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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "node_geometry_util.hh"
#include "UI_interface.h"
#include "UI_resources.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "BKE_material.h"
static bNodeSocketTemplate geo_node_material_assign_in[] = {
{SOCK_GEOMETRY, N_("Geometry")},
{SOCK_MATERIAL, N_("Material")},
{SOCK_STRING, N_("Selection")},
{-1, ""},
};
static bNodeSocketTemplate geo_node_material_assign_out[] = {
{SOCK_GEOMETRY, N_("Geometry")},
{-1, ""},
};
namespace blender::nodes {
static void assign_material_to_faces(Mesh &mesh, const VArray<bool> &face_mask, Material *material)
{
int new_material_index = -1;
for (const int i : IndexRange(mesh.totcol)) {
Material *other_material = mesh.mat[i];
if (other_material == material) {
new_material_index = i;
break;
}
}
if (new_material_index == -1) {
/* Append a new material index. */
new_material_index = mesh.totcol;
BKE_id_material_eval_assign(&mesh.id, new_material_index + 1, material);
}
mesh.mpoly = (MPoly *)CustomData_duplicate_referenced_layer(&mesh.pdata, CD_MPOLY, mesh.totpoly);
for (const int i : IndexRange(mesh.totpoly)) {
if (face_mask[i]) {
MPoly &poly = mesh.mpoly[i];
poly.mat_nr = new_material_index;
}
}
}
static void geo_node_material_assign_exec(GeoNodeExecParams params)
{
Material *material = params.extract_input<Material *>("Material");
const std::string mask_name = params.extract_input<std::string>("Selection");
GeometrySet geometry_set = params.extract_input<GeometrySet>("Geometry");
geometry_set = geometry_set_realize_instances(geometry_set);
if (geometry_set.has<MeshComponent>()) {
MeshComponent &mesh_component = geometry_set.get_component_for_write<MeshComponent>();
Mesh *mesh = mesh_component.get_for_write();
if (mesh != nullptr) {
GVArray_Typed<bool> face_mask = mesh_component.attribute_get_for_read<bool>(
mask_name, ATTR_DOMAIN_FACE, true);
assign_material_to_faces(*mesh, face_mask, material);
}
}
params.set_output("Geometry", std::move(geometry_set));
}
} // namespace blender::nodes
void register_node_type_geo_material_assign()
{
static bNodeType ntype;
geo_node_type_base(&ntype, GEO_NODE_MATERIAL_ASSIGN, "Material Assign", NODE_CLASS_GEOMETRY, 0);
node_type_socket_templates(&ntype, geo_node_material_assign_in, geo_node_material_assign_out);
ntype.geometry_node_execute = blender::nodes::geo_node_material_assign_exec;
nodeRegisterType(&ntype);
}
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