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authorTon Roosendaal <ton@blender.org>2006-12-06 00:33:56 +0300
committerTon Roosendaal <ton@blender.org>2006-12-06 00:33:56 +0300
commit09d3d15f45dfd2685253d5edd49566e2eab5ec4e (patch)
treea721f5784605f39362202f2ccccd95343f29263e /source/blender/src/editnode.c
parent5e52bee5a7ba17e31d5195ad59913429a05457d4 (diff)
Node editor: when adding a new node, automatic links are created:
- from all selected nodes - only connections between highest order socket types; so if there's RGBA and Value sockets, only RGBA sockets are connected. This because in these cases the Value sockets usually are for user input. Example: Mix node. Thanks Trip for the hint!
Diffstat (limited to 'source/blender/src/editnode.c')
-rw-r--r--source/blender/src/editnode.c54
1 files changed, 53 insertions, 1 deletions
diff --git a/source/blender/src/editnode.c b/source/blender/src/editnode.c
index 245a4a5339a..11c6cf83705 100644
--- a/source/blender/src/editnode.c
+++ b/source/blender/src/editnode.c
@@ -1380,6 +1380,58 @@ void node_border_select(SpaceNode *snode)
/* ****************** Add *********************** */
+void snode_autoconnect(SpaceNode *snode, bNode *node_to, int flag)
+{
+ bNodeSocket *sock, *sockfrom[8];
+ bNode *node, *nodefrom[8];
+ int totsock= 0, socktype=0;
+
+ if(node_to->inputs.first==NULL)
+ return;
+
+ /* no inputs for node allowed (code it) */
+
+ /* connect first 1 socket type now */
+ for(sock= node_to->inputs.first; sock; sock= sock->next)
+ if(socktype<sock->type)
+ socktype= sock->type;
+
+
+ /* find potential sockets, max 8 should work */
+ for(node= snode->edittree->nodes.first; node; node= node->next) {
+ if((node->flag & flag) && node!=node_to) {
+ for(sock= node->outputs.first; sock; sock= sock->next) {
+ if(!(sock->flag & (SOCK_HIDDEN|SOCK_UNAVAIL))) {
+ sockfrom[totsock]= sock;
+ nodefrom[totsock]= node;
+ totsock++;
+ if(totsock>7)
+ break;
+ }
+ }
+ }
+ if(totsock>7)
+ break;
+ }
+
+ /* now just get matching socket types and create links */
+ for(sock= node_to->inputs.first; sock; sock= sock->next) {
+ int a;
+
+ for(a=0; a<totsock; a++) {
+ if(sockfrom[a]) {
+ if(sock->type==sockfrom[a]->type && sock->type==socktype) {
+ nodeAddLink(snode->edittree, nodefrom[a], sockfrom[a], node_to, sock);
+ sockfrom[a]= NULL;
+ break;
+ }
+ }
+ }
+ }
+
+ ntreeSolveOrder(snode->edittree);
+}
+
/* can be called from menus too, but they should do own undopush and redraws */
bNode *node_add_node(SpaceNode *snode, int type, float locx, float locy)
{
@@ -1421,7 +1473,7 @@ bNode *node_add_node(SpaceNode *snode, int type, float locx, float locy)
if(snode->nodetree->type==NTREE_COMPOSIT)
ntreeCompositForceHidden(G.scene->nodetree);
-
+
}
return node;
}