All socket types use `SocketValueVariant` now, so using `void *` is not necessary anymore. Pull Request: https://projects.blender.org/blender/blender/pulls/144415
41 lines
1.0 KiB
C++
41 lines
1.0 KiB
C++
/* SPDX-FileCopyrightText: 2025 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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#include "NOD_geometry_nodes_closure.hh"
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#include "NOD_geometry_nodes_lazy_function.hh"
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#include "BKE_node_socket_value.hh"
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namespace blender::nodes {
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struct ClosureEagerEvalParams {
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struct InputItem {
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std::string key;
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const bke::bNodeSocketType *type = nullptr;
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/** This may be moved from. */
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bke::SocketValueVariant value;
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};
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struct OutputItem {
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std::string key;
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const bke::bNodeSocketType *type = nullptr;
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/**
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* Where the output value should be stored. This is expected to point to uninitialized memory
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* when it's passed into #evaluate_closure_eagerly which will then construct the value inplace.
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*/
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bke::SocketValueVariant *value = nullptr;
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};
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Vector<InputItem> inputs;
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Vector<OutputItem> outputs;
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GeoNodesUserData *user_data = nullptr;
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};
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void evaluate_closure_eagerly(const Closure &closure, ClosureEagerEvalParams ¶ms);
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} // namespace blender::nodes
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