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authorJacques Lucke <jacques@blender.org>2022-08-31 13:15:57 +0300
committerJacques Lucke <jacques@blender.org>2022-08-31 13:16:13 +0300
commit25e307d725d0b924fb0e87e4ffde84f915b74310 (patch)
tree016cf4a37ccbc2fbdf40c92cd16e96a9090bcd01 /source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc
parent5a60535a20393a4215f7a03fe77d927bacb71438 (diff)
Nodes: move NodeTreeRef functionality into node runtime data
The purpose of `NodeTreeRef` was to speed up various queries on a read-only `bNodeTree`. Not that we have runtime data in nodes and sockets, we can also store the result of some queries there. This has some benefits: * No need for a read-only separate node tree data structure which increased complexity. * Makes it easier to reuse cached queries in more parts of Blender that can benefit from it. A downside is that we loose some type safety that we got by having different types for input and output sockets, as well as internal and non-internal links. This patch also refactors `DerivedNodeTree` so that it does not use `NodeTreeRef` anymore, but uses `bNodeTree` directly instead. To provide a convenient API (that is also close to what `NodeTreeRef` has), a new approach is implemented: `bNodeTree`, `bNode`, `bNodeSocket` and `bNodeLink` now have C++ methods declared in `DNA_node_types.h` which are implemented in `BKE_node_runtime.hh`. To make this work, `makesdna` now skips c++ sections when parsing dna header files. No user visible changes are expected. Differential Revision: https://developer.blender.org/D15491
Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc b/source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc
index b35f686e331..a036fc52d84 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc
@@ -96,7 +96,7 @@ static float3 sh_node_vector_rotate_euler(const float3 &vector,
return result + center;
}
-static const fn::MultiFunction *get_multi_function(bNode &node)
+static const fn::MultiFunction *get_multi_function(const bNode &node)
{
bool invert = node.custom2;
const int mode = node.custom1;