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authorHans Goudey <h.goudey@me.com>2021-03-22 18:58:46 +0300
committerHans Goudey <h.goudey@me.com>2021-03-22 18:58:46 +0300
commit23d2174d6bc40f4426ece2cb5627fc78ea9cf2fa (patch)
tree5e4c8879f51e1072b00b4913f5fae67ad6a7a75a /source/blender/nodes/geometry/nodes/node_geo_mesh_primitive_cylinder.cc
parent2d1120c1718da183a4178bec9d3d999ef7ac827f (diff)
Geometry Nodes: Remove location and rotation from mesh primitives
Following some discussion among the geometry nodes team, it was decided that keeping the primitive nodes simpler and requiring a separate transform node to move the generated geometry from the origin would be better. - It's more consistent with the current general idea of "building block nodes" - It makes more sense for the future when it will be possible to use instancing to control the transforms. - It reduces UI clutter when the controls are not necessary.
Diffstat (limited to 'source/blender/nodes/geometry/nodes/node_geo_mesh_primitive_cylinder.cc')
-rw-r--r--source/blender/nodes/geometry/nodes/node_geo_mesh_primitive_cylinder.cc12
1 files changed, 3 insertions, 9 deletions
diff --git a/source/blender/nodes/geometry/nodes/node_geo_mesh_primitive_cylinder.cc b/source/blender/nodes/geometry/nodes/node_geo_mesh_primitive_cylinder.cc
index 158491f40e7..f443b4387d3 100644
--- a/source/blender/nodes/geometry/nodes/node_geo_mesh_primitive_cylinder.cc
+++ b/source/blender/nodes/geometry/nodes/node_geo_mesh_primitive_cylinder.cc
@@ -28,8 +28,6 @@ static bNodeSocketTemplate geo_node_mesh_primitive_cylinder_in[] = {
{SOCK_INT, N_("Vertices"), 32, 0.0f, 0.0f, 0.0f, 3, 4096},
{SOCK_FLOAT, N_("Radius"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, FLT_MAX, PROP_DISTANCE},
{SOCK_FLOAT, N_("Depth"), 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, FLT_MAX, PROP_DISTANCE},
- {SOCK_VECTOR, N_("Location"), 0.0f, 0.0f, 0.0f, 0.0f, -FLT_MAX, FLT_MAX, PROP_TRANSLATION},
- {SOCK_VECTOR, N_("Rotation"), 0.0f, 0.0f, 0.0f, 0.0f, -FLT_MAX, FLT_MAX, PROP_EULER},
{-1, ""},
};
@@ -67,20 +65,16 @@ static void geo_node_mesh_primitive_cylinder_exec(GeoNodeExecParams params)
const GeometryNodeMeshCircleFillType fill_type = (const GeometryNodeMeshCircleFillType)
storage.fill_type;
+ const float radius = params.extract_input<float>("Radius");
+ const float depth = params.extract_input<float>("Depth");
const int verts_num = params.extract_input<int>("Vertices");
if (verts_num < 3) {
params.set_output("Geometry", GeometrySet());
return;
}
- const float radius = params.extract_input<float>("Radius");
- const float depth = params.extract_input<float>("Depth");
- const float3 location = params.extract_input<float3>("Location");
- const float3 rotation = params.extract_input<float3>("Rotation");
-
/* The cylinder is a special case of the cone mesh where the top and bottom radius are equal. */
- Mesh *mesh = create_cylinder_or_cone_mesh(
- location, rotation, radius, radius, depth, verts_num, fill_type);
+ Mesh *mesh = create_cylinder_or_cone_mesh(radius, radius, depth, verts_num, fill_type);
params.set_output("Geometry", GeometrySet::create_with_mesh(mesh));
}