This patch replaces the existing transfer attribute node with three
nodes, "Sample Nearest Surface", "Sample Index", and "Sample Nearest".
This follows the design in T100010, allowing for new nodes like UV
sampling in the future. There is versioning so the new nodes replace
the old ones and are relinked as necessary.
The "Sample Nearest Surface" node is meant for the more complex
sampling algorithms that only work on meshes and interpolate
values inside of faces.
The new "Sample Index" just retrieves attributes from a geometry at
specific indices. It doesn't have implicit behavior like the old
transfer mode, which should make it more predictable. In order to not
change the behavior from existing files, the node has a has a "Clamp",
which is off by default for consistency with the "Field at Index" node.
The "Sample Nearest" node returns the index of the nearest element
on a geometry. It can be combined with the "Sample Index" node for
the same functionality as the old transfer node. This node can support
curves in the future.
Backwards compatibility is handled by versioning, but old versions can
not understand these nodes. The warning from 680fa8a523 should make
this explicit in 3.3 and earlier.
Differential Revision: https://developer.blender.org/D15909
107 lines
3.9 KiB
C++
107 lines
3.9 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup blenloader
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*/
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#pragma once
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#ifdef __cplusplus
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# include "BLI_map.hh"
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#endif
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struct ARegion;
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struct ListBase;
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struct Main;
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struct bNodeTree;
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct ARegion *do_versions_add_region_if_not_found(struct ListBase *regionbase,
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int region_type,
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const char *name,
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int link_after_region_type);
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/**
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* Rename if the ID doesn't exist.
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*
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* \return the ID (if found).
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*/
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ID *do_versions_rename_id(Main *bmain, short id_type, const char *name_src, const char *name_dst);
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void version_node_socket_name(struct bNodeTree *ntree,
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int node_type,
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const char *old_name,
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const char *new_name);
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void version_node_input_socket_name(struct bNodeTree *ntree,
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int node_type,
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const char *old_name,
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const char *new_name);
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void version_node_output_socket_name(struct bNodeTree *ntree,
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int node_type,
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const char *old_name,
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const char *new_name);
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/**
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* Adjust animation data for newly added node sockets.
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*
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* Node sockets are addressed by their index (in their RNA path, and thus FCurves/drivers), and
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* thus when a new node is added in the middle of the list, existing animation data needs to be
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* adjusted.
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*
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* Since this is about animation data, it only concerns input sockets.
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*
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* \param node_tree_type: Node tree type that has these nodes, for example #NTREE_SHADER.
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* \param node_type: Node type to adjust, for example #SH_NODE_BSDF_PRINCIPLED.
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* \param socket_index_orig: The original index of the moved socket; when socket 4 moved to 6,
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* pass 4 here.
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* \param socket_index_offset: The offset of the nodes, so when socket 4 moved to 6,
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* pass 2 here.
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* \param total_number_of_sockets: The total number of sockets in the node.
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*/
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void version_node_socket_index_animdata(
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Main *bmain,
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int node_tree_type, /* NTREE_....., e.g. NTREE_SHADER */
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int node_type, /* SH_NODE_..., e.g. SH_NODE_BSDF_PRINCIPLED */
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int socket_index_orig,
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int socket_index_offset,
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int total_number_of_sockets);
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/**
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* Replace the ID name of all nodes in the tree with the given type with the new name.
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*/
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void version_node_id(struct bNodeTree *ntree, int node_type, const char *new_name);
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/**
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* Convert `SocketName.001` unique name format to `SocketName_001`. Previously both were used.
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*/
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void version_node_socket_id_delim(bNodeSocket *socket);
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struct bNodeSocket *version_node_add_socket_if_not_exist(struct bNodeTree *ntree,
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struct bNode *node,
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eNodeSocketInOut in_out,
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int type,
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int subtype,
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const char *identifier,
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const char *name);
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/**
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* The versioning code generally expects `SOCK_IN_USE` to be set correctly. This function updates
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* the flag on all sockets after changes to the node tree.
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*/
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void version_socket_update_is_used(bNodeTree *ntree);
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ARegion *do_versions_add_region(int regiontype, const char *name);
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#ifdef __cplusplus
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}
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#endif
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#ifdef __cplusplus
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void node_tree_relink_with_socket_id_map(bNodeTree &ntree,
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bNode &old_node,
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bNode &new_node,
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const blender::Map<std::string, std::string> &map);
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#endif
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