Geometry Nodes: add simulation support #104924
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@ -3146,13 +3146,10 @@ static void node_draw_zones(TreeDrawContext & /*tree_draw_ctx*/,
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boundary_curve.cyclic_for_write().first() = true;
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boundary_curve.fill_curve_types(CURVE_TYPE_POLY);
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MutableSpan<float3> boundary_curve_positions = boundary_curve.positions_for_write();
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MutableSpan<int> boundary_curve_offsets = boundary_curve.offsets_for_write();
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boundary_curve_offsets[0] = 0;
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boundary_curve_offsets[1] = boundary_positions_num;
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boundary_curve.offsets_for_write().copy_from({0, boundary_positions_num});
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for (const int i : boundary_positions.index_range()) {
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boundary_curve_positions[i] = float3(boundary_positions[i], 0.0f);
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}
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boundary_curve.tag_topology_changed();
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fillet_curve_by_zone[zone_i] = geometry::fillet_curves_poly(
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boundary_curve,
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@ -3175,10 +3172,7 @@ static void node_draw_zones(TreeDrawContext & /*tree_draw_ctx*/,
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const uint pos = GPU_vertformat_attr_add(
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immVertexFormat(), "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
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/**
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* Draw all the contour lines after to prevent them from getting hidden.
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* Once we support other zones (e.g., for loops) we will need to sort them in a smarter way.
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*/
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/* Draw all the contour lines after to prevent them from getting hidden by overlapping zones. */
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for (const int zone_i : zones->zones.index_range()) {
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if (zone_color[3] == 0.0f) {
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break;
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