The general idea is to keep the 'old', C-style MEM_callocN signature, and slowly replace most of its usages with the new, C++-style type-safer template version. * `MEM_cnew<T>` allocation version is renamed to `MEM_callocN<T>`. * `MEM_cnew_array<T>` allocation version is renamed to `MEM_calloc_arrayN<T>`. * `MEM_cnew<T>` duplicate version is renamed to `MEM_dupallocN<T>`. Similar templates type-safe version of `MEM_mallocN` will be added soon as well. Following discussions in !134452. NOTE: For now static type checking in `MEM_callocN` and related are slightly different for Windows MSVC. This compiler seems to consider structs using the `DNA_DEFINE_CXX_METHODS` macro as non-trivial (likely because their default copy constructors are deleted). So using checks on trivially constructible/destructible instead on this compiler/system. Pull Request: https://projects.blender.org/blender/blender/pulls/134771
63 lines
2.0 KiB
C++
63 lines
2.0 KiB
C++
/* SPDX-FileCopyrightText: 2024 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "BLI_math_euler.hh"
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#include "NOD_socket_search_link.hh"
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#include "UI_interface.hh"
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#include "UI_resources.hh"
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#include "node_function_util.hh"
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namespace blender::nodes::node_fn_input_rotation_cc {
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static void node_declare(NodeDeclarationBuilder &b)
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{
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b.add_output<decl::Rotation>("Rotation");
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}
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static void node_layout(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr)
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{
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uiLayout *col = uiLayoutColumn(layout, true);
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uiItemR(col, ptr, "rotation_euler", UI_ITEM_R_EXPAND, "", ICON_NONE);
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}
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static void node_build_multi_function(NodeMultiFunctionBuilder &builder)
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{
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const bNode &bnode = builder.node();
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const NodeInputRotation &node_storage = *static_cast<const NodeInputRotation *>(bnode.storage);
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const math::EulerXYZ euler_rotation(node_storage.rotation_euler[0],
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node_storage.rotation_euler[1],
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node_storage.rotation_euler[2]);
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builder.construct_and_set_matching_fn<mf::CustomMF_Constant<math::Quaternion>>(
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math::to_quaternion(euler_rotation));
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}
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static void node_init(bNodeTree * /*tree*/, bNode *node)
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{
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NodeInputRotation *data = MEM_callocN<NodeInputRotation>(__func__);
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node->storage = data;
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}
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static void node_register()
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{
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static blender::bke::bNodeType ntype;
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fn_node_type_base(&ntype, "FunctionNodeInputRotation", FN_NODE_INPUT_ROTATION);
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ntype.ui_name = "Rotation";
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ntype.enum_name_legacy = "INPUT_ROTATION";
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ntype.nclass = NODE_CLASS_INPUT;
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ntype.declare = node_declare;
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ntype.initfunc = node_init;
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blender::bke::node_type_storage(
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ntype, "NodeInputRotation", node_free_standard_storage, node_copy_standard_storage);
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ntype.build_multi_function = node_build_multi_function;
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ntype.draw_buttons = node_layout;
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blender::bke::node_register_type(ntype);
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}
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NOD_REGISTER_NODE(node_register)
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} // namespace blender::nodes::node_fn_input_rotation_cc
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