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authorJacques Lucke <jacques@blender.org>2021-02-19 12:32:39 +0300
committerJacques Lucke <jacques@blender.org>2021-02-19 12:32:39 +0300
commit51c2ee434617188d3f3acd1abd1b788ce81179e6 (patch)
treed8d3b49ee86497bf832f94193f2640b6e312b31e /source/blender/nodes
parentcb3e092d45f5d2710692caad852bbada66b72d11 (diff)
Geometry Nodes: use corner domain for densities in Point Distribute node
Previously, the density was set per point. That implies that when a point has a non-zero weight, points might be distributed in all connected polygons. By specifying the density per corner, this limitation is removed. Note, per-point density maps (such as vertex groups) can still be used. They will be adapted to the corner domain without loss of information. Differential Revision: https://developer.blender.org/D10461
Diffstat (limited to 'source/blender/nodes')
-rw-r--r--source/blender/nodes/geometry/nodes/node_geo_point_distribute.cc29
1 files changed, 16 insertions, 13 deletions
diff --git a/source/blender/nodes/geometry/nodes/node_geo_point_distribute.cc b/source/blender/nodes/geometry/nodes/node_geo_point_distribute.cc
index 40187490c23..9b36090b6a0 100644
--- a/source/blender/nodes/geometry/nodes/node_geo_point_distribute.cc
+++ b/source/blender/nodes/geometry/nodes/node_geo_point_distribute.cc
@@ -100,18 +100,21 @@ static void sample_mesh_surface(const Mesh &mesh,
for (const int looptri_index : looptris.index_range()) {
const MLoopTri &looptri = looptris[looptri_index];
- const int v0_index = mesh.mloop[looptri.tri[0]].v;
- const int v1_index = mesh.mloop[looptri.tri[1]].v;
- const int v2_index = mesh.mloop[looptri.tri[2]].v;
+ const int v0_loop = looptri.tri[0];
+ const int v1_loop = looptri.tri[1];
+ const int v2_loop = looptri.tri[2];
+ const int v0_index = mesh.mloop[v0_loop].v;
+ const int v1_index = mesh.mloop[v1_loop].v;
+ const int v2_index = mesh.mloop[v2_loop].v;
const float3 v0_pos = mesh.mvert[v0_index].co;
const float3 v1_pos = mesh.mvert[v1_index].co;
const float3 v2_pos = mesh.mvert[v2_index].co;
float looptri_density_factor = 1.0f;
if (density_factors != nullptr) {
- const float v0_density_factor = std::max(0.0f, (*density_factors)[v0_index]);
- const float v1_density_factor = std::max(0.0f, (*density_factors)[v1_index]);
- const float v2_density_factor = std::max(0.0f, (*density_factors)[v2_index]);
+ const float v0_density_factor = std::max(0.0f, (*density_factors)[v0_loop]);
+ const float v1_density_factor = std::max(0.0f, (*density_factors)[v1_loop]);
+ const float v2_density_factor = std::max(0.0f, (*density_factors)[v2_loop]);
looptri_density_factor = (v0_density_factor + v1_density_factor + v2_density_factor) / 3.0f;
}
const float area = area_tri_v3(v0_pos, v1_pos, v2_pos);
@@ -196,13 +199,13 @@ BLI_NOINLINE static void update_elimination_mask_based_on_density_factors(
const MLoopTri &looptri = looptris[looptri_indices[i]];
const float3 bary_coord = bary_coords[i];
- const int v0_index = mesh.mloop[looptri.tri[0]].v;
- const int v1_index = mesh.mloop[looptri.tri[1]].v;
- const int v2_index = mesh.mloop[looptri.tri[2]].v;
+ const int v0_loop = looptri.tri[0];
+ const int v1_loop = looptri.tri[1];
+ const int v2_loop = looptri.tri[2];
- const float v0_density_factor = std::max(0.0f, density_factors[v0_index]);
- const float v1_density_factor = std::max(0.0f, density_factors[v1_index]);
- const float v2_density_factor = std::max(0.0f, density_factors[v2_index]);
+ const float v0_density_factor = std::max(0.0f, density_factors[v0_loop]);
+ const float v1_density_factor = std::max(0.0f, density_factors[v1_loop]);
+ const float v2_density_factor = std::max(0.0f, density_factors[v2_loop]);
const float probablity = v0_density_factor * bary_coord.x + v1_density_factor * bary_coord.y +
v2_density_factor * bary_coord.z;
@@ -449,7 +452,7 @@ static void geo_node_point_distribute_exec(GeoNodeExecParams params)
}
const FloatReadAttribute density_factors = mesh_component.attribute_get_for_read<float>(
- density_attribute, ATTR_DOMAIN_POINT, 1.0f);
+ density_attribute, ATTR_DOMAIN_CORNER, 1.0f);
const int seed = params.get_input<int>("Seed");
Vector<float3> positions;