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
53 lines
1.8 KiB
C++
53 lines
1.8 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#pragma once
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#include <string.h>
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#include "BLI_float3.hh"
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#include "BLI_utildefines.h"
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#include "MEM_guardedalloc.h"
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#include "DNA_node_types.h"
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#include "BKE_node.h"
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#include "BLT_translation.h"
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#include "NOD_geometry.h"
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#include "NOD_geometry_exec.hh"
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#include "node_util.h"
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void geo_node_type_base(
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struct bNodeType *ntype, int type, const char *name, short nclass, short flag);
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bool geo_node_poll_default(struct bNodeType *ntype, struct bNodeTree *ntree);
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namespace blender::nodes {
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void update_attribute_input_socket_availabilities(bNode &node,
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const StringRef name,
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const GeometryNodeAttributeInputMode mode,
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const bool name_is_available = true);
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CustomDataType attribute_data_type_highest_complexity(Span<CustomDataType>);
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Array<uint32_t> get_geometry_element_ids_as_uints(const GeometryComponent &component,
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const AttributeDomain domain);
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} // namespace blender::nodes
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