262 lines
8.4 KiB
C++
262 lines
8.4 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/**
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* Some nodes have a dynamic number of sockets (e.g. simulation input/output). These nodes store an
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* array of items in their `bNode->storage` (e.g. `NodeSimulationItem`). Different nodes have
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* slightly different storage requirements, but a lot of the logic is still the same between nodes.
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* This file implements various shared functionality that can be used by different nodes to deal
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* with these item arrays.
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*
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* In order to use the functions, one has to implement an "accessor" which tells the shared code
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* how to deal with specific item arrays. Different functions have different requirements for the
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* accessor. It's easiest to just look at existing accessors like #SimulationItemsAccessor and
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* #RepeatItemsAccessor and to implement the same methods.
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*/
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#include "BLI_string.h"
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#include "BLI_string_utils.hh"
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#include "BKE_node.hh"
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#include "BKE_node_runtime.hh"
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#include "DNA_array_utils.hh"
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#include "NOD_socket.hh"
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namespace blender::nodes::socket_items {
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/**
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* References a "C-Array" that is stored elsewhere. This is different from a MutableSpan, because
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* one can even resize the array through this reference.
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*/
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template<typename T> struct SocketItemsRef {
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T **items;
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int *items_num;
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int *active_index;
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};
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/**
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* Iterates over the node tree to find the node that this item belongs to.
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*/
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template<typename Accessor>
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inline bNode *find_node_by_item(bNodeTree &ntree, const typename Accessor::ItemT &item)
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{
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ntree.ensure_topology_cache();
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for (bNode *node : ntree.nodes_by_type(Accessor::node_idname)) {
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SocketItemsRef array = Accessor::get_items_from_node(*node);
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if (&item >= *array.items && &item < *array.items + *array.items_num) {
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return node;
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}
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}
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return nullptr;
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}
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/**
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* Destruct all the items and the free the array itself.
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*/
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template<typename Accessor> inline void destruct_array(bNode &node)
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{
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using ItemT = typename Accessor::ItemT;
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SocketItemsRef ref = Accessor::get_items_from_node(node);
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for (const int i : IndexRange(*ref.items_num)) {
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ItemT &item = (*ref.items)[i];
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Accessor::destruct_item(&item);
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}
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MEM_SAFE_FREE(*ref.items);
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}
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/**
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* Copy the items from the storage of the source node to the storage of the destination node.
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*/
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template<typename Accessor> inline void copy_array(const bNode &src_node, bNode &dst_node)
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{
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using ItemT = typename Accessor::ItemT;
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SocketItemsRef src_ref = Accessor::get_items_from_node(const_cast<bNode &>(src_node));
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SocketItemsRef dst_ref = Accessor::get_items_from_node(dst_node);
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const int items_num = *src_ref.items_num;
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*dst_ref.items = MEM_cnew_array<ItemT>(items_num, __func__);
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for (const int i : IndexRange(items_num)) {
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Accessor::copy_item((*src_ref.items)[i], (*dst_ref.items)[i]);
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}
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}
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/**
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* Changes the name of an existing item and makes sure that the name is unique among other the
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* other items in the same array.
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*/
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template<typename Accessor>
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inline void set_item_name_and_make_unique(bNode &node,
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typename Accessor::ItemT &item,
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const char *value)
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{
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using ItemT = typename Accessor::ItemT;
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SocketItemsRef array = Accessor::get_items_from_node(node);
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const char *default_name = nodeStaticSocketLabel(*Accessor::get_socket_type(item), 0);
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char unique_name[MAX_NAME + 4];
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STRNCPY(unique_name, value);
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struct Args {
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SocketItemsRef<ItemT> array;
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ItemT *item;
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} args = {array, &item};
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BLI_uniquename_cb(
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[](void *arg, const char *name) {
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const Args &args = *static_cast<Args *>(arg);
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for (ItemT &item : blender::MutableSpan(*args.array.items, *args.array.items_num)) {
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if (&item != args.item) {
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if (STREQ(*Accessor::get_name(item), name)) {
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return true;
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}
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}
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}
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return false;
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},
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&args,
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default_name,
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'.',
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unique_name,
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ARRAY_SIZE(unique_name));
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char **item_name = Accessor::get_name(item);
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MEM_SAFE_FREE(*item_name);
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*item_name = BLI_strdup(unique_name);
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}
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namespace detail {
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template<typename Accessor> inline typename Accessor::ItemT &add_item_to_array(bNode &node)
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{
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using ItemT = typename Accessor::ItemT;
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SocketItemsRef array = Accessor::get_items_from_node(node);
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ItemT *old_items = *array.items;
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const int old_items_num = *array.items_num;
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const int new_items_num = old_items_num + 1;
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ItemT *new_items = MEM_cnew_array<ItemT>(new_items_num, __func__);
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std::copy_n(old_items, old_items_num, new_items);
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ItemT &new_item = new_items[old_items_num];
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MEM_SAFE_FREE(old_items);
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*array.items = new_items;
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*array.items_num = new_items_num;
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if (array.active_index) {
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*array.active_index = old_items_num;
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}
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return new_item;
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}
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} // namespace detail
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/**
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* Add a new item at the end with the given socket type and name.
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*/
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template<typename Accessor>
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inline typename Accessor::ItemT *add_item_with_socket_and_name(
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bNode &node, const eNodeSocketDatatype socket_type, const char *name)
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{
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using ItemT = typename Accessor::ItemT;
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BLI_assert(Accessor::supports_socket_type(socket_type));
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ItemT &new_item = detail::add_item_to_array<Accessor>(node);
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Accessor::init_with_socket_type_and_name(node, new_item, socket_type, name);
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return &new_item;
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}
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/**
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* Add a new item at the end.
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*/
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template<typename Accessor> inline typename Accessor::ItemT *add_item(bNode &node)
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{
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using ItemT = typename Accessor::ItemT;
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ItemT &new_item = detail::add_item_to_array<Accessor>(node);
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Accessor::init(node, new_item);
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return &new_item;
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}
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/**
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* Check if the link connects to the `extend_socket`. If yes, create a new item for the linked
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* socket, update the node and then change the link to point to the new socket.
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* \return False if the link should be removed.
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*/
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template<typename Accessor>
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[[nodiscard]] inline bool try_add_item_via_extend_socket(bNodeTree &ntree,
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bNode &extend_node,
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bNodeSocket &extend_socket,
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bNode &storage_node,
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bNodeLink &link)
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{
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using ItemT = typename Accessor::ItemT;
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bNodeSocket *src_socket = nullptr;
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if (link.tosock == &extend_socket) {
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src_socket = link.fromsock;
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}
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else if (link.fromsock == &extend_socket) {
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src_socket = link.tosock;
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}
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else {
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return false;
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}
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const ItemT *item = nullptr;
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if constexpr (Accessor::has_name && Accessor::has_type) {
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const eNodeSocketDatatype socket_type = eNodeSocketDatatype(src_socket->type);
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if (!Accessor::supports_socket_type(socket_type)) {
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return false;
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}
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item = add_item_with_socket_and_name<Accessor>(storage_node, socket_type, src_socket->name);
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}
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else {
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item = add_item<Accessor>(storage_node);
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}
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if (item == nullptr) {
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return false;
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}
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update_node_declaration_and_sockets(ntree, extend_node);
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const std::string item_identifier = Accessor::socket_identifier_for_item(*item);
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if (extend_socket.is_input()) {
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bNodeSocket *new_socket = nodeFindSocket(&extend_node, SOCK_IN, item_identifier.c_str());
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link.tosock = new_socket;
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}
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else {
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bNodeSocket *new_socket = nodeFindSocket(&extend_node, SOCK_OUT, item_identifier.c_str());
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link.fromsock = new_socket;
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}
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return true;
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}
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/**
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* Allow the item array to be extended from any extend-socket in the node.
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* \return False if the link should be removed.
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*/
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template<typename Accessor>
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[[nodiscard]] inline bool try_add_item_via_any_extend_socket(bNodeTree &ntree,
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bNode &extend_node,
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bNode &storage_node,
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bNodeLink &link)
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{
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bNodeSocket *possible_extend_socket = nullptr;
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if (link.fromnode == &extend_node) {
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possible_extend_socket = link.fromsock;
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}
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if (link.tonode == &extend_node) {
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possible_extend_socket = link.tosock;
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}
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if (possible_extend_socket == nullptr) {
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return true;
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}
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if (!STREQ(possible_extend_socket->idname, "NodeSocketVirtual")) {
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return true;
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}
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return try_add_item_via_extend_socket<Accessor>(
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ntree, extend_node, *possible_extend_socket, storage_node, link);
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}
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} // namespace blender::nodes::socket_items
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