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authorHans Goudey <h.goudey@me.com>2021-05-28 17:42:22 +0300
committerHans Goudey <h.goudey@me.com>2021-05-28 17:42:22 +0300
commit11e32332ddfdcacb7f992d9fb25025b53c5037c1 (patch)
treebe40b4197b601884e24b986432ec31a66f9708dc /source/blender/blenkernel/BKE_node.h
parent418888f1c9a3c3ca8facc04d271d48ad37e5f5b2 (diff)
Geometry Nodes: Add Mesh to Curve Node
This node creates poly curve splines from mesh edges. A selection attribute input allows only using some of the edges from the mesh. The node builds cyclic splines from branchless groups of edges where possible, but when there is a three-way intersection, the spline stops. The node also transfers all attributes from the mesh to the resulting control points. In the future we could add a way to limit that to a subset of the attributes to improve performance. The algorithm is from Animation Nodes, written by @OmarSquircleArt. I added the ability to use a selection, attribute transferring, and used different variable names, etc, but other than that the algorithm is the same. Differential Revision: https://developer.blender.org/D11265
Diffstat (limited to 'source/blender/blenkernel/BKE_node.h')
-rw-r--r--source/blender/blenkernel/BKE_node.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h
index 448f4ae48ad..b3247a751bf 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -1426,6 +1426,7 @@ int ntreeTexExecTree(struct bNodeTree *ntree,
#define GEO_NODE_MATERIAL_ASSIGN 1049
#define GEO_NODE_INPUT_MATERIAL 1050
#define GEO_NODE_MATERIAL_REPLACE 1051
+#define GEO_NODE_MESH_TO_CURVE 1052
/** \} */