This patch adds support for _Menu Switch_ nodes and enum definitions in node trees more generally. The design is based on the outcome of the [2022 Nodes Workshop](https://code.blender.org/2022/11/geometry-nodes-workshop-2022/#menu-switch). The _Menu Switch_ node is an advanced version of the _Switch_ node which has a customizable **menu input socket** instead of a simple boolean. The _items_ of this menu are owned by the node itself. Each item has a name and description and unique identifier that is used internally. A menu _socket_ represents a concrete value out of the list of items. To enable selection of an enum value for unconnected sockets the menu is presented as a dropdown list like built-in enums. When the socket is connected a shared pointer to the enum definition is propagated along links and stored in socket default values. This allows node groups to expose a menu from an internal menu switch as a parameter. The enum definition is a runtime copy of the enum items in DNA that allows sharing. A menu socket can have multiple connections, which can lead to ambiguity. If two or more different menu source nodes are connected to a socket it gets marked as _undefined_. Any connection to an undefined menu socket is invalid as a hint to users that there is a problem. A warning/error is also shown on nodes with undefined menu sockets. At runtime the value of a menu socket is the simple integer identifier. This can also be a field in geometry nodes. The identifier is unique within each enum definition, and it is persistent even when items are added, removed, or changed. Changing the name of an item does not affect the internal identifier, so users can rename enum items without breaking existing input values. This also persists if, for example, a linked node group is temporarily unavailable. Pull Request: https://projects.blender.org/blender/blender/pulls/113445
567 lines
14 KiB
C++
567 lines
14 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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#include "NOD_node_declaration.hh"
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#include "RNA_types.hh"
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#include "BLI_color.hh"
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#include "BLI_math_euler_types.hh"
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#include "BLI_math_vector_types.hh"
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namespace blender::nodes::decl {
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class FloatBuilder;
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class Float : public SocketDeclaration {
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public:
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float default_value = 0.0f;
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float soft_min_value = -FLT_MAX;
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float soft_max_value = FLT_MAX;
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PropertySubType subtype = PROP_NONE;
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friend FloatBuilder;
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using Builder = FloatBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class FloatBuilder : public SocketDeclarationBuilder<Float> {
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public:
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FloatBuilder &min(float value);
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FloatBuilder &max(float value);
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FloatBuilder &default_value(float value);
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FloatBuilder &subtype(PropertySubType subtype);
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};
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class IntBuilder;
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class Int : public SocketDeclaration {
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public:
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int default_value = 0;
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int soft_min_value = INT32_MIN;
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int soft_max_value = INT32_MAX;
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PropertySubType subtype = PROP_NONE;
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friend IntBuilder;
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using Builder = IntBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class IntBuilder : public SocketDeclarationBuilder<Int> {
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public:
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IntBuilder &min(int value);
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IntBuilder &max(int value);
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IntBuilder &default_value(int value);
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IntBuilder &subtype(PropertySubType subtype);
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};
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class VectorBuilder;
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class Vector : public SocketDeclaration {
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public:
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float3 default_value = {0, 0, 0};
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float soft_min_value = -FLT_MAX;
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float soft_max_value = FLT_MAX;
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PropertySubType subtype = PROP_NONE;
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friend VectorBuilder;
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using Builder = VectorBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class VectorBuilder : public SocketDeclarationBuilder<Vector> {
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public:
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VectorBuilder &default_value(const float3 value);
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VectorBuilder &subtype(PropertySubType subtype);
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VectorBuilder &min(float min);
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VectorBuilder &max(float max);
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VectorBuilder &compact();
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};
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class BoolBuilder;
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class Bool : public SocketDeclaration {
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public:
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bool default_value = false;
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friend BoolBuilder;
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using Builder = BoolBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class BoolBuilder : public SocketDeclarationBuilder<Bool> {
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public:
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BoolBuilder &default_value(bool value);
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};
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class ColorBuilder;
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class Color : public SocketDeclaration {
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public:
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ColorGeometry4f default_value{0.8f, 0.8f, 0.8f, 1.0f};
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friend ColorBuilder;
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using Builder = ColorBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class ColorBuilder : public SocketDeclarationBuilder<Color> {
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public:
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ColorBuilder &default_value(const ColorGeometry4f value);
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};
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class RotationBuilder;
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class Rotation : public SocketDeclaration {
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public:
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math::EulerXYZ default_value;
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friend RotationBuilder;
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using Builder = RotationBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class RotationBuilder : public SocketDeclarationBuilder<Rotation> {
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public:
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RotationBuilder &default_value(const math::EulerXYZ &value);
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};
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class StringBuilder;
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class String : public SocketDeclaration {
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public:
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std::string default_value;
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friend StringBuilder;
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using Builder = StringBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class StringBuilder : public SocketDeclarationBuilder<String> {
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public:
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StringBuilder &default_value(const std::string value);
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};
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class MenuBuilder;
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class Menu : public SocketDeclaration {
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public:
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int32_t default_value;
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friend MenuBuilder;
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using Builder = MenuBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class MenuBuilder : public SocketDeclarationBuilder<Menu> {
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public:
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MenuBuilder &default_value(int32_t value);
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};
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class IDSocketDeclaration : public SocketDeclaration {
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public:
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const char *idname;
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/**
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* Get the default ID pointer for this socket. This is a function to avoid dangling pointers,
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* since bNode::id pointers are remapped as ID pointers change, but pointers in socket
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* declarations are not managed the same way.
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*/
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std::function<ID *(const bNode &node)> default_value_fn;
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public:
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IDSocketDeclaration(const char *idname);
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class Object : public IDSocketDeclaration {
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public:
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using Builder = SocketDeclarationBuilder<Object>;
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Object();
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};
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class Material : public IDSocketDeclaration {
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public:
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using Builder = SocketDeclarationBuilder<Material>;
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Material();
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};
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class Collection : public IDSocketDeclaration {
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public:
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using Builder = SocketDeclarationBuilder<Collection>;
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Collection();
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};
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class Texture : public IDSocketDeclaration {
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public:
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using Builder = SocketDeclarationBuilder<Texture>;
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Texture();
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};
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class Image : public IDSocketDeclaration {
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public:
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using Builder = SocketDeclarationBuilder<Image>;
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Image();
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};
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class ShaderBuilder;
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class Shader : public SocketDeclaration {
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public:
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friend ShaderBuilder;
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using Builder = ShaderBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class ShaderBuilder : public SocketDeclarationBuilder<Shader> {};
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class ExtendBuilder;
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class Extend : public SocketDeclaration {
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private:
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friend ExtendBuilder;
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public:
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using Builder = ExtendBuilder;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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class ExtendBuilder : public SocketDeclarationBuilder<Extend> {};
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class Custom : public SocketDeclaration {
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public:
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const char *idname_;
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std::function<void(bNode &node, bNodeSocket &socket, const char *data_path)> init_socket_fn;
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bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
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bool matches(const bNodeSocket &socket) const override;
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bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
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bool can_connect(const bNodeSocket &socket) const override;
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};
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/* -------------------------------------------------------------------- */
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/** \name #FloatBuilder Inline Methods
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* \{ */
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inline FloatBuilder &FloatBuilder::min(const float value)
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{
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if (decl_in_) {
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decl_in_->soft_min_value = value;
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}
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if (decl_out_) {
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decl_out_->soft_min_value = value;
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}
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return *this;
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}
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inline FloatBuilder &FloatBuilder::max(const float value)
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{
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if (decl_in_) {
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decl_in_->soft_max_value = value;
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}
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if (decl_out_) {
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decl_out_->soft_max_value = value;
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}
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return *this;
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}
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inline FloatBuilder &FloatBuilder::default_value(const float value)
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{
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if (decl_in_) {
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decl_in_->default_value = value;
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}
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if (decl_out_) {
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decl_out_->default_value = value;
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}
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return *this;
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}
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inline FloatBuilder &FloatBuilder::subtype(PropertySubType subtype)
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{
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if (decl_in_) {
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decl_in_->subtype = subtype;
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}
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if (decl_out_) {
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decl_out_->subtype = subtype;
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}
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #IntBuilder Inline Methods
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* \{ */
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inline IntBuilder &IntBuilder::min(const int value)
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{
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if (decl_in_) {
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decl_in_->soft_min_value = value;
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}
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if (decl_out_) {
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decl_out_->soft_min_value = value;
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}
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return *this;
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}
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inline IntBuilder &IntBuilder::max(const int value)
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{
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if (decl_in_) {
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decl_in_->soft_max_value = value;
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}
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if (decl_out_) {
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decl_out_->soft_max_value = value;
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}
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return *this;
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}
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inline IntBuilder &IntBuilder::default_value(const int value)
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{
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if (decl_in_) {
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decl_in_->default_value = value;
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}
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if (decl_out_) {
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decl_out_->default_value = value;
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}
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return *this;
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}
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inline IntBuilder &IntBuilder::subtype(PropertySubType subtype)
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{
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if (decl_in_) {
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decl_in_->subtype = subtype;
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}
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if (decl_out_) {
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decl_out_->subtype = subtype;
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}
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #VectorBuilder Inline Methods
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* \{ */
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inline VectorBuilder &VectorBuilder::default_value(const float3 value)
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{
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if (decl_in_) {
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decl_in_->default_value = value;
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}
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if (decl_out_) {
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decl_out_->default_value = value;
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}
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return *this;
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}
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inline VectorBuilder &VectorBuilder::subtype(PropertySubType subtype)
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{
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if (decl_in_) {
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decl_in_->subtype = subtype;
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}
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if (decl_out_) {
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decl_out_->subtype = subtype;
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}
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return *this;
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}
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inline VectorBuilder &VectorBuilder::min(const float min)
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{
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if (decl_in_) {
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decl_in_->soft_min_value = min;
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}
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if (decl_out_) {
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decl_out_->soft_min_value = min;
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}
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return *this;
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}
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inline VectorBuilder &VectorBuilder::max(const float max)
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{
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if (decl_in_) {
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decl_in_->soft_max_value = max;
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}
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if (decl_out_) {
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decl_out_->soft_max_value = max;
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}
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return *this;
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}
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inline VectorBuilder &VectorBuilder::compact()
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{
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if (decl_in_) {
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decl_in_->compact = true;
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}
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if (decl_out_) {
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decl_out_->compact = true;
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}
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #BoolBuilder Inline Methods
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* \{ */
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inline BoolBuilder &BoolBuilder::default_value(const bool value)
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{
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if (decl_in_) {
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decl_in_->default_value = value;
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}
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if (decl_out_) {
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decl_out_->default_value = value;
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}
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #ColorBuilder Inline Methods
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* \{ */
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inline ColorBuilder &ColorBuilder::default_value(const ColorGeometry4f value)
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{
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if (decl_in_) {
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decl_in_->default_value = value;
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}
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if (decl_out_) {
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decl_out_->default_value = value;
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}
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #StringBuilder Inline Methods
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* \{ */
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inline StringBuilder &StringBuilder::default_value(std::string value)
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{
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if (decl_in_) {
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decl_in_->default_value = std::move(value);
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}
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if (decl_out_) {
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decl_out_->default_value = std::move(value);
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}
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #MenuBuilder Inline Methods
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* \{ */
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inline MenuBuilder &MenuBuilder::default_value(const int32_t value)
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{
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if (decl_in_) {
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decl_in_->default_value = value;
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}
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if (decl_out_) {
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decl_out_->default_value = value;
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}
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #RotationBuilder Inline Methods
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* \{ */
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inline RotationBuilder &RotationBuilder::default_value(const math::EulerXYZ &value)
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{
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if (decl_in_) {
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decl_in_->default_value = value;
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}
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if (decl_out_) {
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decl_out_->default_value = value;
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}
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return *this;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name #IDSocketDeclaration and Children Inline Methods
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* \{ */
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inline IDSocketDeclaration::IDSocketDeclaration(const char *idname) : idname(idname) {}
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inline Object::Object() : IDSocketDeclaration("NodeSocketObject") {}
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inline Material::Material() : IDSocketDeclaration("NodeSocketMaterial") {}
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inline Collection::Collection() : IDSocketDeclaration("NodeSocketCollection") {}
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inline Texture::Texture() : IDSocketDeclaration("NodeSocketTexture") {}
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inline Image::Image() : IDSocketDeclaration("NodeSocketImage") {}
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/** \} */
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SocketDeclarationPtr create_extend_declaration(const eNodeSocketInOut in_out);
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} // namespace blender::nodes::decl
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