This adds a single run-time field and moves the existing run-time data into a new struct. This approach makes it much easier to add new run-time data. Pull Request: https://projects.blender.org/blender/blender/pulls/109905
41 lines
1.1 KiB
C++
41 lines
1.1 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Foundation
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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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struct NodesModifierData;
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struct Object;
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namespace blender::bke::sim {
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class ModifierSimulationCache;
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}
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namespace blender::nodes::geo_eval_log {
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class GeoModifierLog;
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}
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/**
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* Rebuild the list of properties based on the sockets exposed as the modifier's node group
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* inputs. If any properties correspond to the old properties by name and type, carry over
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* the values.
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*/
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void MOD_nodes_update_interface(struct Object *object, struct NodesModifierData *nmd);
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namespace blender {
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struct NodesModifierRuntime {
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/**
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* Contains logged information from the last evaluation.
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* This can be used to help the user to debug a node tree.
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*/
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std::unique_ptr<nodes::geo_eval_log::GeoModifierLog> eval_log;
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/**
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* Simulation cache that is shared between original and evaluated modifiers. This allows the
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* original modifier to be removed, without also removing the simulation state which may still be
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* used by the evaluated modifier.
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*/
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std::shared_ptr<bke::sim::ModifierSimulationCache> simulation_cache;
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};
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} // namespace blender
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