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
85 lines
3.0 KiB
C++
85 lines
3.0 KiB
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_vec_types.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_geometry.h"
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#include "NOD_geometry_exec.hh"
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#include "NOD_socket_declarations.hh"
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#include "NOD_socket_declarations_geometry.hh"
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#include "RNA_access.h"
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#include "node_util.h"
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void geo_node_type_base(struct bNodeType *ntype, int type, const char *name, short nclass);
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bool geo_node_poll_default(struct bNodeType *ntype,
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struct bNodeTree *ntree,
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const char **r_disabled_hint);
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namespace blender::nodes {
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void transform_mesh(Mesh &mesh,
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const float3 translation,
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const float3 rotation,
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const float3 scale);
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void transform_geometry_set(GeoNodeExecParams ¶ms,
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GeometrySet &geometry,
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const float4x4 &transform,
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const Depsgraph &depsgraph);
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Mesh *create_line_mesh(const float3 start, const float3 delta, int count);
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Mesh *create_grid_mesh(int verts_x, int verts_y, float size_x, float size_y);
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struct ConeAttributeOutputs {
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StrongAnonymousAttributeID top_id;
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StrongAnonymousAttributeID bottom_id;
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StrongAnonymousAttributeID side_id;
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};
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Mesh *create_cylinder_or_cone_mesh(float radius_top,
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float radius_bottom,
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float depth,
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int circle_segments,
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int side_segments,
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int fill_segments,
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GeometryNodeMeshCircleFillType fill_type,
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ConeAttributeOutputs &attribute_outputs);
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/**
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* Copies the point domain attributes from `in_component` that are in the mask to `out_component`.
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*/
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void copy_point_attributes_based_on_mask(const GeometryComponent &in_component,
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GeometryComponent &result_component,
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Span<bool> masks,
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bool invert);
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/**
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* Returns the parts of the geometry that are on the selection for the given domain. If the domain
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* is not applicable for the component, e.g. face domain for point cloud, nothing happens to that
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* component. If no component can work with the domain, then `error_message` is set to true.
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*/
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void separate_geometry(GeometrySet &geometry_set,
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eAttrDomain domain,
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GeometryNodeDeleteGeometryMode mode,
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const Field<bool> &selection_field,
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bool &r_is_error);
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std::optional<eCustomDataType> node_data_type_to_custom_data_type(eNodeSocketDatatype type);
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std::optional<eCustomDataType> node_socket_to_custom_data_type(const bNodeSocket &socket);
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} // namespace blender::nodes
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