Cleanup: avoid calling generic node update functions from versioning code
This made it harder to change these functions in the future. No functional changes are expected and the versioning worked correctly in my test with a files created in Blender 2.69. Adding the sockets in the function was not necessary in my test, because those were already added before as part of `node_verify_sockets` in `ntreeBlendReadLib`. I kept it in just to be on the safe side.
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@ -276,13 +276,22 @@ static void do_version_hue_sat_node(bNodeTree *ntree, bNode *node)
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return;
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}
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/* Make sure new sockets are properly created. */
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node_verify_sockets(ntree, node, false);
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/* Convert value from old storage to new sockets. */
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NodeHueSat *nhs = node->storage;
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bNodeSocket *hue = nodeFindSocket(node, SOCK_IN, "Hue"),
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*saturation = nodeFindSocket(node, SOCK_IN, "Saturation"),
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*value = nodeFindSocket(node, SOCK_IN, "Value");
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bNodeSocket *hue = nodeFindSocket(node, SOCK_IN, "Hue");
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bNodeSocket *saturation = nodeFindSocket(node, SOCK_IN, "Saturation");
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bNodeSocket *value = nodeFindSocket(node, SOCK_IN, "Value");
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if (hue == NULL) {
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hue = nodeAddStaticSocket(ntree, node, SOCK_IN, SOCK_FLOAT, PROP_FACTOR, "Hue", "Hue");
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}
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if (saturation == NULL) {
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saturation = nodeAddStaticSocket(
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ntree, node, SOCK_IN, SOCK_FLOAT, PROP_FACTOR, "Saturation", "Saturation");
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}
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if (value == NULL) {
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value = nodeAddStaticSocket(ntree, node, SOCK_IN, SOCK_FLOAT, PROP_FACTOR, "Value", "Value");
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}
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((bNodeSocketValueFloat *)hue->default_value)->value = nhs->hue;
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((bNodeSocketValueFloat *)saturation->default_value)->value = nhs->sat;
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((bNodeSocketValueFloat *)value->default_value)->value = nhs->val;
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