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authorHans Goudey <h.goudey@me.com>2021-09-29 23:29:29 +0300
committerHans Goudey <h.goudey@me.com>2021-09-29 23:29:29 +0300
commit81f552e9ad1ab5705ef69cf8e7ff7ee67575d45f (patch)
tree86b0af42effc17db26b41a7bd1df795f7d520e25 /source/blender/blenkernel/BKE_spline.hh
parentcd03f5b6e572640f6e182c4989fe20ced156effa (diff)
Geometry Nodes: Expose Bezier handle positions as an attribute
This commit exposes left and right bezier handles as an attribute. Interaction basically works like edit mode. If you move an aligned handle, it also moves the opposite handle of the control point. The difference is that you can't edit "Auto" or "Vector" handles, you have to first use the "Set Handle Type" node. That gives the handle types a bit more meaning in the node tree-- changing them in edit mod is more like a "UI override". The attributes are named `handle_start` and `handle_end`, which is the same name used in the curve RNA API. A new virtual array implementation is added which handles the case of splines that don't have these attributes, and it also calls two new functions on `BezierSpline` to set the handle position accounting for aligned handles. The virtual arrays and attribute providers will be refactored (probably templated) in the future, as a next step after the last built-in curve attribute provider has landed. Differential Revision: https://developer.blender.org/D12005
Diffstat (limited to 'source/blender/blenkernel/BKE_spline.hh')
-rw-r--r--source/blender/blenkernel/BKE_spline.hh3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_spline.hh b/source/blender/blenkernel/BKE_spline.hh
index 541ff19c1cd..97e0d8415a5 100644
--- a/source/blender/blenkernel/BKE_spline.hh
+++ b/source/blender/blenkernel/BKE_spline.hh
@@ -316,6 +316,9 @@ class BezierSpline final : public Spline {
void translate(const blender::float3 &translation) override;
void transform(const blender::float4x4 &matrix) override;
+ void set_handle_position_right(const int index, const blender::float3 &value);
+ void set_handle_position_left(const int index, const blender::float3 &value);
+
bool point_is_sharp(const int index) const;
void mark_cache_invalid() final;