The object info node output an instance as a performance optimization. Before that optimization was (almost) invisible to the user, but now that we aren't automatically realizing instances, it isn't intuitive for a single object to become an instance. I refactored the transform node so its ability to translate/transform an entire geometry set was more usable from elsewhere and exposed the function to get a geometry set from an object. Differential Revision: https://developer.blender.org/D12833
121 lines
4.6 KiB
C++
121 lines
4.6 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#pragma once
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#include <string.h>
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#include "BLI_float3.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 "node_util.h"
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void geo_node_type_base(
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struct bNodeType *ntype, int type, const char *name, short nclass, short flag);
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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 update_attribute_input_socket_availabilities(bNode &node,
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const StringRef name,
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const GeometryNodeAttributeInputMode mode,
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const bool name_is_available = true);
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Array<uint32_t> get_geometry_element_ids_as_uints(const GeometryComponent &component,
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const AttributeDomain domain);
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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(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, const int count);
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Mesh *create_grid_mesh(const int verts_x,
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const int verts_y,
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const float size_x,
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const float size_y);
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Mesh *create_cylinder_or_cone_mesh(const float radius_top,
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const float radius_bottom,
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const float depth,
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const int circle_segments,
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const int side_segments,
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const int fill_segments,
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const GeometryNodeMeshCircleFillType fill_type);
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Mesh *create_cuboid_mesh(float3 size, int verts_x, int verts_y, int verts_z);
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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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const 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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const AttributeDomain domain,
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const GeometryNodeDeleteGeometryMode mode,
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const Field<bool> &selection_field,
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const bool invert,
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bool &r_is_error);
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struct CurveToPointsResults {
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int result_size;
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MutableSpan<float3> positions;
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MutableSpan<float> radii;
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MutableSpan<float> tilts;
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Map<AttributeIDRef, GMutableSpan> point_attributes;
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MutableSpan<float3> tangents;
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MutableSpan<float3> normals;
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MutableSpan<float3> rotations;
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};
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/**
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* Create references for all result point cloud attributes to simplify accessing them later on.
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*/
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CurveToPointsResults curve_to_points_create_result_attributes(PointCloudComponent &points,
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const CurveEval &curve);
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void curve_create_default_rotation_attribute(Span<float3> tangents,
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Span<float3> normals,
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MutableSpan<float3> rotations);
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} // namespace blender::nodes
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