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blender-archive/source/blender/nodes/NOD_geometry_exec.hh
Hans Goudey c484b54453 Geometry Nodes: Boolean attribute type
This adds a boolean attribute and custom data type, to be used in the
point separate node. It also adds it as supported data types in the
random attribute and attribute fill nodes.

There are more clever ways of storing a boolean attribute that make
more sense in certain situations-- sets, bitfields, and others, this
commit keeps it simple, saving those changes for when there is a proper
use case for them. In any case, we will still probably always want the
idea of a boolean attribute.

Differential Revision: https://developer.blender.org/D9818
2020-12-16 12:33:13 -06:00

191 lines
6.0 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#pragma once
#include "FN_generic_value_map.hh"
#include "BKE_attribute_access.hh"
#include "BKE_geometry_set.hh"
#include "BKE_persistent_data_handle.hh"
#include "DNA_node_types.h"
namespace blender::nodes {
using bke::BooleanReadAttribute;
using bke::BooleanWriteAttribute;
using bke::Color4fReadAttribute;
using bke::Color4fWriteAttribute;
using bke::Float3ReadAttribute;
using bke::Float3WriteAttribute;
using bke::FloatReadAttribute;
using bke::FloatWriteAttribute;
using bke::PersistentDataHandleMap;
using bke::PersistentObjectHandle;
using bke::ReadAttribute;
using bke::ReadAttributePtr;
using bke::WriteAttribute;
using bke::WriteAttributePtr;
using fn::CPPType;
using fn::GMutablePointer;
using fn::GValueMap;
class GeoNodeExecParams {
private:
const bNode &node_;
GValueMap<StringRef> &input_values_;
GValueMap<StringRef> &output_values_;
const PersistentDataHandleMap &handle_map_;
const Object *self_object_;
public:
GeoNodeExecParams(const bNode &node,
GValueMap<StringRef> &input_values,
GValueMap<StringRef> &output_values,
const PersistentDataHandleMap &handle_map,
const Object *self_object)
: node_(node),
input_values_(input_values),
output_values_(output_values),
handle_map_(handle_map),
self_object_(self_object)
{
}
/**
* Get the input value for the input socket with the given identifier.
*
* The node calling becomes responsible for destructing the value before it is done
* executing. This method can only be called once for each identifier.
*/
GMutablePointer extract_input(StringRef identifier)
{
#ifdef DEBUG
this->check_extract_input(identifier);
#endif
return input_values_.extract(identifier);
}
/**
* Get the input value for the input socket with the given identifier.
*
* This method can only be called once for each identifier.
*/
template<typename T> T extract_input(StringRef identifier)
{
#ifdef DEBUG
this->check_extract_input(identifier, &CPPType::get<T>());
#endif
return input_values_.extract<T>(identifier);
}
/**
* Get the input value for the input socket with the given identifier.
*
* This makes a copy of the value, which is fine for most types but should be avoided for
* geometry sets.
*/
template<typename T> T get_input(StringRef identifier) const
{
#ifdef DEBUG
this->check_extract_input(identifier, &CPPType::get<T>());
#endif
return input_values_.lookup<T>(identifier);
}
/**
* Move-construct a new value based on the given value and store it for the given socket
* identifier.
*/
void set_output_by_move(StringRef identifier, GMutablePointer value)
{
#ifdef DEBUG
BLI_assert(value.type() != nullptr);
BLI_assert(value.get() != nullptr);
this->check_set_output(identifier, *value.type());
#endif
output_values_.add_new_by_move(identifier, value);
}
/**
* Store the output value for the given socket identifier.
*/
template<typename T> void set_output(StringRef identifier, T &&value)
{
#ifdef DEBUG
this->check_set_output(identifier, CPPType::get<std::decay_t<T>>());
#endif
output_values_.add_new(identifier, std::forward<T>(value));
}
/**
* Get the node that is currently being executed.
*/
const bNode &node() const
{
return node_;
}
const PersistentDataHandleMap &handle_map() const
{
return handle_map_;
}
const Object *self_object() const
{
return self_object_;
}
/**
* Creates a read-only attribute based on node inputs. The method automatically detects which
* input with the given name is available.
*/
ReadAttributePtr get_input_attribute(const StringRef name,
const GeometryComponent &component,
const AttributeDomain domain,
const CustomDataType type,
const void *default_value) const;
template<typename T>
bke::TypedReadAttribute<T> get_input_attribute(const StringRef name,
const GeometryComponent &component,
const AttributeDomain domain,
const T &default_value) const
{
const CustomDataType type = bke::cpp_type_to_custom_data_type(CPPType::get<T>());
return this->get_input_attribute(name, component, domain, type, &default_value);
}
/**
* Get the type of an input property or the associated constant socket types with the
* same names. Fall back to the default value if no attribute exists with the name.
*/
CustomDataType get_input_attribute_data_type(const StringRef name,
const GeometryComponent &component,
const CustomDataType default_type) const;
private:
/* Utilities for detecting common errors at when using this class. */
void check_extract_input(StringRef identifier, const CPPType *requested_type = nullptr) const;
void check_set_output(StringRef identifier, const CPPType &value_type) const;
/* Find the active socket socket with the input name (not the identifier). */
const bNodeSocket *find_available_socket(const StringRef name) const;
};
} // namespace blender::nodes