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blender-archive/source/blender/nodes/geometry/node_geometry_util.cc
Aaron Carlisle d3ad04172d Cleanup: Remove bNodeType flag from base registration functions
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
2022-01-03 19:33:14 -05:00

99 lines
3.4 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "node_geometry_util.hh"
#include "node_util.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "BKE_mesh.h"
#include "BKE_mesh_runtime.h"
#include "BKE_pointcloud.h"
#include "NOD_socket_search_link.hh"
namespace blender::nodes {
using bke::GeometryInstanceGroup;
void update_attribute_input_socket_availabilities(bNodeTree &ntree,
bNode &node,
const StringRef name,
const GeometryNodeAttributeInputMode mode,
const bool name_is_available)
{
const GeometryNodeAttributeInputMode mode_ = (GeometryNodeAttributeInputMode)mode;
LISTBASE_FOREACH (bNodeSocket *, socket, &node.inputs) {
if (name == socket->name) {
const bool socket_is_available =
name_is_available &&
((socket->type == SOCK_STRING && mode_ == GEO_NODE_ATTRIBUTE_INPUT_ATTRIBUTE) ||
(socket->type == SOCK_FLOAT && mode_ == GEO_NODE_ATTRIBUTE_INPUT_FLOAT) ||
(socket->type == SOCK_INT && mode_ == GEO_NODE_ATTRIBUTE_INPUT_INTEGER) ||
(socket->type == SOCK_VECTOR && mode_ == GEO_NODE_ATTRIBUTE_INPUT_VECTOR) ||
(socket->type == SOCK_RGBA && mode_ == GEO_NODE_ATTRIBUTE_INPUT_COLOR));
nodeSetSocketAvailability(&ntree, socket, socket_is_available);
}
}
}
std::optional<CustomDataType> node_data_type_to_custom_data_type(const eNodeSocketDatatype type)
{
switch (type) {
case SOCK_FLOAT:
return CD_PROP_FLOAT;
case SOCK_VECTOR:
return CD_PROP_FLOAT3;
case SOCK_RGBA:
return CD_PROP_COLOR;
case SOCK_BOOLEAN:
return CD_PROP_BOOL;
case SOCK_INT:
return CD_PROP_INT32;
case SOCK_STRING:
return CD_PROP_STRING;
default:
return {};
}
}
std::optional<CustomDataType> node_socket_to_custom_data_type(const bNodeSocket &socket)
{
return node_data_type_to_custom_data_type(static_cast<eNodeSocketDatatype>(socket.type));
}
} // namespace blender::nodes
bool geo_node_poll_default(bNodeType *UNUSED(ntype),
bNodeTree *ntree,
const char **r_disabled_hint)
{
if (!STREQ(ntree->idname, "GeometryNodeTree")) {
*r_disabled_hint = TIP_("Not a geometry node tree");
return false;
}
return true;
}
void geo_node_type_base(bNodeType *ntype, int type, const char *name, short nclass)
{
node_type_base(ntype, type, name, nclass);
ntype->poll = geo_node_poll_default;
ntype->insert_link = node_insert_link_default;
ntype->gather_link_search_ops = blender::nodes::search_link_ops_for_basic_node;
}