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authorHans Goudey <h.goudey@me.com>2021-10-20 18:54:54 +0300
committerHans Goudey <h.goudey@me.com>2021-10-20 18:54:54 +0300
commit40c3b8836b7a36303ea9c78b0932758cbf277f93 (patch)
tree84cf99f5f726384def64e79333b7566e36ff1156 /source/blender/blenkernel/intern/geometry_component_mesh.cc
parent1a96045eec96e0c6f52ded6fd40040c4b88524d9 (diff)
Geometry Nodes: Make Random ID a builtin attribute, remove sockets
In order to address feedback that the "Stable ID" was not easy enough to use, remove the "Stable ID" output from the distribution node and the input from the instance on points node. Instead, the nodes write or read a builtin named attribute called `id`. In the future we may add more attributes like `edge_id` and `face_id`. The downside is that more behavior is invisible, which is les expected now that most attributes are passed around with node links. This behavior will have to be explained in the manual. The random value node's "ID" input that had an implicit index input is converted to a special implicit input that uses the `id` attribute if possible, but otherwise defaults to the index. There is no way to tell in the UI which it uses, except by knowing that rule and checking in the spreadsheet for the id attribute. Because it isn't always possible to create stable randomness, this attribute does not always exist, and it will be possible to remove it when we have the attribute remove node back, to improve performance. Differential Revision: https://developer.blender.org/D12903
Diffstat (limited to 'source/blender/blenkernel/intern/geometry_component_mesh.cc')
-rw-r--r--source/blender/blenkernel/intern/geometry_component_mesh.cc42
1 files changed, 34 insertions, 8 deletions
diff --git a/source/blender/blenkernel/intern/geometry_component_mesh.cc b/source/blender/blenkernel/intern/geometry_component_mesh.cc
index 0c98aa5551b..6091d3f3dab 100644
--- a/source/blender/blenkernel/intern/geometry_component_mesh.cc
+++ b/source/blender/blenkernel/intern/geometry_component_mesh.cc
@@ -912,6 +912,19 @@ static GVMutableArrayPtr make_derived_write_attribute(void *data, const int doma
MutableSpan<StructT>((StructT *)data, domain_size));
}
+template<typename T>
+static GVArrayPtr make_array_read_attribute(const void *data, const int domain_size)
+{
+ return std::make_unique<fn::GVArray_For_Span<T>>(Span<T>((const T *)data, domain_size));
+}
+
+template<typename T>
+static GVMutableArrayPtr make_array_write_attribute(void *data, const int domain_size)
+{
+ return std::make_unique<fn::GVMutableArray_For_MutableSpan<T>>(
+ MutableSpan<T>((T *)data, domain_size));
+}
+
static float3 get_vertex_position(const MVert &vert)
{
return float3(vert.co);
@@ -1274,6 +1287,18 @@ static ComponentAttributeProviders create_attribute_providers_for_mesh()
static NormalAttributeProvider normal;
+ static BuiltinCustomDataLayerProvider id("id",
+ ATTR_DOMAIN_POINT,
+ CD_PROP_INT32,
+ CD_PROP_INT32,
+ BuiltinAttributeProvider::Creatable,
+ BuiltinAttributeProvider::Writable,
+ BuiltinAttributeProvider::Deletable,
+ point_access,
+ make_array_read_attribute<int>,
+ make_array_write_attribute<int>,
+ nullptr);
+
static BuiltinCustomDataLayerProvider material_index(
"material_index",
ATTR_DOMAIN_FACE,
@@ -1335,14 +1360,15 @@ static ComponentAttributeProviders create_attribute_providers_for_mesh()
static CustomDataAttributeProvider edge_custom_data(ATTR_DOMAIN_EDGE, edge_access);
static CustomDataAttributeProvider face_custom_data(ATTR_DOMAIN_FACE, face_access);
- return ComponentAttributeProviders({&position, &material_index, &shade_smooth, &normal, &crease},
- {&uvs,
- &vertex_colors,
- &corner_custom_data,
- &vertex_groups,
- &point_custom_data,
- &edge_custom_data,
- &face_custom_data});
+ return ComponentAttributeProviders(
+ {&position, &id, &material_index, &shade_smooth, &normal, &crease},
+ {&uvs,
+ &vertex_colors,
+ &corner_custom_data,
+ &vertex_groups,
+ &point_custom_data,
+ &edge_custom_data,
+ &face_custom_data});
}
} // namespace blender::bke