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authorHans Goudey <h.goudey@me.com>2021-01-20 01:09:34 +0300
committerHans Goudey <h.goudey@me.com>2021-01-20 01:09:34 +0300
commitda6dea5701311f41c7d70429b111b901b6bcf966 (patch)
tree23582a7dfae4fc3dfc147db3e627b6624efbae3f /source/blender/nodes
parent694032c9d1a3931cd7e9b53020a14de34938efca (diff)
Cleanup: Use const arguments, explicit type
Diffstat (limited to 'source/blender/nodes')
-rw-r--r--source/blender/nodes/geometry/nodes/node_geo_attribute_randomize.cc20
1 files changed, 12 insertions, 8 deletions
diff --git a/source/blender/nodes/geometry/nodes/node_geo_attribute_randomize.cc b/source/blender/nodes/geometry/nodes/node_geo_attribute_randomize.cc
index 0e7bb25e659..3ee7df7fe72 100644
--- a/source/blender/nodes/geometry/nodes/node_geo_attribute_randomize.cc
+++ b/source/blender/nodes/geometry/nodes/node_geo_attribute_randomize.cc
@@ -50,8 +50,7 @@ static void geo_node_attribute_randomize_update(bNodeTree *UNUSED(ntree), bNode
bNodeSocket *sock_min_float = sock_max_vector->next;
bNodeSocket *sock_max_float = sock_min_float->next;
- const int data_type = node->custom1;
-
+ const CustomDataType data_type = static_cast<CustomDataType>(node->custom1);
nodeSetSocketAvailability(sock_min_vector, data_type == CD_PROP_FLOAT3);
nodeSetSocketAvailability(sock_max_vector, data_type == CD_PROP_FLOAT3);
nodeSetSocketAvailability(sock_min_float, data_type == CD_PROP_FLOAT);
@@ -86,8 +85,11 @@ static void randomize_attribute_bool(BooleanWriteAttribute attribute,
attribute.apply_span();
}
-static void randomize_attribute_float(
- FloatWriteAttribute attribute, float min, float max, Span<uint32_t> hashes, const int seed)
+static void randomize_attribute_float(FloatWriteAttribute attribute,
+ const float min,
+ const float max,
+ Span<uint32_t> hashes,
+ const int seed)
{
MutableSpan<float> attribute_span = attribute.get_span();
for (const int i : IndexRange(attribute.size())) {
@@ -97,8 +99,11 @@ static void randomize_attribute_float(
attribute.apply_span();
}
-static void randomize_attribute_float3(
- Float3WriteAttribute attribute, float3 min, float3 max, Span<uint32_t> hashes, const int seed)
+static void randomize_attribute_float3(Float3WriteAttribute attribute,
+ const float3 min,
+ const float3 max,
+ Span<uint32_t> hashes,
+ const int seed)
{
MutableSpan<float3> attribute_span = attribute.get_span();
for (const int i : IndexRange(attribute.size())) {
@@ -129,8 +134,7 @@ Array<uint32_t> get_geometry_element_ids_as_uints(const GeometryComponent &compo
}
else {
/* If there is no "id" attribute for per-point variation, just create it here. */
- RandomNumberGenerator rng;
- rng.seed(0);
+ RandomNumberGenerator rng(0);
for (const int i : hashes.index_range()) {
hashes[i] = rng.get_uint32();
}