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blender-archive/source/blender/editors/include/ED_viewer_path.hh
Hans Goudey 90ea1b7643 Nodes: Use persistent integer to identify to nodes
This patch adds an integer identifier to nodes that doesn't change when
the node name changes. This identifier can be used by different systems
to reference a node. This may be important to store caches and simulation
states per node, because otherwise those would always be invalidated
when a node name changes.

Additionally, this kind of identifier could make some things more efficient,
because with it an integer is enough to identify a node and one does not
have to store the node name.

I observed a 10% improvement in evaluation time in a file with an extreme
number of simple math nodes, due to reduced logging overhead-- from
0.226s to 0.205s.

Differential Revision: https://developer.blender.org/D15775
2022-12-01 15:08:12 -06:00

70 lines
2.1 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include <optional>
#include "BLI_string_ref.hh"
#include "BLI_vector.hh"
#include "BKE_viewer_path.h"
struct Main;
struct SpaceNode;
struct bNode;
struct bContext;
struct Object;
namespace blender::ed::viewer_path {
/**
* Activates the given node in the context provided by the editor. This indirectly updates all
* non-pinned viewer paths in other editors (spreadsheet and 3d view).
*/
void activate_geometry_node(Main &bmain, SpaceNode &snode, bNode &node);
/**
* Returns the object referenced by the viewer path. This only returns something if the viewer path
* *only* contains the object and nothing more.
*/
Object *parse_object_only(const ViewerPath &viewer_path);
/**
* Represents a parsed #ViewerPath for easier consumption.
*/
struct ViewerPathForGeometryNodesViewer {
Object *object;
blender::StringRefNull modifier_name;
blender::Vector<int32_t> group_node_ids;
int32_t viewer_node_id;
};
/**
* Parses a #ViewerPath into a #ViewerPathForGeometryNodesViewer or returns none if that does not
* work.
*/
std::optional<ViewerPathForGeometryNodesViewer> parse_geometry_nodes_viewer(
const ViewerPath &viewer_path);
/**
* Finds the node referenced by the #ViewerPath within the provided editor. If no node is
* referenced, null is returned. When two different editors show the same node group but in a
* different context, it's possible that the same node is active in one editor but not the other.
*/
bNode *find_geometry_nodes_viewer(const ViewerPath &viewer_path, SpaceNode &snode);
/**
* Checks if the node referenced by the viewer path and its entire context still exists. The node
* does not have to be visible for this to return true.
*/
bool exists_geometry_nodes_viewer(const ViewerPathForGeometryNodesViewer &parsed_viewer_path);
/**
* Checks if the node referenced by the viewer and its entire context is still active, i.e. some
* editor is showing it.
*/
bool is_active_geometry_nodes_viewer(const bContext &C,
const ViewerPathForGeometryNodesViewer &parsed_viewer_path);
} // namespace blender::ed::viewer_path