The purpose of `NodeTreeRef` was to speed up various queries on a read-only `bNodeTree`. Not that we have runtime data in nodes and sockets, we can also store the result of some queries there. This has some benefits: * No need for a read-only separate node tree data structure which increased complexity. * Makes it easier to reuse cached queries in more parts of Blender that can benefit from it. A downside is that we loose some type safety that we got by having different types for input and output sockets, as well as internal and non-internal links. This patch also refactors `DerivedNodeTree` so that it does not use `NodeTreeRef` anymore, but uses `bNodeTree` directly instead. To provide a convenient API (that is also close to what `NodeTreeRef` has), a new approach is implemented: `bNodeTree`, `bNode`, `bNodeSocket` and `bNodeLink` now have C++ methods declared in `DNA_node_types.h` which are implemented in `BKE_node_runtime.hh`. To make this work, `makesdna` now skips c++ sections when parsing dna header files. No user visible changes are expected. Differential Revision: https://developer.blender.org/D15491
29 lines
536 B
C++
29 lines
536 B
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include <string.h>
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#include "BLI_math_vector.hh"
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#include "BLI_utildefines.h"
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#include "MEM_guardedalloc.h"
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#include "DNA_node_types.h"
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#include "BKE_node.h"
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#include "BLT_translation.h"
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#include "NOD_function.h"
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#include "NOD_multi_function.hh"
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#include "NOD_socket_declarations.hh"
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#include "node_util.h"
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#include "FN_multi_function_builder.hh"
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#include "RNA_access.h"
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void fn_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass);
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