Previously, node types had a callback that creates internal links. Pretty much all nodes used the same callback though. The exceptions are the reroute node (which probably shouldn't be mutable anyway) and some input/output nodes that are not mutable. Removing the callback helps with D13246, because it makes it easier to reason about which internal links are created and when they change. In the future, the internal links should be part of the node declaration.
78 lines
2.9 KiB
C++
78 lines
2.9 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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namespace blender::nodes {
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using bke::GeometryInstanceGroup;
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/**
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* Update the availability of a group of input sockets with the same name,
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* used for switching between attribute inputs or single values.
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*
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* \param mode: Controls which socket of the group to make available.
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* \param name_is_available: If false, make all sockets with this name unavailable.
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*/
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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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} // 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 = "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, short flag)
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{
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node_type_base(ntype, type, name, nclass, flag);
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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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}
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