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test/source/blender/nodes/intern/node_util.cc

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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2007 Blender Foundation. All rights reserved. */
/** \file
* \ingroup nodes
2011-02-27 20:13:22 +00:00
*/
#include <ctype.h>
#include <limits.h>
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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#include <string.h>
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#include "DNA_node_types.h"
#include "BLI_listbase.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "BLT_translation.h"
#include "BKE_colortools.h"
#include "BKE_node.h"
#include "BKE_node_runtime.hh"
Nodes: refactor node tree update handling Goals of this refactor: * More unified approach to updating everything that needs to be updated after a change in a node tree. * The updates should happen in the correct order and quadratic or worse algorithms should be avoided. * Improve detection of changes to the output to avoid tagging the depsgraph when it's not necessary. * Move towards a more declarative style of defining nodes by having a more centralized update procedure. The refactor consists of two main parts: * Node tree tagging and update refactor. * Generally, when changes are done to a node tree, it is tagged dirty until a global update function is called that updates everything in the correct order. * The tagging is more fine-grained compared to before, to allow for more precise depsgraph update tagging. * Depsgraph changes. * The shading specific depsgraph node for node trees as been removed. * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only tagged when the output of the node tree changed (e.g. the Group Output or Material Output node). * The copy-on-write relation from node trees to the data block they are embedded in is now non-flushing. This avoids e.g. triggering a material update after the shader node tree changed in unrelated ways. Instead the material has a flushing relation to the new `NTREE_OUTPUT` node now. * The depsgraph no longer reports data block changes through to cycles through `Depsgraph.updates` when only the node tree changed in ways that do not affect the output. Avoiding unnecessary updates seems to work well for geometry nodes and cycles. The situation is a bit worse when there are drivers on the node tree, but that could potentially be improved separately in the future. Avoiding updates in eevee and the compositor is more tricky, but also less urgent. * Eevee updates are triggered by calling `DRW_notify_view_update` in `ED_render_view3d_update` indirectly from `DEG_editors_update`. * Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`. This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`. Removing updates always has the risk of breaking some dependency that no one was aware of. It's not unlikely that this will happen here as well. Adding back missing updates should be quite a bit easier than getting rid of unnecessary updates though. Differential Revision: https://developer.blender.org/D13246
2021-12-21 15:18:56 +01:00
#include "BKE_node_tree_update.h"
#include "RNA_access.h"
#include "RNA_enum_types.h"
#include "RNA_prototypes.h"
#include "MEM_guardedalloc.h"
#include "NOD_common.h"
#include "node_util.h"
/* -------------------------------------------------------------------- */
/** \name Storage Data
* \{ */
void node_free_curves(bNode *node)
{
BKE_curvemapping_free(static_cast<CurveMapping *>(node->storage));
}
void node_free_standard_storage(bNode *node)
{
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if (node->storage) {
MEM_freeN(node->storage);
}
}
void node_copy_curves(bNodeTree * /*dest_ntree*/, bNode *dest_node, const bNode *src_node)
{
dest_node->storage = BKE_curvemapping_copy(static_cast<CurveMapping *>(src_node->storage));
}
void node_copy_standard_storage(bNodeTree * /*dest_ntree*/,
bNode *dest_node,
const bNode *src_node)
{
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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dest_node->storage = MEM_dupallocN(src_node->storage);
}
void *node_initexec_curves(bNodeExecContext * /*context*/, bNode *node, bNodeInstanceKey /*key*/)
{
BKE_curvemapping_init(static_cast<CurveMapping *>(node->storage));
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return nullptr; /* unused return */
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Updates
* \{ */
void node_sock_label(bNodeSocket *sock, const char *name)
{
BLI_strncpy(sock->label, name, MAX_NAME);
}
void node_sock_label_clear(bNodeSocket *sock)
{
if (sock->label[0] != '\0') {
sock->label[0] = '\0';
}
}
void node_math_update(bNodeTree *ntree, bNode *node)
{
bNodeSocket *sock1 = static_cast<bNodeSocket *>(BLI_findlink(&node->inputs, 0));
bNodeSocket *sock2 = static_cast<bNodeSocket *>(BLI_findlink(&node->inputs, 1));
bNodeSocket *sock3 = static_cast<bNodeSocket *>(BLI_findlink(&node->inputs, 2));
nodeSetSocketAvailability(ntree,
sock2,
!ELEM(node->custom1,
NODE_MATH_SQRT,
NODE_MATH_SIGN,
NODE_MATH_CEIL,
NODE_MATH_SINE,
NODE_MATH_ROUND,
NODE_MATH_FLOOR,
NODE_MATH_COSINE,
NODE_MATH_ARCSINE,
NODE_MATH_TANGENT,
NODE_MATH_ABSOLUTE,
NODE_MATH_RADIANS,
NODE_MATH_DEGREES,
NODE_MATH_FRACTION,
NODE_MATH_ARCCOSINE,
NODE_MATH_ARCTANGENT) &&
!ELEM(node->custom1,
NODE_MATH_INV_SQRT,
NODE_MATH_TRUNC,
NODE_MATH_EXPONENT,
NODE_MATH_COSH,
NODE_MATH_SINH,
NODE_MATH_TANH));
nodeSetSocketAvailability(ntree,
sock3,
ELEM(node->custom1,
NODE_MATH_COMPARE,
NODE_MATH_MULTIPLY_ADD,
NODE_MATH_WRAP,
NODE_MATH_SMOOTH_MIN,
NODE_MATH_SMOOTH_MAX));
node_sock_label_clear(sock1);
node_sock_label_clear(sock2);
node_sock_label_clear(sock3);
switch (node->custom1) {
case NODE_MATH_WRAP:
node_sock_label(sock2, "Max");
node_sock_label(sock3, "Min");
break;
case NODE_MATH_MULTIPLY_ADD:
node_sock_label(sock2, "Multiplier");
node_sock_label(sock3, "Addend");
break;
case NODE_MATH_LESS_THAN:
case NODE_MATH_GREATER_THAN:
node_sock_label(sock2, "Threshold");
break;
case NODE_MATH_PINGPONG:
node_sock_label(sock2, "Scale");
break;
case NODE_MATH_SNAP:
node_sock_label(sock2, "Increment");
break;
case NODE_MATH_POWER:
node_sock_label(sock1, "Base");
node_sock_label(sock2, "Exponent");
break;
case NODE_MATH_LOGARITHM:
node_sock_label(sock2, "Base");
break;
case NODE_MATH_DEGREES:
node_sock_label(sock1, "Radians");
break;
case NODE_MATH_RADIANS:
node_sock_label(sock1, "Degrees");
break;
case NODE_MATH_COMPARE:
node_sock_label(sock3, "Epsilon");
break;
case NODE_MATH_SMOOTH_MAX:
case NODE_MATH_SMOOTH_MIN:
node_sock_label(sock3, "Distance");
break;
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Labels
* \{ */
void node_blend_label(const bNodeTree * /*ntree*/, const bNode *node, char *label, int maxlen)
{
const char *name;
bool enum_label = RNA_enum_name(rna_enum_ramp_blend_items, node->custom1, &name);
if (!enum_label) {
name = "Unknown";
}
BLI_strncpy(label, IFACE_(name), maxlen);
}
void node_image_label(const bNodeTree * /*ntree*/, const bNode *node, char *label, int maxlen)
{
/* If there is no loaded image, return an empty string,
* and let nodeLabel() fill in the proper type translation. */
BLI_strncpy(label, (node->id) ? node->id->name + 2 : "", maxlen);
}
void node_math_label(const bNodeTree * /*ntree*/, const bNode *node, char *label, int maxlen)
{
const char *name;
bool enum_label = RNA_enum_name(rna_enum_node_math_items, node->custom1, &name);
if (!enum_label) {
name = "Unknown";
}
BLI_strncpy(label, CTX_IFACE_(BLT_I18NCONTEXT_ID_NODETREE, name), maxlen);
}
void node_vector_math_label(const bNodeTree * /*ntree*/,
const bNode *node,
char *label,
int maxlen)
{
const char *name;
bool enum_label = RNA_enum_name(rna_enum_node_vec_math_items, node->custom1, &name);
if (!enum_label) {
name = "Unknown";
}
BLI_strncpy(label, IFACE_(name), maxlen);
}
void node_filter_label(const bNodeTree * /*ntree*/, const bNode *node, char *label, int maxlen)
{
const char *name;
bool enum_label = RNA_enum_name(rna_enum_node_filter_items, node->custom1, &name);
if (!enum_label) {
name = "Unknown";
}
BLI_strncpy(label, IFACE_(name), maxlen);
}
void node_combsep_color_label(const ListBase *sockets, NodeCombSepColorMode mode)
{
bNodeSocket *sock1 = (bNodeSocket *)sockets->first;
bNodeSocket *sock2 = sock1->next;
bNodeSocket *sock3 = sock2->next;
node_sock_label_clear(sock1);
node_sock_label_clear(sock2);
node_sock_label_clear(sock3);
switch (mode) {
case NODE_COMBSEP_COLOR_RGB:
node_sock_label(sock1, "Red");
node_sock_label(sock2, "Green");
node_sock_label(sock3, "Blue");
break;
case NODE_COMBSEP_COLOR_HSL:
node_sock_label(sock1, "Hue");
node_sock_label(sock2, "Saturation");
node_sock_label(sock3, "Lightness");
break;
case NODE_COMBSEP_COLOR_HSV:
node_sock_label(sock1, "Hue");
node_sock_label(sock2, "Saturation");
node_sock_label(sock3, "Value");
break;
default: {
BLI_assert_unreachable();
break;
}
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Link Insertion
* \{ */
static bool node_link_socket_match(const bNodeSocket *a, const bNodeSocket *b)
{
/* Check if sockets are of the same type. */
if (a->typeinfo != b->typeinfo) {
return false;
}
/* Test if alphabetic prefix matches, allowing for imperfect matches, such as numeric suffixes
* like Color1/Color2. */
int prefix_len = 0;
const char *ca = a->name, *cb = b->name;
for (; *ca != '\0' && *cb != '\0'; ca++, cb++) {
/* End of common prefix? */
if (*ca != *cb) {
/* Prefix delimited by non-alphabetic char. */
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if (isalpha(*ca) || isalpha(*cb)) {
return false;
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}
break;
}
prefix_len++;
}
return prefix_len > 0;
}
static int node_count_links(const bNodeTree *ntree, const bNodeSocket *socket)
{
int count = 0;
LISTBASE_FOREACH (bNodeLink *, link, &ntree->links) {
if (ELEM(socket, link->fromsock, link->tosock)) {
count++;
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}
}
return count;
}
static bNodeSocket *node_find_linkable_socket(bNodeTree *ntree,
bNode *node,
bNodeSocket *to_socket)
{
bNodeSocket *first = to_socket->in_out == SOCK_IN ?
static_cast<bNodeSocket *>(node->inputs.first) :
static_cast<bNodeSocket *>(node->outputs.first);
/* Wrap around the list end. */
bNodeSocket *socket_iter = to_socket->next ? to_socket->next : first;
while (socket_iter != to_socket) {
if (!nodeSocketIsHidden(socket_iter) && node_link_socket_match(socket_iter, to_socket)) {
const int link_count = node_count_links(ntree, socket_iter);
/* Add one to account for the new link being added. */
if (link_count + 1 <= nodeSocketLinkLimit(socket_iter)) {
return socket_iter; /* Found a valid free socket we can swap to. */
}
}
socket_iter = socket_iter->next ? socket_iter->next : first; /* Wrap around the list end. */
}
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return nullptr;
}
void node_insert_link_default(bNodeTree *ntree, bNode *node, bNodeLink *link)
{
bNodeSocket *socket = link->tosock;
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if (node != link->tonode) {
return;
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}
/* If we're not at the link limit of the target socket, we can skip
* trying to move existing links to another socket. */
const int to_link_limit = nodeSocketLinkLimit(socket);
if (socket->runtime->total_inputs + 1 < to_link_limit) {
return;
}
LISTBASE_FOREACH_MUTABLE (bNodeLink *, to_link, &ntree->links) {
if (socket == to_link->tosock) {
bNodeSocket *new_socket = node_find_linkable_socket(ntree, node, socket);
if (new_socket && new_socket != socket) {
/* Attempt to redirect the existing link to the new socket. */
to_link->tosock = new_socket;
return;
}
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if (new_socket == nullptr) {
/* No possible replacement, remove the existing link. */
nodeRemLink(ntree, to_link);
return;
}
}
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Default value RNA access
* \{ */
float node_socket_get_float(bNodeTree *ntree, bNode * /*node*/, bNodeSocket *sock)
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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{
PointerRNA ptr;
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, sock, &ptr);
return RNA_float_get(&ptr, "default_value");
}
void node_socket_set_float(bNodeTree *ntree, bNode * /*node*/, bNodeSocket *sock, float value)
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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{
PointerRNA ptr;
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, sock, &ptr);
RNA_float_set(&ptr, "default_value", value);
}
void node_socket_get_color(bNodeTree *ntree, bNode * /*node*/, bNodeSocket *sock, float *value)
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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{
PointerRNA ptr;
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, sock, &ptr);
RNA_float_get_array(&ptr, "default_value", value);
}
void node_socket_set_color(bNodeTree *ntree,
bNode * /*node*/,
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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bNodeSocket *sock,
const float *value)
{
PointerRNA ptr;
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, sock, &ptr);
RNA_float_set_array(&ptr, "default_value", value);
}
void node_socket_get_vector(bNodeTree *ntree, bNode * /*node*/, bNodeSocket *sock, float *value)
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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{
PointerRNA ptr;
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, sock, &ptr);
RNA_float_get_array(&ptr, "default_value", value);
}
void node_socket_set_vector(bNodeTree *ntree,
bNode * /*node*/,
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
bNodeSocket *sock,
const float *value)
{
PointerRNA ptr;
RNA_pointer_create((ID *)ntree, &RNA_NodeSocket, sock, &ptr);
RNA_float_set_array(&ptr, "default_value", value);
}
/** \} */