52 Object *
object =
params.handle_map().lookup(object_handle);
54 float3 location = {0, 0, 0};
55 float3 rotation = {0, 0, 0};
61 if (
object !=
nullptr) {
66 if (transform_space_relative) {
74 if (
object != self_object) {
77 if (transform_space_relative) {
81 float unit_transform[4][4];
88 params.set_output(
"Location", location);
89 params.set_output(
"Rotation", rotation);
90 params.set_output(
"Scale", scale);
91 params.set_output(
"Geometry", geometry_set);
void node_type_socket_templates(struct bNodeType *ntype, struct bNodeSocketTemplate *inputs, struct bNodeSocketTemplate *outputs)
void node_type_init(struct bNodeType *ntype, void(*initfunc)(struct bNodeTree *ntree, struct bNode *node))
void node_type_storage(struct bNodeType *ntype, const char *storagename, void(*freefunc)(struct bNode *node), void(*copyfunc)(struct bNodeTree *dest_ntree, struct bNode *dest_node, const struct bNode *src_node))
void nodeRegisterType(struct bNodeType *ntype)
void mul_m4_m4m4(float R[4][4], const float A[4][4], const float B[4][4])
void mat4_decompose(float loc[3], float quat[4], float size[3], const float wmat[4][4])
void unit_m4(float m[4][4])
void quat_to_eul(float eul[3], const float quat[4])
@ GEO_NODE_TRANSFORM_SPACE_RELATIVE
@ GEO_NODE_TRANSFORM_SPACE_ORIGINAL
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Sky Noise Wave Voronoi Brick Texture Vector Combine Vertex Separate Vector White RGB Map Separate Set Z Dilate Combine Combine Color Channel Split ID Combine Luminance Directional Alpha Distance Hue Movie Ellipse Bokeh View Corner Anti Mix RGB Hue Separate TEX_NODE_PROC TEX_NODE_PROC TEX_NODE_PROC TEX_NODE_PROC TEX_NODE_PROC Boolean Random Edge Subdivision Point GEO_NODE_OBJECT_INFO
void uiItemR(uiLayout *layout, struct PointerRNA *ptr, const char *propname, int flag, const char *name, int icon)
SIMD_FORCE_INLINE btVector3 transform(const btVector3 &point) const
void add_instance(Object *object, blender::float4x4 transform, const int id=-1)
void *(* MEM_callocN)(size_t len, const char *str)
static void geo_node_object_info_exec(GeoNodeExecParams params)
static void geo_node_object_info_node_init(bNodeTree *UNUSED(tree), bNode *node)
static void geo_node_object_info_layout(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
void register_node_type_geo_object_info()
static bNodeSocketTemplate geo_node_object_info_out[]
static bNodeSocketTemplate geo_node_object_info_in[]
void geo_node_type_base(bNodeType *ntype, int type, const char *name, short nclass, short flag)
void node_copy_standard_storage(bNodeTree *UNUSED(dest_ntree), bNode *dest_node, const bNode *src_node)
void node_free_standard_storage(bNode *node)
GeometryComponent & get_component_for_write(GeometryComponentType component_type)
Compact definition of a node socket.
NodeGeometryExecFunction geometry_node_execute
void(* draw_buttons)(struct uiLayout *, struct bContext *C, struct PointerRNA *ptr)