Geometry Nodes: Add operation setting to attribute randomize node
This commit adds a drop-down to the attribute randomize node to support a few operations on the values of existing attributes: "Replace/Create" (the existing behavior), "Add", "Subtract", and "Multiply". At this point, the operations are limited by what is simple to implement. More could be added in the future, but there isn't a strong use case for more complex operations anyway, and a second math node can be used. Differential Revision: https://developer.blender.org/D10269
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@@ -32,6 +32,8 @@ static bNodeSocketTemplate geo_node_attribute_randomize_in[] = {
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{SOCK_VECTOR, N_("Max"), 1.0f, 1.0f, 1.0f, 0.0f, -FLT_MAX, FLT_MAX},
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{SOCK_FLOAT, N_("Min"), 0.0f, 0.0f, 0.0f, 0.0f, -FLT_MAX, FLT_MAX},
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{SOCK_FLOAT, N_("Max"), 1.0f, 0.0f, 0.0f, 0.0f, -FLT_MAX, FLT_MAX},
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{SOCK_INT, N_("Min"), 0.0f, 0.0f, 0.0f, 0.0f, -100000, 100000},
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{SOCK_INT, N_("Max"), 100.0f, 0.0f, 0.0f, 0.0f, -100000, 100000},
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{SOCK_INT, N_("Seed"), 0, 0, 0, 0, -10000, 10000},
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{-1, ""},
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};
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@@ -46,11 +48,17 @@ static void geo_node_attribute_random_layout(uiLayout *layout,
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PointerRNA *ptr)
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{
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uiItemR(layout, ptr, "data_type", 0, "", ICON_NONE);
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uiItemR(layout, ptr, "operation", 0, "", ICON_NONE);
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}
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static void geo_node_attribute_randomize_init(bNodeTree *UNUSED(tree), bNode *node)
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{
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node->custom1 = CD_PROP_FLOAT;
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NodeAttributeRandomize *data = (NodeAttributeRandomize *)MEM_callocN(
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sizeof(NodeAttributeRandomize), __func__);
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data->data_type = CD_PROP_FLOAT;
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data->domain = ATTR_DOMAIN_POINT;
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data->operation = GEO_NODE_ATTRIBUTE_RANDOMIZE_REPLACE_CREATE;
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node->storage = data;
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}
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static void geo_node_attribute_randomize_update(bNodeTree *UNUSED(ntree), bNode *node)
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@@ -59,71 +67,97 @@ static void geo_node_attribute_randomize_update(bNodeTree *UNUSED(ntree), bNode
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bNodeSocket *sock_max_vector = sock_min_vector->next;
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bNodeSocket *sock_min_float = sock_max_vector->next;
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bNodeSocket *sock_max_float = sock_min_float->next;
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bNodeSocket *sock_min_int = sock_max_float->next;
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bNodeSocket *sock_max_int = sock_min_int->next;
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const CustomDataType data_type = static_cast<CustomDataType>(node->custom1);
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const NodeAttributeRandomize &storage = *(const NodeAttributeRandomize *)node->storage;
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const CustomDataType data_type = static_cast<CustomDataType>(storage.data_type);
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nodeSetSocketAvailability(sock_min_vector, data_type == CD_PROP_FLOAT3);
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nodeSetSocketAvailability(sock_max_vector, data_type == CD_PROP_FLOAT3);
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nodeSetSocketAvailability(sock_min_float, data_type == CD_PROP_FLOAT);
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nodeSetSocketAvailability(sock_max_float, data_type == CD_PROP_FLOAT);
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nodeSetSocketAvailability(sock_min_int, data_type == CD_PROP_INT32);
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nodeSetSocketAvailability(sock_max_int, data_type == CD_PROP_INT32);
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}
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namespace blender::nodes {
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/** Rehash to combine the seed with the "id" hash and a mutator for each dimension. */
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static float noise_from_index_and_mutator(const int seed, const int hash, const int mutator)
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template<typename T> T get_random_value(const uint32_t id, const uint32_t seed);
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template<> inline bool get_random_value(const uint32_t id, const uint32_t seed)
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{
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const int combined_hash = BLI_hash_int_3d(seed, hash, mutator);
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return BLI_hash_int_01(combined_hash);
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return BLI_hash_int_2d_to_float(id, seed) > 0.5f;
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}
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/** Rehash to combine the seed with the "id" hash. */
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static float noise_from_index(const int seed, const int hash)
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template<> inline int get_random_value(const uint32_t id, const uint32_t seed)
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{
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const int combined_hash = BLI_hash_int_2d(seed, hash);
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return BLI_hash_int_01(combined_hash);
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return BLI_hash_int_2d(id, seed);
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}
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static void randomize_attribute_bool(BooleanWriteAttribute attribute,
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Span<uint32_t> hashes,
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const int seed)
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template<> inline float get_random_value(const uint32_t id, const uint32_t seed)
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{
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MutableSpan<bool> attribute_span = attribute.get_span();
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for (const int i : IndexRange(attribute.size())) {
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const bool value = noise_from_index(seed, (int)hashes[i]) > 0.5f;
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attribute_span[i] = value;
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return BLI_hash_int_2d_to_float(id, seed);
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}
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template<> inline float3 get_random_value(const uint32_t id, const uint32_t seed)
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{
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const float x = BLI_hash_int_3d_to_float(seed, id, 435109);
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const float y = BLI_hash_int_3d_to_float(seed, id, 380867);
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const float z = BLI_hash_int_3d_to_float(seed, id, 1059217);
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return float3(x, y, z);
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}
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template<typename T>
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static void randomize_attribute(MutableSpan<T> span,
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const T min,
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const T max,
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Span<uint32_t> ids,
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const uint32_t seed,
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const GeometryNodeAttributeRandomizeMode operation)
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{
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/* The operations could be templated too, but it doesn't make the code much shorter. */
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switch (operation) {
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case GEO_NODE_ATTRIBUTE_RANDOMIZE_REPLACE_CREATE:
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for (const int i : span.index_range()) {
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const T random_value = get_random_value<T>(ids[i], seed) * (max - min) + min;
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span[i] = random_value;
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}
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break;
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case GEO_NODE_ATTRIBUTE_RANDOMIZE_ADD:
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for (const int i : span.index_range()) {
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const T random_value = get_random_value<T>(ids[i], seed) * (max - min) + min;
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span[i] = span[i] + random_value;
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}
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break;
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case GEO_NODE_ATTRIBUTE_RANDOMIZE_SUBTRACT:
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for (const int i : span.index_range()) {
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const T random_value = get_random_value<T>(ids[i], seed) * (max - min) + min;
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span[i] = span[i] - random_value;
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}
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break;
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case GEO_NODE_ATTRIBUTE_RANDOMIZE_MULTIPLY:
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for (const int i : span.index_range()) {
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const T random_value = get_random_value<T>(ids[i], seed) * (max - min) + min;
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span[i] = span[i] * random_value;
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}
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break;
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default:
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BLI_assert(false);
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break;
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}
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attribute.apply_span();
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}
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static void randomize_attribute_float(FloatWriteAttribute attribute,
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const float min,
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const float max,
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Span<uint32_t> hashes,
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const int seed)
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static void randomize_attribute_bool(MutableSpan<bool> span,
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Span<uint32_t> ids,
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const uint32_t seed,
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const GeometryNodeAttributeRandomizeMode operation)
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{
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MutableSpan<float> attribute_span = attribute.get_span();
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for (const int i : IndexRange(attribute.size())) {
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const float value = noise_from_index(seed, (int)hashes[i]) * (max - min) + min;
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attribute_span[i] = value;
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BLI_assert(operation == GEO_NODE_ATTRIBUTE_RANDOMIZE_REPLACE_CREATE);
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for (const int i : span.index_range()) {
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const bool random_value = get_random_value<bool>(ids[i], seed);
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span[i] = random_value;
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}
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attribute.apply_span();
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}
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static void randomize_attribute_float3(Float3WriteAttribute attribute,
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const float3 min,
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const float3 max,
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Span<uint32_t> hashes,
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const int seed)
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{
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MutableSpan<float3> attribute_span = attribute.get_span();
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for (const int i : IndexRange(attribute.size())) {
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const float x = noise_from_index_and_mutator(seed, (int)hashes[i], 47);
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const float y = noise_from_index_and_mutator(seed, (int)hashes[i], 8);
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const float z = noise_from_index_and_mutator(seed, (int)hashes[i], 64);
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const float3 value = float3(x, y, z) * (max - min) + min;
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attribute_span[i] = value;
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}
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attribute.apply_span();
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}
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Array<uint32_t> get_geometry_element_ids_as_uints(const GeometryComponent &component,
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@@ -168,16 +202,21 @@ static AttributeDomain get_result_domain(const GeometryComponent &component,
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return static_cast<AttributeDomain>(node.custom2);
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}
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static void randomize_attribute(GeometryComponent &component,
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const GeoNodeExecParams ¶ms,
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const int seed)
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static void randomize_attribute_on_component(GeometryComponent &component,
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const GeoNodeExecParams ¶ms,
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StringRef attribute_name,
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const CustomDataType data_type,
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const GeometryNodeAttributeRandomizeMode operation,
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const int seed)
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{
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const std::string attribute_name = params.get_input<std::string>("Attribute");
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if (attribute_name.empty()) {
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return;
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/* If the node is not in "replace / create" mode and the attribute
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* doesn't already exist, don't do the operation. */
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if (operation != GEO_NODE_ATTRIBUTE_RANDOMIZE_REPLACE_CREATE) {
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if (!component.attribute_exists(attribute_name)) {
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return;
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}
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}
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const bNode &node = params.node();
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const CustomDataType data_type = static_cast<CustomDataType>(node.custom1);
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const AttributeDomain domain = get_result_domain(component, params, attribute_name);
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OutputAttributePtr attribute = component.attribute_try_get_for_output(
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@@ -186,44 +225,75 @@ static void randomize_attribute(GeometryComponent &component,
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return;
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}
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fn::GMutableSpan span = (operation == GEO_NODE_ATTRIBUTE_RANDOMIZE_REPLACE_CREATE) ?
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attribute->get_span_for_write_only() :
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attribute->get_span();
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Array<uint32_t> hashes = get_geometry_element_ids_as_uints(component, domain);
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switch (data_type) {
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case CD_PROP_FLOAT: {
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const float min_value = params.get_input<float>("Min_001");
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const float max_value = params.get_input<float>("Max_001");
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randomize_attribute_float(*attribute, min_value, max_value, hashes, seed);
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case CD_PROP_FLOAT3: {
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const float3 min = params.get_input<float3>("Min");
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const float3 max = params.get_input<float3>("Max");
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randomize_attribute<float3>(span.typed<float3>(), min, max, hashes, seed, operation);
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break;
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}
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case CD_PROP_FLOAT3: {
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const float3 min_value = params.get_input<float3>("Min");
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const float3 max_value = params.get_input<float3>("Max");
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randomize_attribute_float3(*attribute, min_value, max_value, hashes, seed);
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case CD_PROP_FLOAT: {
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const float min = params.get_input<float>("Min_001");
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const float max = params.get_input<float>("Max_001");
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randomize_attribute<float>(span.typed<float>(), min, max, hashes, seed, operation);
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break;
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}
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case CD_PROP_BOOL: {
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randomize_attribute_bool(*attribute, hashes, seed);
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randomize_attribute_bool(span.typed<bool>(), hashes, seed, operation);
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break;
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}
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default:
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case CD_PROP_INT32: {
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const int min = params.get_input<int>("Min_002");
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const int max = params.get_input<int>("Max_002");
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randomize_attribute<int>(span.typed<int>(), min, max, hashes, seed, operation);
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break;
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}
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default: {
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BLI_assert(false);
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break;
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}
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}
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attribute.save();
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}
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attribute.apply_span_and_save();
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} // namespace blender::nodes
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static void geo_node_random_attribute_exec(GeoNodeExecParams params)
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{
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GeometrySet geometry_set = params.extract_input<GeometrySet>("Geometry");
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const std::string attribute_name = params.get_input<std::string>("Attribute");
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if (attribute_name.empty()) {
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params.set_output("Geometry", geometry_set);
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return;
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}
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const int seed = params.get_input<int>("Seed");
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const NodeAttributeRandomize &storage = *(const NodeAttributeRandomize *)params.node().storage;
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const CustomDataType data_type = static_cast<CustomDataType>(storage.data_type);
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const GeometryNodeAttributeRandomizeMode operation =
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static_cast<GeometryNodeAttributeRandomizeMode>(storage.operation);
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geometry_set = geometry_set_realize_instances(geometry_set);
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if (geometry_set.has<MeshComponent>()) {
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randomize_attribute(geometry_set.get_component_for_write<MeshComponent>(), params, seed);
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randomize_attribute_on_component(geometry_set.get_component_for_write<MeshComponent>(),
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params,
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attribute_name,
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data_type,
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operation,
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seed);
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}
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if (geometry_set.has<PointCloudComponent>()) {
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randomize_attribute(geometry_set.get_component_for_write<PointCloudComponent>(), params, seed);
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randomize_attribute_on_component(geometry_set.get_component_for_write<PointCloudComponent>(),
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params,
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attribute_name,
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data_type,
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operation,
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seed);
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}
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params.set_output("Geometry", geometry_set);
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@@ -243,5 +313,7 @@ void register_node_type_geo_attribute_randomize()
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node_type_update(&ntype, geo_node_attribute_randomize_update);
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ntype.geometry_node_execute = blender::nodes::geo_node_random_attribute_exec;
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ntype.draw_buttons = geo_node_attribute_random_layout;
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node_type_storage(
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&ntype, "NodeAttributeRandomize", node_free_standard_storage, node_copy_standard_storage);
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nodeRegisterType(&ntype);
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}
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