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authorJacques Lucke <jacques@blender.org>2021-09-23 23:21:31 +0300
committerHans Goudey <h.goudey@me.com>2021-09-23 23:21:31 +0300
commit61f3d4eb7c7db711f9339d05e68b8f9eac3ce167 (patch)
tree9004c577411998029bda688d5659d1a98be484f4 /source/blender/nodes/geometry/nodes/node_geo_input_tangent.cc
parentc1b925f7fff5f8b26daa05b3105cbb10dfc175e7 (diff)
Geometry Nodes: Initial socket visualization for fields.
This implements the update logic for the vizualization of which sockets pass data or constants directly, and which pass functions. The socket shapes may still have to be updated. That should be done separately, because it might be a bit more involved, because socket shapes are currently linked to keyframe shapes. Currently the circle and diamond shapes are used with the following meanings: - Input Sockets: - Circle: Required to be a single value. - Diamond: This input supports fields. - Output Sockets: - Circle: This output is a single value. - Diamond: This output may be a field. Connecting a field to a circle input socket is an error, since a field cannot be converted to a single value. If the socket shape is a diamond with a dot in the middle, it means it is currently a single value, but could be a field. In addition to socket shapes, the intention is to draw node links differently based on the field status. However, the exact method for conveying that isn't decided yet. Differential Revision: https://developer.blender.org/D12584
Diffstat (limited to 'source/blender/nodes/geometry/nodes/node_geo_input_tangent.cc')
-rw-r--r--source/blender/nodes/geometry/nodes/node_geo_input_tangent.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/nodes/geometry/nodes/node_geo_input_tangent.cc b/source/blender/nodes/geometry/nodes/node_geo_input_tangent.cc
index 68788709f1e..d690642373a 100644
--- a/source/blender/nodes/geometry/nodes/node_geo_input_tangent.cc
+++ b/source/blender/nodes/geometry/nodes/node_geo_input_tangent.cc
@@ -24,7 +24,7 @@ namespace blender::nodes {
static void geo_node_input_tangent_declare(NodeDeclarationBuilder &b)
{
- b.add_output<decl::Vector>("Tangent");
+ b.add_output<decl::Vector>("Tangent").field_source();
}
static void calculate_bezier_tangents(const BezierSpline &spline, MutableSpan<float3> tangents)