tornavis/source/blender/blenkernel/BKE_node.h

1402 lines
48 KiB
C++

/* SPDX-FileCopyrightText: 2005 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*/
#include "BLI_compiler_compat.h"
#include "BLI_ghash.h"
#include "DNA_listBase.h"
/* for FOREACH_NODETREE_BEGIN */
#include "DNA_node_types.h"
#include "RNA_types.h"
#ifdef __cplusplus
# include "BLI_map.hh"
# include "BLI_string_ref.hh"
#endif
#ifdef __cplusplus
extern "C" {
#endif
/* not very important, but the stack solver likes to know a maximum */
#define MAX_SOCKET 512
struct BlendDataReader;
struct BlendExpander;
struct BlendLibReader;
struct BlendWriter;
struct FreestyleLineStyle;
struct GPUMaterial;
struct GPUNodeStack;
struct ID;
struct ImBuf;
struct Light;
struct Main;
struct Material;
struct PointerRNA;
struct Scene;
struct SpaceNode;
struct Tex;
struct World;
struct bContext;
struct bNode;
struct bNodeExecContext;
struct bNodeExecData;
struct bNodeInstanceHash;
struct bNodeLink;
struct bNodeSocket;
struct bNodeStack;
struct bNodeTree;
struct bNodeTreeExec;
struct bNodeTreeType;
struct uiLayout;
/* -------------------------------------------------------------------- */
/** \name Node Type Definitions
* \{ */
/**
* \brief Compact definition of a node socket.
*
* Can be used to quickly define a list of static sockets for a node,
* which are added to each new node of that type.
*
* \deprecated This struct is used by C nodes to define templates as simple
* static struct lists. These are converted to the new template collections
* in RNA types automatically.
*/
typedef struct bNodeSocketTemplate {
int type;
char name[64]; /* MAX_NAME */
float val1, val2, val3, val4; /* default alloc value for inputs */
float min, max;
int subtype; /* would use PropertySubType but this is a bad level include to use RNA */
int flag;
/* after this line is used internal only */
struct bNodeSocket *sock; /* used to hold verified socket */
char identifier[64]; /* generated from name */
} bNodeSocketTemplate;
/* Use `void *` for callbacks that require C++. This is rather ugly, but works well for now. This
* would not be necessary if we would use bNodeSocketType and bNodeType only in C++ code.
* However, achieving this requires quite a few changes currently. */
#ifdef __cplusplus
namespace blender {
class CPPType;
namespace nodes {
class DNode;
class NodeMultiFunctionBuilder;
class GeoNodeExecParams;
class NodeDeclaration;
class NodeDeclarationBuilder;
class GatherAddNodeSearchParams;
class GatherLinkSearchOpParams;
} // namespace nodes
namespace realtime_compositor {
class Context;
class NodeOperation;
class ShaderNode;
} // namespace realtime_compositor
} // namespace blender
using CPPTypeHandle = blender::CPPType;
using NodeMultiFunctionBuildFunction = void (*)(blender::nodes::NodeMultiFunctionBuilder &builder);
using NodeGeometryExecFunction = void (*)(blender::nodes::GeoNodeExecParams params);
using NodeDeclareFunction = void (*)(blender::nodes::NodeDeclarationBuilder &builder);
using NodeDeclareDynamicFunction = void (*)(const bNodeTree &tree,
const bNode &node,
blender::nodes::NodeDeclaration &r_declaration);
using SocketGetCPPValueFunction = void (*)(const struct bNodeSocket &socket, void *r_value);
using SocketGetGeometryNodesCPPValueFunction = void (*)(const struct bNodeSocket &socket,
void *r_value);
/* Adds socket link operations that are specific to this node type. */
using NodeGatherSocketLinkOperationsFunction =
void (*)(blender::nodes::GatherLinkSearchOpParams &params);
/* Adds node add menu operations that are specific to this node type. */
using NodeGatherAddOperationsFunction =
void (*)(blender::nodes::GatherAddNodeSearchParams &params);
using NodeGetCompositorOperationFunction = blender::realtime_compositor::NodeOperation
*(*)(blender::realtime_compositor::Context &context, blender::nodes::DNode node);
using NodeGetCompositorShaderNodeFunction =
blender::realtime_compositor::ShaderNode *(*)(blender::nodes::DNode node);
#else
typedef void *NodeGetCompositorOperationFunction;
typedef void *NodeGetCompositorShaderNodeFunction;
typedef void *NodeMultiFunctionBuildFunction;
typedef void *NodeGeometryExecFunction;
typedef void *NodeDeclareFunction;
typedef void *NodeDeclareDynamicFunction;
typedef void *NodeGatherSocketLinkOperationsFunction;
typedef void *NodeGatherAddOperationsFunction;
typedef void *SocketGetCPPTypeFunction;
typedef void *SocketGetGeometryNodesCPPTypeFunction;
typedef void *SocketGetGeometryNodesCPPValueFunction;
typedef void *SocketGetCPPValueFunction;
typedef struct CPPTypeHandle CPPTypeHandle;
#endif
/**
* \brief Defines a socket type.
*
* Defines the appearance and behavior of a socket in the UI.
*/
typedef struct bNodeSocketType {
/** Identifier name. */
char idname[64];
/** Type label. */
char label[64];
/** Sub-type label. */
char subtype_label[64];
void (*draw)(struct bContext *C,
struct uiLayout *layout,
struct PointerRNA *ptr,
struct PointerRNA *node_ptr,
const char *text);
void (*draw_color)(struct bContext *C,
struct PointerRNA *ptr,
struct PointerRNA *node_ptr,
float *r_color);
void (*interface_draw)(struct bContext *C, struct uiLayout *layout, struct PointerRNA *ptr);
void (*interface_draw_color)(struct bContext *C, struct PointerRNA *ptr, float *r_color);
void (*interface_init_socket)(struct bNodeTree *ntree,
const struct bNodeSocket *interface_socket,
struct bNode *node,
struct bNodeSocket *sock,
const char *data_path);
void (*interface_from_socket)(struct bNodeTree *ntree,
struct bNodeSocket *interface_socket,
const struct bNode *node,
const struct bNodeSocket *sock);
/* RNA integration */
ExtensionRNA ext_socket;
ExtensionRNA ext_interface;
/* for standard socket types in C */
int type, subtype;
/* When set, bNodeSocket->limit does not have any effect anymore. */
bool use_link_limits_of_type;
int input_link_limit;
int output_link_limit;
/* Callback to free the socket type. */
void (*free_self)(struct bNodeSocketType *stype);
/* Return the CPPType of this socket. */
const CPPTypeHandle *base_cpp_type;
/* Get the value of this socket in a generic way. */
SocketGetCPPValueFunction get_base_cpp_value;
/* Get geometry nodes cpp type. */
const CPPTypeHandle *geometry_nodes_cpp_type;
/* Get geometry nodes cpp value. */
SocketGetGeometryNodesCPPValueFunction get_geometry_nodes_cpp_value;
} bNodeSocketType;
typedef void *(*NodeInitExecFunction)(struct bNodeExecContext *context,
struct bNode *node,
bNodeInstanceKey key);
typedef void (*NodeFreeExecFunction)(void *nodedata);
typedef void (*NodeExecFunction)(void *data,
int thread,
struct bNode *,
struct bNodeExecData *execdata,
struct bNodeStack **in,
struct bNodeStack **out);
typedef int (*NodeGPUExecFunction)(struct GPUMaterial *mat,
struct bNode *node,
struct bNodeExecData *execdata,
struct GPUNodeStack *in,
struct GPUNodeStack *out);
/**
* \brief Defines a node type.
*
* Initial attributes and constants for a node as well as callback functions
* implementing the node behavior.
*/
typedef struct bNodeType {
char idname[64]; /* identifier name */
int type;
char ui_name[64]; /* MAX_NAME */
char ui_description[256];
int ui_icon;
float width, minwidth, maxwidth;
float height, minheight, maxheight;
short nclass, flag;
/* templates for static sockets */
bNodeSocketTemplate *inputs, *outputs;
char storagename[64]; /* struct name for DNA */
/* Draw the option buttons on the node */
void (*draw_buttons)(struct uiLayout *, struct bContext *C, struct PointerRNA *ptr);
/* Additional parameters in the side panel */
void (*draw_buttons_ex)(struct uiLayout *, struct bContext *C, struct PointerRNA *ptr);
/* Additional drawing on backdrop */
void (*draw_backdrop)(
struct SpaceNode *snode, struct ImBuf *backdrop, struct bNode *node, int x, int y);
/**
* Optional custom label function for the node header.
* \note Used as a fallback when #bNode.label isn't set.
*/
void (*labelfunc)(const struct bNodeTree *ntree,
const struct bNode *node,
char *label,
int label_maxncpy);
/** Optional override for node class, used for drawing node header. */
int (*ui_class)(const struct bNode *node);
/** Called when the node is updated in the editor. */
void (*updatefunc)(struct bNodeTree *ntree, struct bNode *node);
/** Check and update if internal ID data has changed. */
void (*group_update_func)(struct bNodeTree *ntree, struct bNode *node);
/**
* Initialize a new node instance of this type after creation.
*
* \note Assignments to `node->id` must not increment the user of the ID.
* This is handled by the caller of this callback.
*/
void (*initfunc)(struct bNodeTree *ntree, struct bNode *node);
/**
* Free the node instance.
*
* \note Access to `node->id` must be avoided in this function as this is called
* while freeing #Main, the state of this ID is undefined.
* Higher level logic to remove the node handles the user-count.
*/
void (*freefunc)(struct bNode *node);
/** Make a copy of the node instance. */
void (*copyfunc)(struct bNodeTree *dest_ntree,
struct bNode *dest_node,
const struct bNode *src_node);
/* Registerable API callback versions, called in addition to C callbacks */
void (*initfunc_api)(const struct bContext *C, struct PointerRNA *ptr);
void (*freefunc_api)(struct PointerRNA *ptr);
void (*copyfunc_api)(struct PointerRNA *ptr, const struct bNode *src_node);
/**
* An additional poll test for deciding whether nodes should be an option in search menus.
* Potentially more strict poll than #poll(), but doesn't have to check the same things.
*/
bool (*add_ui_poll)(const struct bContext *C);
/**
* Can this node type be added to a node tree?
* \param r_disabled_hint: Hint to display in the UI when the poll fails.
* The callback can set this to a static string without having to
* null-check it (or without setting it to null if it's not used).
* The caller must pass a valid `const char **` and null-initialize it
* when it's not just a dummy, that is, if it actually wants to access
* the returned disabled-hint (null-check needed!).
*/
bool (*poll)(const struct bNodeType *ntype,
const struct bNodeTree *nodetree,
const char **r_disabled_hint);
/**
* Can this node be added to a node tree?
* \param r_disabled_hint: See `poll()`.
*/
bool (*poll_instance)(const struct bNode *node,
const struct bNodeTree *nodetree,
const char **r_disabled_hint);
/* Optional handling of link insertion. Returns false if the link shouldn't be created. */
bool (*insert_link)(struct bNodeTree *ntree, struct bNode *node, struct bNodeLink *link);
void (*free_self)(struct bNodeType *ntype);
/* **** execution callbacks **** */
NodeInitExecFunction init_exec_fn;
NodeFreeExecFunction free_exec_fn;
NodeExecFunction exec_fn;
/* gpu */
NodeGPUExecFunction gpu_fn;
/* Get an instance of this node's compositor operation. Freeing the instance is the
* responsibility of the caller. */
NodeGetCompositorOperationFunction get_compositor_operation;
/* Get an instance of this node's compositor shader node. Freeing the instance is the
* responsibility of the caller. */
NodeGetCompositorShaderNodeFunction get_compositor_shader_node;
/* A message to display in the node header for unsupported realtime compositor nodes. The message
* is assumed to be static and thus require no memory handling. This field is to be removed when
* all nodes are supported. */
const char *realtime_compositor_unsupported_message;
/* Build a multi-function for this node. */
NodeMultiFunctionBuildFunction build_multi_function;
/* Execute a geometry node. */
NodeGeometryExecFunction geometry_node_execute;
/* Declares which sockets the node has. */
NodeDeclareFunction declare;
/**
* Declare which sockets the node has for declarations that aren't static per node type.
* In other words, defining this callback means that different nodes of this type can have
* different declarations and different sockets.
*/
NodeDeclareDynamicFunction declare_dynamic;
/* Declaration to be used when it is not dynamic. */
NodeDeclarationHandle *fixed_declaration;
/**
* Add to the list of search names and operations gathered by node link drag searching.
* Usually it isn't necessary to override the default behavior here, but a node type can have
* custom behavior here like adding custom search items.
*/
NodeGatherSocketLinkOperationsFunction gather_link_search_ops;
/**
* Add to the list of search items gathered by the add-node search. The default behavior of
* adding a single item with the node name is usually enough, but node types can have any number
* of custom search items.
*/
NodeGatherAddOperationsFunction gather_add_node_search_ops;
/** True when the node cannot be muted. */
bool no_muting;
/* RNA integration */
ExtensionRNA rna_ext;
} bNodeType;
/** #bNodeType.nclass (for add-menu and themes). */
#define NODE_CLASS_INPUT 0
#define NODE_CLASS_OUTPUT 1
#define NODE_CLASS_OP_COLOR 3
#define NODE_CLASS_OP_VECTOR 4
#define NODE_CLASS_OP_FILTER 5
#define NODE_CLASS_GROUP 6
#define NODE_CLASS_CONVERTER 8
#define NODE_CLASS_MATTE 9
#define NODE_CLASS_DISTORT 10
#define NODE_CLASS_PATTERN 12
#define NODE_CLASS_TEXTURE 13
#define NODE_CLASS_SCRIPT 32
#define NODE_CLASS_INTERFACE 33
#define NODE_CLASS_SHADER 40
#define NODE_CLASS_GEOMETRY 41
#define NODE_CLASS_ATTRIBUTE 42
#define NODE_CLASS_LAYOUT 100
struct bNodeTreeExec;
typedef void (*bNodeClassCallback)(void *calldata, int nclass, const char *name);
typedef struct bNodeTreeType {
int type; /* type identifier */
char idname[64]; /* identifier name */
/* The ID name of group nodes for this type. */
char group_idname[64];
char ui_name[64];
char ui_description[256];
int ui_icon;
/* callbacks */
/* Iteration over all node classes. */
void (*foreach_nodeclass)(struct Scene *scene, void *calldata, bNodeClassCallback func);
/* Check visibility in the node editor */
bool (*poll)(const struct bContext *C, struct bNodeTreeType *ntreetype);
/* Select a node tree from the context */
void (*get_from_context)(const struct bContext *C,
struct bNodeTreeType *ntreetype,
struct bNodeTree **r_ntree,
struct ID **r_id,
struct ID **r_from);
/* calls allowing threaded composite */
void (*localize)(struct bNodeTree *localtree, struct bNodeTree *ntree);
void (*local_merge)(struct Main *bmain, struct bNodeTree *localtree, struct bNodeTree *ntree);
/* Tree update. Overrides `nodetype->updatetreefunc` ! */
void (*update)(struct bNodeTree *ntree);
bool (*validate_link)(eNodeSocketDatatype from, eNodeSocketDatatype to);
void (*node_add_init)(struct bNodeTree *ntree, struct bNode *bnode);
/* Check if the socket type is valid for this tree type. */
bool (*valid_socket_type)(struct bNodeTreeType *ntreetype, struct bNodeSocketType *socket_type);
/* RNA integration */
ExtensionRNA rna_ext;
} bNodeTreeType;
/** \} */
/* -------------------------------------------------------------------- */
/** \name Generic API, Trees
* \{ */
struct bNodeTreeType *ntreeTypeFind(const char *idname);
void ntreeTypeAdd(struct bNodeTreeType *nt);
void ntreeTypeFreeLink(const struct bNodeTreeType *nt);
bool ntreeIsRegistered(const struct bNodeTree *ntree);
struct GHashIterator *ntreeTypeGetIterator(void);
/* Helper macros for iterating over tree types. */
#define NODE_TREE_TYPES_BEGIN(ntype) \
{ \
GHashIterator *__node_tree_type_iter__ = ntreeTypeGetIterator(); \
for (; !BLI_ghashIterator_done(__node_tree_type_iter__); \
BLI_ghashIterator_step(__node_tree_type_iter__)) \
{ \
bNodeTreeType *ntype = (bNodeTreeType *)BLI_ghashIterator_getValue(__node_tree_type_iter__);
#define NODE_TREE_TYPES_END \
} \
BLI_ghashIterator_free(__node_tree_type_iter__); \
} \
(void)0
/**
* Try to initialize all type-info in a node tree.
*
* \note In general undefined type-info is a perfectly valid case,
* the type may just be registered later.
* In that case the update_typeinfo function will set type-info on registration
* and do necessary updates.
*/
void ntreeSetTypes(const struct bContext *C, struct bNodeTree *ntree);
struct bNodeTree *ntreeAddTree(struct Main *bmain, const char *name, const char *idname);
/**
* Free tree which is embedded into another data-block.
*/
void ntreeFreeEmbeddedTree(struct bNodeTree *ntree);
/**
* Get address of potential node-tree pointer of given ID.
*
* \warning Using this function directly is potentially dangerous, if you don't know or are not
* sure, please use `ntreeFromID()` instead.
*/
struct bNodeTree **BKE_ntree_ptr_from_id(struct ID *id);
/**
* Returns the private NodeTree object of the data-block, if it has one.
*/
struct bNodeTree *ntreeFromID(struct ID *id);
void ntreeFreeLocalTree(struct bNodeTree *ntree);
/**
* Check recursively if a node tree contains another.
*/
bool ntreeContainsTree(const struct bNodeTree *tree_to_search_in,
const struct bNodeTree *tree_to_search_for);
void ntreeUpdateAllUsers(struct Main *main, struct ID *id);
/**
* XXX: old trees handle output flags automatically based on special output
* node types and last active selection.
* New tree types have a per-output socket flag to indicate the final output to use explicitly.
*/
void ntreeSetOutput(struct bNodeTree *ntree);
/**
* Returns localized tree for execution in threads.
*/
struct bNodeTree *ntreeLocalize(struct bNodeTree *ntree);
/**
* This is only direct data, tree itself should have been written.
*/
void ntreeBlendWrite(struct BlendWriter *writer, struct bNodeTree *ntree);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Node Tree Interface
* \{ */
/** Run this after relevant changes to panels to ensure sockets remain sorted by panel. */
void ntreeEnsureSocketInterfacePanelOrder(bNodeTree *ntree);
void ntreeRemoveSocketInterface(bNodeTree *ntree, bNodeSocket *sock);
struct bNodeSocket *ntreeAddSocketInterface(struct bNodeTree *ntree,
eNodeSocketInOut in_out,
const char *idname,
const char *name);
/** Set the panel of the interface socket. */
void ntreeSetSocketInterfacePanel(bNodeTree *ntree, bNodeSocket *sock, bNodePanel *panel);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Node Tree Socket Panels
* \{ */
/**
* Check if a panel is part of the node tree.
* \return True if the panel is part of the node tree.
*/
bool ntreeContainsPanel(const bNodeTree *ntree, const bNodePanel *panel);
/**
* Index of a panel in the node tree.
* \return Index of the panel in the node tree or -1 if the tree does not contain the panel.
*/
int ntreeGetPanelIndex(const bNodeTree *ntree, const bNodePanel *panel);
/**
* Add a new panel to the node tree.
* \param name: Name of the new panel.
*/
bNodePanel *ntreeAddPanel(bNodeTree *ntree, const char *name);
/**
* Insert a new panel in the node tree.
* \param name: Name of the new panel.
* \param index: Index at which to insert the panel.
*/
bNodePanel *ntreeInsertPanel(bNodeTree *ntree, const char *name, int index);
/** Remove a panel from the node tree. */
void ntreeRemovePanel(bNodeTree *ntree, bNodePanel *panel);
/** Remove all panels from the node tree. */
void ntreeClearPanels(bNodeTree *ntree);
/**
* Move a panel up or down in the node tree.
* \param index: Index to which to move the panel.
*/
void ntreeMovePanel(bNodeTree *ntree, bNodePanel *panel, int new_index);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Generic API, Nodes
* \{ */
struct bNodeType *nodeTypeFind(const char *idname);
const char *nodeTypeFindAlias(const char *idname);
void nodeRegisterType(struct bNodeType *ntype);
void nodeUnregisterType(struct bNodeType *ntype);
void nodeRegisterAlias(struct bNodeType *nt, const char *alias);
struct GHashIterator *nodeTypeGetIterator(void);
/* Helper macros for iterating over node types. */
#define NODE_TYPES_BEGIN(ntype) \
{ \
GHashIterator *__node_type_iter__ = nodeTypeGetIterator(); \
for (; !BLI_ghashIterator_done(__node_type_iter__); \
BLI_ghashIterator_step(__node_type_iter__)) { \
bNodeType *ntype = (bNodeType *)BLI_ghashIterator_getValue(__node_type_iter__);
#define NODE_TYPES_END \
} \
BLI_ghashIterator_free(__node_type_iter__); \
} \
((void)0)
struct bNodeSocketType *nodeSocketTypeFind(const char *idname);
void nodeRegisterSocketType(struct bNodeSocketType *stype);
void nodeUnregisterSocketType(struct bNodeSocketType *stype);
bool nodeSocketIsRegistered(const struct bNodeSocket *sock);
struct GHashIterator *nodeSocketTypeGetIterator(void);
const char *nodeSocketTypeLabel(const bNodeSocketType *stype);
const char *nodeStaticSocketType(int type, int subtype);
const char *nodeStaticSocketInterfaceType(int type, int subtype);
const char *nodeStaticSocketLabel(int type, int subtype);
/* Helper macros for iterating over node types. */
#define NODE_SOCKET_TYPES_BEGIN(stype) \
{ \
GHashIterator *__node_socket_type_iter__ = nodeSocketTypeGetIterator(); \
for (; !BLI_ghashIterator_done(__node_socket_type_iter__); \
BLI_ghashIterator_step(__node_socket_type_iter__)) \
{ \
bNodeSocketType *stype = (bNodeSocketType *)BLI_ghashIterator_getValue( \
__node_socket_type_iter__);
#define NODE_SOCKET_TYPES_END \
} \
BLI_ghashIterator_free(__node_socket_type_iter__); \
} \
((void)0)
struct bNodeSocket *nodeFindSocket(const struct bNode *node,
eNodeSocketInOut in_out,
const char *identifier);
struct bNodeSocket *nodeAddSocket(struct bNodeTree *ntree,
struct bNode *node,
eNodeSocketInOut in_out,
const char *idname,
const char *identifier,
const char *name);
struct bNodeSocket *nodeAddStaticSocket(struct bNodeTree *ntree,
struct bNode *node,
eNodeSocketInOut in_out,
int type,
int subtype,
const char *identifier,
const char *name);
void nodeRemoveSocket(struct bNodeTree *ntree, struct bNode *node, struct bNodeSocket *sock);
void nodeModifySocketTypeStatic(
struct bNodeTree *ntree, struct bNode *node, struct bNodeSocket *sock, int type, int subtype);
struct bNode *nodeAddNode(const struct bContext *C, struct bNodeTree *ntree, const char *idname);
struct bNode *nodeAddStaticNode(const struct bContext *C, struct bNodeTree *ntree, int type);
/**
* Find the first available, non-duplicate name for a given node.
*/
void nodeUniqueName(struct bNodeTree *ntree, struct bNode *node);
/**
* Create a new unique integer identifier for the node. Also set the node's
* index in the tree, which is an eagerly maintained cache.
*/
void nodeUniqueID(struct bNodeTree *ntree, struct bNode *node);
/**
* Delete node, associated animation data and ID user count.
*/
void nodeRemoveNode(struct Main *bmain,
struct bNodeTree *ntree,
struct bNode *node,
bool do_id_user);
void nodeDimensionsGet(const struct bNode *node, float *r_width, float *r_height);
void nodeTagUpdateID(struct bNode *node);
void nodeInternalLinks(struct bNode *node, struct bNodeLink **r_links, int *r_len);
/**
* Also used via RNA API, so we check for proper input output direction.
*/
struct bNodeLink *nodeAddLink(struct bNodeTree *ntree,
struct bNode *fromnode,
struct bNodeSocket *fromsock,
struct bNode *tonode,
struct bNodeSocket *tosock);
void nodeRemLink(struct bNodeTree *ntree, struct bNodeLink *link);
void nodeRemSocketLinks(struct bNodeTree *ntree, struct bNodeSocket *sock);
bool nodeLinkIsHidden(const struct bNodeLink *link);
void nodeAttachNode(struct bNodeTree *ntree, struct bNode *node, struct bNode *parent);
void nodeDetachNode(struct bNodeTree *ntree, struct bNode *node);
/**
* Same as above but expects that the socket definitely is in the node tree.
*/
void nodeFindNode(struct bNodeTree *ntree,
struct bNodeSocket *sock,
struct bNode **r_node,
int *r_sockindex);
/**
* Finds a node based on its name.
*/
struct bNode *nodeFindNodebyName(struct bNodeTree *ntree, const char *name);
/**
* Finds a node based on given socket and returns true on success.
*/
bool nodeFindNodeTry(struct bNodeTree *ntree,
struct bNodeSocket *sock,
struct bNode **r_node,
int *r_sockindex);
bool nodeIsParentAndChild(const bNode *parent, const bNode *child);
int nodeCountSocketLinks(const struct bNodeTree *ntree, const struct bNodeSocket *sock);
void nodeSetSelected(struct bNode *node, bool select);
/**
* Two active flags, ID nodes have special flag for buttons display.
*/
void nodeSetActive(struct bNodeTree *ntree, struct bNode *node);
struct bNode *nodeGetActive(struct bNodeTree *ntree);
void nodeClearActive(struct bNodeTree *ntree);
/**
* Two active flags, ID nodes have special flag for buttons display.
*/
struct bNode *nodeGetActiveTexture(struct bNodeTree *ntree);
int nodeSocketLinkLimit(const struct bNodeSocket *sock);
/**
* Node Instance Hash.
*/
typedef struct bNodeInstanceHash {
/** XXX should be made a direct member, #GHash allocation needs to support it */
GHash *ghash;
} bNodeInstanceHash;
typedef void (*bNodeInstanceValueFP)(void *value);
/**
* Magic number for initial hash key.
*/
extern const bNodeInstanceKey NODE_INSTANCE_KEY_BASE;
extern const bNodeInstanceKey NODE_INSTANCE_KEY_NONE;
bNodeInstanceKey BKE_node_instance_key(bNodeInstanceKey parent_key,
const struct bNodeTree *ntree,
const struct bNode *node);
bNodeInstanceHash *BKE_node_instance_hash_new(const char *info);
void BKE_node_instance_hash_free(bNodeInstanceHash *hash, bNodeInstanceValueFP valfreefp);
void BKE_node_instance_hash_insert(bNodeInstanceHash *hash, bNodeInstanceKey key, void *value);
void *BKE_node_instance_hash_lookup(bNodeInstanceHash *hash, bNodeInstanceKey key);
int BKE_node_instance_hash_remove(bNodeInstanceHash *hash,
bNodeInstanceKey key,
bNodeInstanceValueFP valfreefp);
void BKE_node_instance_hash_clear(bNodeInstanceHash *hash, bNodeInstanceValueFP valfreefp);
void *BKE_node_instance_hash_pop(bNodeInstanceHash *hash, bNodeInstanceKey key);
int BKE_node_instance_hash_haskey(bNodeInstanceHash *hash, bNodeInstanceKey key);
int BKE_node_instance_hash_size(bNodeInstanceHash *hash);
void BKE_node_instance_hash_clear_tags(bNodeInstanceHash *hash);
void BKE_node_instance_hash_tag(bNodeInstanceHash *hash, void *value);
bool BKE_node_instance_hash_tag_key(bNodeInstanceHash *hash, bNodeInstanceKey key);
void BKE_node_instance_hash_remove_untagged(bNodeInstanceHash *hash,
bNodeInstanceValueFP valfreefp);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Node Type Access
* \{ */
bool nodeGroupPoll(const struct bNodeTree *nodetree,
const struct bNodeTree *grouptree,
const char **r_disabled_hint);
void node_type_base_custom(struct bNodeType *ntype,
const char *idname,
const char *name,
short nclass);
/**
* \warning Nodes defining a storage type _must_ allocate this for new nodes.
* Otherwise nodes will reload as undefined (#46619).
*/
void node_type_storage(struct bNodeType *ntype,
const char *storagename,
void (*freefunc)(struct bNode *node),
void (*copyfunc)(struct bNodeTree *dest_ntree,
struct bNode *dest_node,
const struct bNode *src_node));
/** \} */
/* -------------------------------------------------------------------- */
/** \name Common Node Types
* \{ */
#define NODE_UNDEFINED -2 /* node type is not registered */
#define NODE_CUSTOM -1 /* for dynamically registered custom types */
#define NODE_GROUP 2
// #define NODE_FORLOOP 3 /* deprecated */
// #define NODE_WHILELOOP 4 /* deprecated */
#define NODE_FRAME 5
#define NODE_REROUTE 6
#define NODE_GROUP_INPUT 7
#define NODE_GROUP_OUTPUT 8
#define NODE_CUSTOM_GROUP 9
/** \} */
/* -------------------------------------------------------------------- */
/** \name Node Tree Iterator
*
* Utility macro for visiting every node tree in the library data,
* including local bNodeTree blocks in other IDs.
* This avoids the need for callback functions and allows executing code
* in a single inner code block.
*
* Variables:
*
* - nodetree:
* The actual bNodeTree data block.
* Check `nodetree->idname` or `nodetree->typeinfo` to use only specific types.
*
* - id:
* The owner of the bNodeTree data block.
* Same as nodetree if it's a linkable node tree from the library.
*
* Examples:
*
* \code{.c}
* FOREACH_NODETREE_BEGIN(bmain, nodetree, id) {
* if (id == nodetree)
* printf("This is a linkable node tree");
* } FOREACH_NODETREE_END;
*
* FOREACH_NODETREE_BEGIN(bmain, nodetree, id) {
* if (nodetree->idname == "ShaderNodeTree")
* printf("This is a shader node tree);
* if (GS(id) == ID_MA)
* printf(" and it's owned by a material");
* } FOREACH_NODETREE_END;
* \endcode
*
* \{ */
/* should be an opaque type, only for internal use by BKE_node_tree_iter_*** */
struct NodeTreeIterStore {
bNodeTree *ngroup;
Scene *scene;
struct Material *mat;
Tex *tex;
struct Light *light;
struct World *world;
struct FreestyleLineStyle *linestyle;
};
void BKE_node_tree_iter_init(struct NodeTreeIterStore *ntreeiter, struct Main *bmain);
bool BKE_node_tree_iter_step(struct NodeTreeIterStore *ntreeiter,
struct bNodeTree **r_nodetree,
struct ID **r_id);
#define FOREACH_NODETREE_BEGIN(bmain, _nodetree, _id) \
{ \
struct NodeTreeIterStore _nstore; \
bNodeTree *_nodetree; \
ID *_id; \
/* avoid compiler warning about unused variables */ \
BKE_node_tree_iter_init(&_nstore, bmain); \
while (BKE_node_tree_iter_step(&_nstore, &_nodetree, &_id) == true) { \
if (_nodetree) {
#define FOREACH_NODETREE_END \
} \
} \
} \
((void)0)
/** \} */
/* -------------------------------------------------------------------- */
/** \name Node Tree
*/
void BKE_nodetree_remove_layer_n(struct bNodeTree *ntree, struct Scene *scene, int layer_index);
/* -------------------------------------------------------------------- */
/** \name Shader Nodes
* \{ */
/* NOTE: types are needed to restore callbacks, don't change values. */
// #define SH_NODE_MATERIAL 100
#define SH_NODE_RGB 101
#define SH_NODE_VALUE 102
#define SH_NODE_MIX_RGB_LEGACY 103
#define SH_NODE_VALTORGB 104
#define SH_NODE_RGBTOBW 105
#define SH_NODE_SHADERTORGB 106
// #define SH_NODE_TEXTURE 106
#define SH_NODE_NORMAL 107
// #define SH_NODE_GEOMETRY 108
#define SH_NODE_MAPPING 109
#define SH_NODE_CURVE_VEC 110
#define SH_NODE_CURVE_RGB 111
#define SH_NODE_CAMERA 114
#define SH_NODE_MATH 115
#define SH_NODE_VECTOR_MATH 116
#define SH_NODE_SQUEEZE 117
// #define SH_NODE_MATERIAL_EXT 118
#define SH_NODE_INVERT 119
#define SH_NODE_SEPRGB_LEGACY 120
#define SH_NODE_COMBRGB_LEGACY 121
#define SH_NODE_HUE_SAT 122
#define SH_NODE_OUTPUT_MATERIAL 124
#define SH_NODE_OUTPUT_WORLD 125
#define SH_NODE_OUTPUT_LIGHT 126
#define SH_NODE_FRESNEL 127
#define SH_NODE_MIX_SHADER 128
#define SH_NODE_ATTRIBUTE 129
#define SH_NODE_BACKGROUND 130
#define SH_NODE_BSDF_GLOSSY 131
#define SH_NODE_BSDF_DIFFUSE 132
#define SH_NODE_BSDF_GLOSSY_LEGACY 133
#define SH_NODE_BSDF_GLASS 134
#define SH_NODE_BSDF_TRANSLUCENT 137
#define SH_NODE_BSDF_TRANSPARENT 138
#define SH_NODE_BSDF_SHEEN 139
#define SH_NODE_EMISSION 140
#define SH_NODE_NEW_GEOMETRY 141
#define SH_NODE_LIGHT_PATH 142
#define SH_NODE_TEX_IMAGE 143
#define SH_NODE_TEX_SKY 145
#define SH_NODE_TEX_GRADIENT 146
#define SH_NODE_TEX_VORONOI 147
#define SH_NODE_TEX_MAGIC 148
#define SH_NODE_TEX_WAVE 149
#define SH_NODE_TEX_NOISE 150
#define SH_NODE_TEX_MUSGRAVE 152
#define SH_NODE_TEX_COORD 155
#define SH_NODE_ADD_SHADER 156
#define SH_NODE_TEX_ENVIRONMENT 157
// #define SH_NODE_OUTPUT_TEXTURE 158
#define SH_NODE_HOLDOUT 159
#define SH_NODE_LAYER_WEIGHT 160
#define SH_NODE_VOLUME_ABSORPTION 161
#define SH_NODE_VOLUME_SCATTER 162
#define SH_NODE_GAMMA 163
#define SH_NODE_TEX_CHECKER 164
#define SH_NODE_BRIGHTCONTRAST 165
#define SH_NODE_LIGHT_FALLOFF 166
#define SH_NODE_OBJECT_INFO 167
#define SH_NODE_PARTICLE_INFO 168
#define SH_NODE_TEX_BRICK 169
#define SH_NODE_BUMP 170
#define SH_NODE_SCRIPT 171
#define SH_NODE_AMBIENT_OCCLUSION 172
#define SH_NODE_BSDF_REFRACTION 173
#define SH_NODE_TANGENT 174
#define SH_NODE_NORMAL_MAP 175
#define SH_NODE_HAIR_INFO 176
#define SH_NODE_SUBSURFACE_SCATTERING 177
#define SH_NODE_WIREFRAME 178
#define SH_NODE_BSDF_TOON 179
#define SH_NODE_WAVELENGTH 180
#define SH_NODE_BLACKBODY 181
#define SH_NODE_VECT_TRANSFORM 182
#define SH_NODE_SEPHSV_LEGACY 183
#define SH_NODE_COMBHSV_LEGACY 184
#define SH_NODE_BSDF_HAIR 185
// #define SH_NODE_LAMP 186
#define SH_NODE_UVMAP 187
#define SH_NODE_SEPXYZ 188
#define SH_NODE_COMBXYZ 189
#define SH_NODE_OUTPUT_LINESTYLE 190
#define SH_NODE_UVALONGSTROKE 191
#define SH_NODE_TEX_POINTDENSITY 192
#define SH_NODE_BSDF_PRINCIPLED 193
#define SH_NODE_TEX_IES 194
#define SH_NODE_EEVEE_SPECULAR 195
#define SH_NODE_BEVEL 197
#define SH_NODE_DISPLACEMENT 198
#define SH_NODE_VECTOR_DISPLACEMENT 199
#define SH_NODE_VOLUME_PRINCIPLED 200
/* 201..700 occupied by other node types, continue from 701 */
#define SH_NODE_BSDF_HAIR_PRINCIPLED 701
#define SH_NODE_MAP_RANGE 702
#define SH_NODE_CLAMP 703
#define SH_NODE_TEX_WHITE_NOISE 704
#define SH_NODE_VOLUME_INFO 705
#define SH_NODE_VERTEX_COLOR 706
#define SH_NODE_OUTPUT_AOV 707
#define SH_NODE_VECTOR_ROTATE 708
#define SH_NODE_CURVE_FLOAT 709
#define SH_NODE_POINT_INFO 710
#define SH_NODE_COMBINE_COLOR 711
#define SH_NODE_SEPARATE_COLOR 712
#define SH_NODE_MIX 713
/** \} */
/* -------------------------------------------------------------------- */
/** \name Composite Nodes
* \{ */
/* output socket defines */
#define RRES_OUT_IMAGE 0
#define RRES_OUT_ALPHA 1
/* NOTE: types are needed to restore callbacks, don't change values. */
#define CMP_NODE_VIEWER 201
#define CMP_NODE_RGB 202
#define CMP_NODE_VALUE 203
#define CMP_NODE_MIX_RGB 204
#define CMP_NODE_VALTORGB 205
#define CMP_NODE_RGBTOBW 206
#define CMP_NODE_NORMAL 207
#define CMP_NODE_CURVE_VEC 208
#define CMP_NODE_CURVE_RGB 209
#define CMP_NODE_ALPHAOVER 210
#define CMP_NODE_BLUR 211
#define CMP_NODE_FILTER 212
#define CMP_NODE_MAP_VALUE 213
#define CMP_NODE_TIME 214
#define CMP_NODE_VECBLUR 215
#define CMP_NODE_SEPRGBA_LEGACY 216
#define CMP_NODE_SEPHSVA_LEGACY 217
#define CMP_NODE_SETALPHA 218
#define CMP_NODE_HUE_SAT 219
#define CMP_NODE_IMAGE 220
#define CMP_NODE_R_LAYERS 221
#define CMP_NODE_COMPOSITE 222
#define CMP_NODE_OUTPUT_FILE 223
#define CMP_NODE_TEXTURE 224
#define CMP_NODE_TRANSLATE 225
#define CMP_NODE_ZCOMBINE 226
#define CMP_NODE_COMBRGBA_LEGACY 227
#define CMP_NODE_DILATEERODE 228
#define CMP_NODE_ROTATE 229
#define CMP_NODE_SCALE 230
#define CMP_NODE_SEPYCCA_LEGACY 231
#define CMP_NODE_COMBYCCA_LEGACY 232
#define CMP_NODE_SEPYUVA_LEGACY 233
#define CMP_NODE_COMBYUVA_LEGACY 234
#define CMP_NODE_DIFF_MATTE 235
#define CMP_NODE_COLOR_SPILL 236
#define CMP_NODE_CHROMA_MATTE 237
#define CMP_NODE_CHANNEL_MATTE 238
#define CMP_NODE_FLIP 239
#define CMP_NODE_SPLITVIEWER 240
// #define CMP_NODE_INDEX_MASK 241
#define CMP_NODE_MAP_UV 242
#define CMP_NODE_ID_MASK 243
#define CMP_NODE_DEFOCUS 244
#define CMP_NODE_DISPLACE 245
#define CMP_NODE_COMBHSVA_LEGACY 246
#define CMP_NODE_MATH 247
#define CMP_NODE_LUMA_MATTE 248
#define CMP_NODE_BRIGHTCONTRAST 249
#define CMP_NODE_GAMMA 250
#define CMP_NODE_INVERT 251
#define CMP_NODE_NORMALIZE 252
#define CMP_NODE_CROP 253
#define CMP_NODE_DBLUR 254
#define CMP_NODE_BILATERALBLUR 255
#define CMP_NODE_PREMULKEY 256
#define CMP_NODE_DIST_MATTE 257
#define CMP_NODE_VIEW_LEVELS 258
#define CMP_NODE_COLOR_MATTE 259
#define CMP_NODE_COLORBALANCE 260
#define CMP_NODE_HUECORRECT 261
#define CMP_NODE_MOVIECLIP 262
#define CMP_NODE_STABILIZE2D 263
#define CMP_NODE_TRANSFORM 264
#define CMP_NODE_MOVIEDISTORTION 265
#define CMP_NODE_DOUBLEEDGEMASK 266
#define CMP_NODE_OUTPUT_MULTI_FILE__DEPRECATED \
267 /* DEPRECATED multi file node has been merged into regular CMP_NODE_OUTPUT_FILE */
#define CMP_NODE_MASK 268
#define CMP_NODE_KEYINGSCREEN 269
#define CMP_NODE_KEYING 270
#define CMP_NODE_TRACKPOS 271
#define CMP_NODE_INPAINT 272
#define CMP_NODE_DESPECKLE 273
#define CMP_NODE_ANTIALIASING 274
#define CMP_NODE_KUWAHARA 275
#define CMP_NODE_GLARE 301
#define CMP_NODE_TONEMAP 302
#define CMP_NODE_LENSDIST 303
#define CMP_NODE_SUNBEAMS 304
#define CMP_NODE_COLORCORRECTION 312
#define CMP_NODE_MASK_BOX 313
#define CMP_NODE_MASK_ELLIPSE 314
#define CMP_NODE_BOKEHIMAGE 315
#define CMP_NODE_BOKEHBLUR 316
#define CMP_NODE_SWITCH 317
#define CMP_NODE_PIXELATE 318
#define CMP_NODE_MAP_RANGE 319
#define CMP_NODE_PLANETRACKDEFORM 320
#define CMP_NODE_CORNERPIN 321
#define CMP_NODE_SWITCH_VIEW 322
#define CMP_NODE_CRYPTOMATTE_LEGACY 323
#define CMP_NODE_DENOISE 324
#define CMP_NODE_EXPOSURE 325
#define CMP_NODE_CRYPTOMATTE 326
#define CMP_NODE_POSTERIZE 327
#define CMP_NODE_CONVERT_COLOR_SPACE 328
#define CMP_NODE_SCENE_TIME 329
#define CMP_NODE_SEPARATE_XYZ 330
#define CMP_NODE_COMBINE_XYZ 331
#define CMP_NODE_COMBINE_COLOR 332
#define CMP_NODE_SEPARATE_COLOR 333
/* channel toggles */
#define CMP_CHAN_RGB 1
#define CMP_CHAN_A 2
/* Cryptomatte source. */
#define CMP_CRYPTOMATTE_SRC_RENDER 0
#define CMP_CRYPTOMATTE_SRC_IMAGE 1
/* Default SMAA configuration values. */
#define CMP_DEFAULT_SMAA_THRESHOLD 1.0f
#define CMP_DEFAULT_SMAA_CONTRAST_LIMIT 0.2f
#define CMP_DEFAULT_SMAA_CORNER_ROUNDING 0.25f
/** \} */
/* -------------------------------------------------------------------- */
/** \name Texture Nodes
* \{ */
#define TEX_NODE_OUTPUT 401
#define TEX_NODE_CHECKER 402
#define TEX_NODE_TEXTURE 403
#define TEX_NODE_BRICKS 404
#define TEX_NODE_MATH 405
#define TEX_NODE_MIX_RGB 406
#define TEX_NODE_RGBTOBW 407
#define TEX_NODE_VALTORGB 408
#define TEX_NODE_IMAGE 409
#define TEX_NODE_CURVE_RGB 410
#define TEX_NODE_INVERT 411
#define TEX_NODE_HUE_SAT 412
#define TEX_NODE_CURVE_TIME 413
#define TEX_NODE_ROTATE 414
#define TEX_NODE_VIEWER 415
#define TEX_NODE_TRANSLATE 416
#define TEX_NODE_COORD 417
#define TEX_NODE_DISTANCE 418
#define TEX_NODE_COMPOSE_LEGACY 419
#define TEX_NODE_DECOMPOSE_LEGACY 420
#define TEX_NODE_VALTONOR 421
#define TEX_NODE_SCALE 422
#define TEX_NODE_AT 423
#define TEX_NODE_COMBINE_COLOR 424
#define TEX_NODE_SEPARATE_COLOR 425
/* 501-599 reserved. Use like this: TEX_NODE_PROC + TEX_CLOUDS, etc */
#define TEX_NODE_PROC 500
#define TEX_NODE_PROC_MAX 600
/** \} */
/* -------------------------------------------------------------------- */
/** \name Geometry Nodes
* \{ */
#define GEO_NODE_TRIANGULATE 1000
#define GEO_NODE_TRANSFORM_GEOMETRY 1002
#define GEO_NODE_MESH_BOOLEAN 1003
#define GEO_NODE_OBJECT_INFO 1007
#define GEO_NODE_JOIN_GEOMETRY 1010
#define GEO_NODE_COLLECTION_INFO 1023
#define GEO_NODE_IS_VIEWPORT 1024
#define GEO_NODE_SUBDIVIDE_MESH 1029
#define GEO_NODE_MESH_PRIMITIVE_CUBE 1032
#define GEO_NODE_MESH_PRIMITIVE_CIRCLE 1033
#define GEO_NODE_MESH_PRIMITIVE_UV_SPHERE 1034
#define GEO_NODE_MESH_PRIMITIVE_CYLINDER 1035
#define GEO_NODE_MESH_PRIMITIVE_ICO_SPHERE 1036
#define GEO_NODE_MESH_PRIMITIVE_CONE 1037
#define GEO_NODE_MESH_PRIMITIVE_LINE 1038
#define GEO_NODE_MESH_PRIMITIVE_GRID 1039
#define GEO_NODE_BOUNDING_BOX 1042
#define GEO_NODE_SWITCH 1043
#define GEO_NODE_CURVE_TO_MESH 1045
#define GEO_NODE_RESAMPLE_CURVE 1047
#define GEO_NODE_INPUT_MATERIAL 1050
#define GEO_NODE_REPLACE_MATERIAL 1051
#define GEO_NODE_CURVE_LENGTH 1054
#define GEO_NODE_CONVEX_HULL 1056
#define GEO_NODE_SEPARATE_COMPONENTS 1059
#define GEO_NODE_CURVE_PRIMITIVE_STAR 1062
#define GEO_NODE_CURVE_PRIMITIVE_SPIRAL 1063
#define GEO_NODE_CURVE_PRIMITIVE_QUADRATIC_BEZIER 1064
#define GEO_NODE_CURVE_PRIMITIVE_BEZIER_SEGMENT 1065
#define GEO_NODE_CURVE_PRIMITIVE_CIRCLE 1066
#define GEO_NODE_VIEWER 1067
#define GEO_NODE_CURVE_PRIMITIVE_LINE 1068
#define GEO_NODE_CURVE_PRIMITIVE_QUADRILATERAL 1070
#define GEO_NODE_TRIM_CURVE 1071
#define GEO_NODE_FILL_CURVE 1075
#define GEO_NODE_INPUT_POSITION 1076
#define GEO_NODE_SET_POSITION 1077
#define GEO_NODE_INPUT_INDEX 1078
#define GEO_NODE_INPUT_NORMAL 1079
#define GEO_NODE_CAPTURE_ATTRIBUTE 1080
#define GEO_NODE_MATERIAL_SELECTION 1081
#define GEO_NODE_SET_MATERIAL 1082
#define GEO_NODE_REALIZE_INSTANCES 1083
#define GEO_NODE_ATTRIBUTE_STATISTIC 1084
#define GEO_NODE_SAMPLE_CURVE 1085
#define GEO_NODE_INPUT_TANGENT 1086
#define GEO_NODE_STRING_JOIN 1087
#define GEO_NODE_CURVE_SPLINE_PARAMETER 1088
#define GEO_NODE_FILLET_CURVE 1089
#define GEO_NODE_DISTRIBUTE_POINTS_ON_FACES 1090
#define GEO_NODE_STRING_TO_CURVES 1091
#define GEO_NODE_INSTANCE_ON_POINTS 1092
#define GEO_NODE_MESH_TO_POINTS 1093
#define GEO_NODE_POINTS_TO_VERTICES 1094
#define GEO_NODE_REVERSE_CURVE 1095
#define GEO_NODE_PROXIMITY 1096
#define GEO_NODE_SUBDIVIDE_CURVE 1097
#define GEO_NODE_INPUT_SPLINE_LENGTH 1098
#define GEO_NODE_CURVE_SPLINE_TYPE 1099
#define GEO_NODE_CURVE_SET_HANDLE_TYPE 1100
#define GEO_NODE_POINTS_TO_VOLUME 1101
#define GEO_NODE_CURVE_HANDLE_TYPE_SELECTION 1102
#define GEO_NODE_DELETE_GEOMETRY 1103
#define GEO_NODE_SEPARATE_GEOMETRY 1104
#define GEO_NODE_INPUT_RADIUS 1105
#define GEO_NODE_INPUT_CURVE_TILT 1106
#define GEO_NODE_INPUT_CURVE_HANDLES 1107
#define GEO_NODE_INPUT_SHADE_SMOOTH 1108
#define GEO_NODE_INPUT_SPLINE_RESOLUTION 1109
#define GEO_NODE_INPUT_SPLINE_CYCLIC 1110
#define GEO_NODE_SET_CURVE_RADIUS 1111
#define GEO_NODE_SET_CURVE_TILT 1112
#define GEO_NODE_SET_CURVE_HANDLES 1113
#define GEO_NODE_SET_SHADE_SMOOTH 1114
#define GEO_NODE_SET_SPLINE_RESOLUTION 1115
#define GEO_NODE_SET_SPLINE_CYCLIC 1116
#define GEO_NODE_SET_POINT_RADIUS 1117
#define GEO_NODE_INPUT_MATERIAL_INDEX 1118
#define GEO_NODE_SET_MATERIAL_INDEX 1119
#define GEO_NODE_TRANSLATE_INSTANCES 1120
#define GEO_NODE_SCALE_INSTANCES 1121
#define GEO_NODE_ROTATE_INSTANCES 1122
#define GEO_NODE_SPLIT_EDGES 1123
#define GEO_NODE_MESH_TO_CURVE 1124
#define GEO_NODE_TRANSFER_ATTRIBUTE_DEPRECATED 1125
#define GEO_NODE_SUBDIVISION_SURFACE 1126
#define GEO_NODE_CURVE_ENDPOINT_SELECTION 1127
#define GEO_NODE_RAYCAST 1128
#define GEO_NODE_CURVE_TO_POINTS 1130
#define GEO_NODE_INSTANCES_TO_POINTS 1131
#define GEO_NODE_IMAGE_TEXTURE 1132
#define GEO_NODE_VOLUME_TO_MESH 1133
#define GEO_NODE_INPUT_ID 1134
#define GEO_NODE_SET_ID 1135
#define GEO_NODE_ATTRIBUTE_DOMAIN_SIZE 1136
#define GEO_NODE_DUAL_MESH 1137
#define GEO_NODE_INPUT_MESH_EDGE_VERTICES 1138
#define GEO_NODE_INPUT_MESH_FACE_AREA 1139
#define GEO_NODE_INPUT_MESH_FACE_NEIGHBORS 1140
#define GEO_NODE_INPUT_MESH_VERTEX_NEIGHBORS 1141
#define GEO_NODE_GEOMETRY_TO_INSTANCE 1142
#define GEO_NODE_INPUT_MESH_EDGE_NEIGHBORS 1143
#define GEO_NODE_INPUT_MESH_ISLAND 1144
#define GEO_NODE_INPUT_SCENE_TIME 1145
#define GEO_NODE_ACCUMULATE_FIELD 1146
#define GEO_NODE_INPUT_MESH_EDGE_ANGLE 1147
#define GEO_NODE_EVALUATE_AT_INDEX 1148
#define GEO_NODE_CURVE_PRIMITIVE_ARC 1149
#define GEO_NODE_FLIP_FACES 1150
#define GEO_NODE_SCALE_ELEMENTS 1151
#define GEO_NODE_EXTRUDE_MESH 1152
#define GEO_NODE_MERGE_BY_DISTANCE 1153
#define GEO_NODE_DUPLICATE_ELEMENTS 1154
#define GEO_NODE_INPUT_MESH_FACE_IS_PLANAR 1155
#define GEO_NODE_STORE_NAMED_ATTRIBUTE 1156
#define GEO_NODE_INPUT_NAMED_ATTRIBUTE 1157
#define GEO_NODE_REMOVE_ATTRIBUTE 1158
#define GEO_NODE_INPUT_INSTANCE_ROTATION 1159
#define GEO_NODE_INPUT_INSTANCE_SCALE 1160
#define GEO_NODE_VOLUME_CUBE 1161
#define GEO_NODE_POINTS 1162
#define GEO_NODE_EVALUATE_ON_DOMAIN 1163
#define GEO_NODE_MESH_TO_VOLUME 1164
#define GEO_NODE_UV_UNWRAP 1165
#define GEO_NODE_UV_PACK_ISLANDS 1166
#define GEO_NODE_DEFORM_CURVES_ON_SURFACE 1167
#define GEO_NODE_INPUT_SHORTEST_EDGE_PATHS 1168
#define GEO_NODE_EDGE_PATHS_TO_CURVES 1169
#define GEO_NODE_EDGE_PATHS_TO_SELECTION 1170
#define GEO_NODE_MESH_FACE_GROUP_BOUNDARIES 1171
#define GEO_NODE_DISTRIBUTE_POINTS_IN_VOLUME 1172
#define GEO_NODE_SELF_OBJECT 1173
#define GEO_NODE_SAMPLE_INDEX 1174
#define GEO_NODE_SAMPLE_NEAREST 1175
#define GEO_NODE_SAMPLE_NEAREST_SURFACE 1176
#define GEO_NODE_OFFSET_POINT_IN_CURVE 1177
#define GEO_NODE_CURVE_TOPOLOGY_CURVE_OF_POINT 1178
#define GEO_NODE_CURVE_TOPOLOGY_POINTS_OF_CURVE 1179
#define GEO_NODE_MESH_TOPOLOGY_OFFSET_CORNER_IN_FACE 1180
#define GEO_NODE_MESH_TOPOLOGY_CORNERS_OF_FACE 1181
#define GEO_NODE_MESH_TOPOLOGY_CORNERS_OF_VERTEX 1182
#define GEO_NODE_MESH_TOPOLOGY_EDGES_OF_CORNER 1183
#define GEO_NODE_MESH_TOPOLOGY_EDGES_OF_VERTEX 1184
#define GEO_NODE_MESH_TOPOLOGY_FACE_OF_CORNER 1185
#define GEO_NODE_MESH_TOPOLOGY_VERTEX_OF_CORNER 1186
#define GEO_NODE_SAMPLE_UV_SURFACE 1187
#define GEO_NODE_SET_CURVE_NORMAL 1188
#define GEO_NODE_IMAGE_INFO 1189
#define GEO_NODE_BLUR_ATTRIBUTE 1190
#define GEO_NODE_IMAGE 1191
#define GEO_NODE_INTERPOLATE_CURVES 1192
#define GEO_NODE_EDGES_TO_FACE_GROUPS 1193
#define GEO_NODE_POINTS_TO_SDF_VOLUME 1194
#define GEO_NODE_MESH_TO_SDF_VOLUME 1195
#define GEO_NODE_SDF_VOLUME_SPHERE 1196
#define GEO_NODE_MEAN_FILTER_SDF_VOLUME 1197
#define GEO_NODE_OFFSET_SDF_VOLUME 1198
#define GEO_NODE_INDEX_OF_NEAREST 1199
/* Function nodes use the range starting at 1200. */
#define GEO_NODE_SIMULATION_INPUT 2100
#define GEO_NODE_SIMULATION_OUTPUT 2101
#define GEO_NODE_INPUT_SIGNED_DISTANCE 2102
#define GEO_NODE_SAMPLE_VOLUME 2103
#define GEO_NODE_MESH_TOPOLOGY_CORNERS_OF_EDGE 2104
/* Leaving out two indices to avoid crashes with files that were created during the development of
* the repeat zone. */
#define GEO_NODE_REPEAT_INPUT 2107
#define GEO_NODE_REPEAT_OUTPUT 2108
/** \} */
/* -------------------------------------------------------------------- */
/** \name Function Nodes
* \{ */
#define FN_NODE_BOOLEAN_MATH 1200
#define FN_NODE_COMPARE 1202
#define FN_NODE_LEGACY_RANDOM_FLOAT 1206
#define FN_NODE_INPUT_VECTOR 1207
#define FN_NODE_INPUT_STRING 1208
#define FN_NODE_FLOAT_TO_INT 1209
#define FN_NODE_VALUE_TO_STRING 1210
#define FN_NODE_STRING_LENGTH 1211
#define FN_NODE_SLICE_STRING 1212
#define FN_NODE_INPUT_SPECIAL_CHARACTERS 1213
#define FN_NODE_RANDOM_VALUE 1214
#define FN_NODE_ROTATE_EULER 1215
#define FN_NODE_ALIGN_EULER_TO_VECTOR 1216
#define FN_NODE_INPUT_COLOR 1217
#define FN_NODE_REPLACE_STRING 1218
#define FN_NODE_INPUT_BOOL 1219
#define FN_NODE_INPUT_INT 1220
#define FN_NODE_SEPARATE_COLOR 1221
#define FN_NODE_COMBINE_COLOR 1222
/** \} */
void BKE_node_system_init(void);
void BKE_node_system_exit(void);
#ifdef __cplusplus
}
#endif