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blender-archive/source/blender/nodes/geometry/node_geometry_util.hh
Jacques Lucke d985751324 Geometry Nodes: improve Point Distribute node
This greatly simplifies the Point Distribute node. For a poisson disk
distribution, it now uses a simpler dart throwing variant. This results
in a slightly lower quality poisson disk distribution, but it still
fulfills our requirements: have a max density, minimum distance input
and stability while painting the density attribute.

This new implementation has a number of benefits over the old one:
* Much less and more readable code.
* Easier to extend with other distribution algorithms.
* Easier to transfer more attributes to the generated points later on.
* More predictable output when changing the max density and min distance.
* Works in 3d, so no projection on the xy plane is necessary.

This is related to T84640.

Differential Revision: https://developer.blender.org/D10104
2021-01-13 12:44:17 +01:00

53 lines
1.8 KiB
C++

/*
* 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.
*/
#pragma once
#include <string.h>
#include "BLI_float3.hh"
#include "BLI_utildefines.h"
#include "MEM_guardedalloc.h"
#include "DNA_node_types.h"
#include "BKE_node.h"
#include "BLT_translation.h"
#include "NOD_geometry.h"
#include "NOD_geometry_exec.hh"
#include "node_util.h"
void geo_node_type_base(
struct bNodeType *ntype, int type, const char *name, short nclass, short flag);
bool geo_node_poll_default(struct bNodeType *ntype, struct bNodeTree *ntree);
namespace blender::nodes {
void update_attribute_input_socket_availabilities(bNode &node,
const StringRef name,
const GeometryNodeAttributeInputMode mode,
const bool name_is_available = true);
CustomDataType attribute_data_type_highest_complexity(Span<CustomDataType>);
Array<uint32_t> get_geometry_element_ids_as_uints(const GeometryComponent &component,
const AttributeDomain domain);
} // namespace blender::nodes