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Previously, built-in nodes had to implement "socket templates"
(`bNodeSocketTemplate`) to tell Blender which sockets they have.
It was nice that this was declarative, but this approach was way
too rigid and was cumbersome to use in many cases.
This commit starts to move us away from this rigid structure
by letting nodes implement a function that declares the sockets
the node has. Right now this is used as a direct replacement
of the "socket template" approach to keep the refactor smaller.
It's just a bit easier to read and write.
In the future we want to support more complex features like
dynamic numbers of sockets and type inferencing. Those features
will be easier to build on this new approach.
This new approach can live side by side with `bNodeSocketTemplate`
for a while. That makes it easier to update nodes one by one.
Note: In `bNodeSocketTemplate` socket identifiers were made
unique automatically. In this new approach, one has to specify
unique identifiers manually (unless the name is unique already).
Differential Revision: https://developer.blender.org/D12335
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This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
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This flag specifies that even when the socket is not connected,
the node should not display the input field for the constant input
value. This is useful for inputs like Normal, which have special
handling for the missing input case and don't use a constant value.
Currently there is no way to change this flag from Python, and
through UI it can only be done by re-creating the socket.
This patch exposes the flag through RNA and UI, makes sure it
is properly updated when changed, and adds special handling to
ensure that it is correctly set when creating a node group from
a node set that includes reroute nodes.
Differential Revision: https://developer.blender.org/D8395
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I have to add some C++ code in callbacks for socket types
for the new particle system.
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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Done using:
source/tools/utils_maintenance/c_sort_blocks.py
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Strip unindented comment blocks - mainly headers to avoid conflicts.
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The trees should match in nodes layout completely.
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internal nodes again. Also this value can be changed in the node group Interface panel.
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PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.
=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.
Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].
=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].
The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.
[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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for now subtype is not defined, but once we start parsing the metadata we can set texture inputs as FILEPATH
also, it takes relative strings and convert to absolute for all strings (which is arguably a good solution, but
should work for now)
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without the underscores these clogged up the namespace for autocompleation which was annoying.
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The structs stored in the anonymous void *default_value in bNodeSocket are now handled completely inside node_socket.c. All allocation/freeing/duplicating for this has been replaced by the appropriate calls to generic API functions (declared in NOD_socket.h).
This will make the default value handling more reliable for future node socket code. Group socket copying and value conversion has also been moved into the generic socket API file.
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- use NULL rather then 0 for pointers
- use static functions where possible
- add own includes to ensure func's and their declarations don't get out of sync.
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http://markmail.org/message/fp7ozcywxum3ar7n
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This branch adds mostly organizational improvements to the node system by renaming the node folders and files. A couple of internal features have been added too.
Detailed information can be found on the wiki page:
http://wiki.blender.org/index.php/User:Phonybone/Particles2010
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