch([](float a, float b) { return safe_modf(a, b); });
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|     case NODE_MATH_SNAP:
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|       return dispatch([](float a, float b) { return floorf(safe_divide(a, b)) * b; });
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|     case NODE_MATH_ARCTAN2:
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|       return dispatch([](float a, float b) { return atan2f(a, b); });
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|     case NODE_MATH_PINGPONG:
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|       return dispatch([](float a, float b) { return pingpongf(a, b); });
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|   }
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|   return false;
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| }
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| 
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| /**
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|  * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature.
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|  */
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| template<typename Callback>
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| inline bool try_dispatch_float_math_fl_fl_fl_to_fl(const int operation, Callback &&callback)
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| {
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|   const FloatMathOperationInfo *info = get_float_math_operation_info(operation);
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|   if (info == nullptr) {
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|     return false;
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|   }
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| 
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|   /* This is just an utility function to keep the individual cases smaller. */
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|   auto dispatch = [&](auto math_function) -> bool {
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|     callback(math_function, *info);
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|     return true;
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|   };
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| 
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|   switch (operation) {
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|     case NODE_MATH_MULTIPLY_ADD:
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|       return dispatch([](float a, float b, float c) { return a * b + c; });
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|     case NODE_MATH_COMPARE:
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|       return dispatch([](float a, float b, float c) -> float {
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|         return ((a == b) || (fabsf(a - b) <= fmaxf(c, FLT_EPSILON))) ? 1.0f : 0.0f;
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|       });
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|     case NODE_MATH_SMOOTH_MIN:
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|       return dispatch([](float a, float b, float c) { return smoothminf(a, b, c); });
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|     case NODE_MATH_SMOOTH_MAX:
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|       return dispatch([](float a, float b, float c) { return -smoothminf(-a, -b, -c); });
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|     case NODE_MATH_WRAP:
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|       return dispatch([](float a, float b, float c) { return wrapf(a, b, c); });
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|   }
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|   return false;
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| }
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| 
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| /**
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|  * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature.
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|  */
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| template<typename Callback>
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| inline bool try_dispatch_float_math_fl_fl_to_bool(const FloatCompareOperation operation,
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|                                                   Callback &&callback)
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| {
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|   const FloatMathOperationInfo *info = get_float_compare_operation_info(operation);
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|   if (info == nullptr) {
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|     return false;
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|   }
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| 
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|   /* This is just an utility function to keep the individual cases smaller. */
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|   auto dispatch = [&](auto math_function) -> bool {
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|     callback(math_function, *info);
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|     return true;
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|   };
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| 
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|   switch (operation) {
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|     case NODE_FLOAT_COMPARE_LESS_THAN:
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|       return dispatch([](float a, float b) { return a < b; });
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|     case NODE_FLOAT_COMPARE_LESS_EQUAL:
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|       return dispatch([](float a, float b) { return a <= b; });
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|     case NODE_FLOAT_COMPARE_GREATER_THAN:
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|       return dispatch([](float a, float b) { return a > b; });
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|     case NODE_FLOAT_COMPARE_GREATER_EQUAL:
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|       return dispatch([](float a, float b) { return a >= b; });
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|     default:
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|       return false;
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|   }
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|   return false;
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| }
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| 
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| /**
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|  * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature.
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|  */
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| template<typename Callback>
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| inline bool try_dispatch_float_math_fl3_fl3_to_fl3(const NodeVectorMathOperation operation,
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|                                                    Callback &&callback)
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| {
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|   const FloatMathOperationInfo *info = get_float3_math_operation_info(operation);
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|   if (info == nullptr) {
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|     return false;
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|   }
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| 
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|   /* This is just a utility function to keep the individual cases smaller. */
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|   auto dispatch = [&](auto math_function) -> bool {
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|     callback(math_function, *info);
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|     return true;
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|   };
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| 
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|   switch (operation) {
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|     case NODE_VECTOR_MATH_ADD:
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|       return dispatch([](float3 a, float3 b) { return a + b; });
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|     case NODE_VECTOR_MATH_SUBTRACT:
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|       return dispatch([](float3 a, float3 b) { return a - b; });
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|     case NODE_VECTOR_MATH_MULTIPLY:
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|       return dispatch([](float3 a, float3 b) { return a * b; });
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|     case NODE_VECTOR_MATH_DIVIDE:
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|       return dispatch([](float3 a, float3 b) {
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|         return float3(safe_divide(a.x, b.x), safe_divide(a.y, b.y), safe_divide(a.z, b.z));
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|       });
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|     case NODE_VECTOR_MATH_CROSS_PRODUCT:
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|       return dispatch([](float3 a, float3 b) { return float3::cross_high_precision(a, b); });
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|     case NODE_VECTOR_MATH_PROJECT:
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|       return dispatch([](float3 a, float3 b) {
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|         float length_squared = float3::dot(a, b);
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|         return (length_squared != 0.0) ? (float3::dot(a, b) / length_squared) * b : float3(0.0f);
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|       });
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|     case NODE_VECTOR_MATH_REFLECT:
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|       return dispatch([](float3 a, float3 b) {
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|         b.normalize();
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|         return a.reflected(b);
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|       });
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|     case NODE_VECTOR_MATH_SNAP:
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|       return dispatch([](float3 a, float3 b) {
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|         return float3(floor(safe_divide(a.x, b.x)),
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|                       floor(safe_divide(a.y, b.y)),
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|                       floor(safe_divide(a.z, b.z))) *
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|                b;
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|       });
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|     case NODE_VECTOR_MATH_MODULO:
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|       return dispatch([](float3 a, float3 b) {
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|         return float3(safe_modf(a.x, b.x), safe_modf(a.y, b.y), safe_modf(a.z, b.z));
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|       });
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|     case NODE_VECTOR_MATH_MINIMUM:
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|       return dispatch([](float3 a, float3 b) {
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|         return float3(min_ff(a.x, b.x), min_ff(a.y, b.y), min_ff(a.z, b.z));
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|       });
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|     case NODE_VECTOR_MATH_MAXIMUM:
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|       return dispatch([](float3 a, float3 b) {
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|         return float3(max_ff(a.x, b.x), max_ff(a.y, b.y), max_ff(a.z, b.z));
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|       });
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|     default:
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|       return false;
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|   }
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|   return false;
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| }
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| 
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| /**
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|  * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature.
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|  */
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| template<typename Callback>
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| inline bool try_dispatch_float_math_fl3_fl3_to_fl(const NodeVectorMathOperation operation,
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|                                                   Callback &&callback)
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| {
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|   const FloatMathOperationInfo *info = get_float3_math_operation_info(operation);
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|   if (info == nullptr) {
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|     return false;
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|   }
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| 
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|   /* This is just a utility function to keep the individual cases smaller. */
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|   auto dispatch = [&](auto math_function) -> bool {
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|     callback(math_function, *info);
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|     return true;
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|   };
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| 
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|   switch (operation) {
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|     case NODE_VECTOR_MATH_DOT_PRODUCT:
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|       return dispatch([](float3 a, float3 b) { return float3::dot(a, b); });
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|     case NODE_VECTOR_MATH_DISTANCE:
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|       return dispatch([](float3 a, float3 b) { return float3::distance(a, b); });
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|     default:
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|       return false;
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|   }
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|   return false;
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| }
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| 
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| /**
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|  * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature.
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|  */
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| template<typename Callback>
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| inline bool try_dispatch_float_math_fl3_fl3_fl3_to_fl3(const NodeVectorMathOperation operation,
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|                                                        Callback &&callback)
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| {
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|   const FloatMathOperationInfo *info = get_float3_math_operation_info(operation);
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|   if (info == nullptr) {
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|     return false;
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|   }
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| 
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|   /* This is just a utility function to keep the individual cases smaller. */
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|   auto dispatch = [&](auto math_function) -> bool {
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|     callback(math_function, *info);
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|     return true;
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|   };
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| 
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|   switch (operation) {
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|     case NODE_VECTOR_MATH_MULTIPLY_ADD:
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|       return dispatch([](float3 a, float3 b, float3 c) { return a * b + c; });
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|     case NODE_VECTOR_MATH_WRAP:
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|       return dispatch([](float3 a, float3 b, float3 c) {
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|         return float3(wrapf(a.x, b.x, c.x), wrapf(a.y, b.y, c.y), wrapf(a.z, b.z, c.z));
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|       });
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|     case NODE_VECTOR_MATH_FACEFORWARD:
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|       return dispatch([](float3 a, float3 b, float3 c) { return float3::faceforward(a, b, c); });
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|     default:
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|       return false;
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|   }
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|   return false;
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| }
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| 
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| /**
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|  * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature.
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|  */
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| template<typename Callback>
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| inline bool try_dispatch_float_math_fl3_fl3_fl_to_fl3(const NodeVectorMathOperation operation,
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|                                                       Callback &&callback)
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| {
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|   const FloatMathOperationInfo *info = get_float3_math_operation_info(operation);
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|   if (info == nullptr) {
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|     return false;
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|   }
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| 
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|   /* This is just a utility function to keep the individual cases smaller. */
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|   auto dispatch = [&](auto math_function) -> bool {
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|     callback(math_function, *info);
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|     return true;
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|   };
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| 
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|   switch (operation) {
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|     case NODE_VECTOR_MATH_REFRACT:
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|       return dispatch(
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|           [](float3 a, float3 b, float c) { return float3::refract(a, b.normalized(), c); });
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|     default:
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|       return false;
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|   }
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|   return false;
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| }
 | |
| 
 | |
| /**
 | |
|  * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature.
 | |
|  */
 | |
| template<typename Callback>
 | |
| inline bool try_dispatch_float_math_fl3_to_fl(const NodeVectorMathOperation operation,
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|                                               Callback &&callback)
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| {
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|   const FloatMathOperationInfo *info = get_float3_math_operation_info(operation);
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|   if (info == nullptr) {
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|     return false;
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|   }
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| 
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|   /* This is just a utility function to keep the individual cases smaller. */
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|   auto dispatch = [&](auto math_function) -> bool {
 | |
|     callback(math_function, *info);
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|     return true;
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|   };
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| 
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|   switch (operation) {
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|     case NODE_VECTOR_MATH_LENGTH:
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|       return dispatch([](float3 in) { return in.length(); });
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|     default:
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|       return false;
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|   }
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|   return false;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature.
 | |
|  */
 | |
| template<typename Callback>
 | |
| inline bool try_dispatch_float_math_fl3_fl_to_fl3(const NodeVectorMathOperation operation,
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|                                                   Callback &&callback)
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| {
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|   const FloatMathOperationInfo *info = get_float3_math_operation_info(operation);
 | |
|   if (info == nullptr) {
 | |
|     return false;
 | |
|   }
 | |
| 
 | |
|   /* This is just a utility function to keep the individual cases smaller. */
 | |
|   auto dispatch = [&](auto math_function) -> bool {
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|     callback(math_function, *info);
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|     return true;
 | |
|   };
 | |
| 
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|   switch (operation) {
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|     case NODE_VECTOR_MATH_SCALE:
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|       return dispatch([](float3 a, float b) { return a * b; });
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|     default:
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|       return false;
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|   }
 | |
|   return false;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature.
 | |
|  */
 | |
| template<typename Callback>
 | |
| inline bool try_dispatch_float_math_fl3_to_fl3(const NodeVectorMathOperation operation,
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|                                                Callback &&callback)
 | |
| {
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|   const FloatMathOperationInfo *info = get_float3_math_operation_info(operation);
 | |
|   if (info == nullptr) {
 | |
|     return false;
 | |
|   }
 | |
| 
 | |
|   /* This is just a utility function to keep the individual cases smaller. */
 | |
|   auto dispatch = [&](auto math_function) -> bool {
 | |
|     callback(math_function, *info);
 | |
|     return true;
 | |
|   };
 | |
| 
 | |
|   switch (operation) {
 | |
|     case NODE_VECTOR_MATH_NORMALIZE:
 | |
|       return dispatch([](float3 in) {
 | |
|         float3 out = in;
 | |
|         out.normalize();
 | |
|         return out;
 | |
|       }); /* Should be safe. */
 | |
|     case NODE_VECTOR_MATH_FLOOR:
 | |
|       return dispatch([](float3 in) { return float3(floor(in.x), floor(in.y), floor(in.z)); });
 | |
|     case NODE_VECTOR_MATH_CEIL:
 | |
|       return dispatch([](float3 in) { return float3(ceil(in.x), ceil(in.y), ceil(in.z)); });
 | |
|     case NODE_VECTOR_MATH_FRACTION:
 | |
|       return dispatch(
 | |
|           [](float3 in) { return in - float3(floor(in.x), floor(in.y), floor(in.z)); });
 | |
|     case NODE_VECTOR_MATH_ABSOLUTE:
 | |
|       return dispatch([](float3 in) { return float3::abs(in); });
 | |
|     case NODE_VECTOR_MATH_SINE:
 | |
|       return dispatch([](float3 in) { return float3(sinf(in.x), sinf(in.y), sinf(in.z)); });
 | |
|     case NODE_VECTOR_MATH_COSINE:
 | |
|       return dispatch([](float3 in) { return float3(cosf(in.x), cosf(in.y), cosf(in.z)); });
 | |
|     case NODE_VECTOR_MATH_TANGENT:
 | |
|       return dispatch([](float3 in) { return float3(tanf(in.x), tanf(in.y), tanf(in.z)); });
 | |
|     default:
 | |
|       return false;
 | |
|   }
 | |
|   return false;
 | |
| }
 | |
| 
 | |
| }  // namespace blender::nodes
 |