46 ntype.
ui_description =
"Provide a vector value that can be connected to other nodes in the tree";
#define FN_NODE_INPUT_VECTOR
#define NOD_REGISTER_NODE(REGISTER_FUNC)
@ UI_ITEM_R_SPLIT_EMPTY_NAME
BMesh const char void * data
void construct_and_set_matching_fn(Args &&...args)
void * MEM_callocN(size_t len, const char *str)
void node_register_type(bNodeType &ntype)
void node_type_storage(bNodeType &ntype, std::optional< StringRefNull > storagename, void(*freefunc)(bNode *node), void(*copyfunc)(bNodeTree *dest_ntree, bNode *dest_node, const bNode *src_node))
bool value_node_has_gizmo(const bNodeTree &tree, const bNode &node)
VecBase< float, 3 > float3
void fn_node_type_base(blender::bke::bNodeType *ntype, std::string idname, const std::optional< int16_t > legacy_type)
void node_free_standard_storage(bNode *node)
void node_copy_standard_storage(bNodeTree *, bNode *dest_node, const bNode *src_node)
std::string ui_description
void(* initfunc)(bNodeTree *ntree, bNode *node)
NodeMultiFunctionBuildFunction build_multi_function
const char * enum_name_legacy
NodeDeclareFunction declare
uiLayout & column(bool align)
void prop(PointerRNA *ptr, PropertyRNA *prop, int index, int value, eUI_Item_Flag flag, std::optional< blender::StringRef > name_opt, int icon, std::optional< blender::StringRef > placeholder=std::nullopt)