This flag is only used a few small cases, so instead of setting the flag for every node only set the required flag for the nodes that require it. Mostly the flag is used to set `ntype.flag = NODE_PREVIEW` For nodes that should have previews by default which is only some compositor nodes and some texture nodes. The frame node also sets the `NODE_BACKGROUND` flag. All other nodes were setting a flag of 0 which has no purpose. Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D13699
99 lines
3.4 KiB
C++
99 lines
3.4 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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#include "node_geometry_util.hh"
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#include "node_util.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "BKE_mesh.h"
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#include "BKE_mesh_runtime.h"
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#include "BKE_pointcloud.h"
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#include "NOD_socket_search_link.hh"
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namespace blender::nodes {
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using bke::GeometryInstanceGroup;
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void update_attribute_input_socket_availabilities(bNodeTree &ntree,
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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)
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{
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const GeometryNodeAttributeInputMode mode_ = (GeometryNodeAttributeInputMode)mode;
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LISTBASE_FOREACH (bNodeSocket *, socket, &node.inputs) {
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if (name == socket->name) {
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const bool socket_is_available =
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name_is_available &&
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((socket->type == SOCK_STRING && mode_ == GEO_NODE_ATTRIBUTE_INPUT_ATTRIBUTE) ||
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(socket->type == SOCK_FLOAT && mode_ == GEO_NODE_ATTRIBUTE_INPUT_FLOAT) ||
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(socket->type == SOCK_INT && mode_ == GEO_NODE_ATTRIBUTE_INPUT_INTEGER) ||
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(socket->type == SOCK_VECTOR && mode_ == GEO_NODE_ATTRIBUTE_INPUT_VECTOR) ||
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(socket->type == SOCK_RGBA && mode_ == GEO_NODE_ATTRIBUTE_INPUT_COLOR));
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nodeSetSocketAvailability(&ntree, socket, socket_is_available);
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}
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}
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}
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std::optional<CustomDataType> node_data_type_to_custom_data_type(const eNodeSocketDatatype type)
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{
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switch (type) {
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case SOCK_FLOAT:
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return CD_PROP_FLOAT;
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case SOCK_VECTOR:
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return CD_PROP_FLOAT3;
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case SOCK_RGBA:
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return CD_PROP_COLOR;
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case SOCK_BOOLEAN:
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return CD_PROP_BOOL;
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case SOCK_INT:
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return CD_PROP_INT32;
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case SOCK_STRING:
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return CD_PROP_STRING;
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default:
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return {};
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}
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}
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std::optional<CustomDataType> node_socket_to_custom_data_type(const bNodeSocket &socket)
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{
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return node_data_type_to_custom_data_type(static_cast<eNodeSocketDatatype>(socket.type));
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}
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} // namespace blender::nodes
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bool geo_node_poll_default(bNodeType *UNUSED(ntype),
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bNodeTree *ntree,
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const char **r_disabled_hint)
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{
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if (!STREQ(ntree->idname, "GeometryNodeTree")) {
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*r_disabled_hint = TIP_("Not a geometry node tree");
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return false;
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}
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return true;
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}
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void geo_node_type_base(bNodeType *ntype, int type, const char *name, short nclass)
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{
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node_type_base(ntype, type, name, nclass);
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ntype->poll = geo_node_poll_default;
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ntype->insert_link = node_insert_link_default;
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ntype->gather_link_search_ops = blender::nodes::search_link_ops_for_basic_node;
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}
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