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-rw-r--r--source/blender/blenlib/BLI_rand.hh6
-rw-r--r--source/blender/blenlib/intern/rand.cc9
-rw-r--r--source/blender/editors/sculpt_paint/curves_sculpt_ops.cc11
-rw-r--r--source/blender/nodes/geometry/nodes/node_geo_distribute_points_on_faces.cc6
4 files changed, 19 insertions, 13 deletions
diff --git a/source/blender/blenlib/BLI_rand.hh b/source/blender/blenlib/BLI_rand.hh
index 069a81bb84b..2c4484bd63f 100644
--- a/source/blender/blenlib/BLI_rand.hh
+++ b/source/blender/blenlib/BLI_rand.hh
@@ -103,6 +103,12 @@ class RandomNumberGenerator {
return float3(rand1, rand2, 1.0f - rand1 - rand2);
}
+ /**
+ * Round value to the next integer randomly.
+ * 4.9f is more likely to round to 5 than 4.6f.
+ */
+ int round_probabilistic(float x);
+
float2 get_unit_float2();
float3 get_unit_float3();
/**
diff --git a/source/blender/blenlib/intern/rand.cc b/source/blender/blenlib/intern/rand.cc
index 27774cad31b..17bf5585f3f 100644
--- a/source/blender/blenlib/intern/rand.cc
+++ b/source/blender/blenlib/intern/rand.cc
@@ -374,6 +374,15 @@ void RandomNumberGenerator::seed_random(uint32_t seed)
this->seed(seed + hash[seed & 255]);
}
+int RandomNumberGenerator::round_probabilistic(float x)
+{
+ /* Support for negative values can be added when necessary. */
+ BLI_assert(x >= 0.0f);
+ const float round_up_probability = fractf(x);
+ const bool round_up = round_up_probability > this->get_float();
+ return (int)x + (int)round_up;
+}
+
float2 RandomNumberGenerator::get_unit_float2()
{
float a = (float)(M_PI * 2.0) * this->get_float();
diff --git a/source/blender/editors/sculpt_paint/curves_sculpt_ops.cc b/source/blender/editors/sculpt_paint/curves_sculpt_ops.cc
index 178505e2276..ae57a462242 100644
--- a/source/blender/editors/sculpt_paint/curves_sculpt_ops.cc
+++ b/source/blender/editors/sculpt_paint/curves_sculpt_ops.cc
@@ -378,13 +378,6 @@ class AddOperation : public CurvesSculptStrokeOperation {
return kdtree;
}
- int float_to_int_amount(float amount_f, RandomNumberGenerator &rng)
- {
- const float add_probability = fractf(amount_f);
- const bool add_point = add_probability > rng.get_float();
- return (int)amount_f + (int)add_point;
- }
-
bool is_too_close_to_existing_point(const float3 position, const float minimum_distance) const
{
if (old_kdtree_ == nullptr) {
@@ -439,7 +432,7 @@ class AddOperation : public CurvesSculptStrokeOperation {
* the triangle directly. If the triangle is larger than the brush, distribute new points
* in a circle on the triangle plane. */
if (looptri_area < area_threshold) {
- const int amount = this->float_to_int_amount(looptri_area * density, looptri_rng);
+ const int amount = looptri_rng.round_probabilistic(looptri_area * density);
threading::parallel_for(IndexRange(amount), 512, [&](const IndexRange amount_range) {
RandomNumberGenerator point_rng{rng_base_seed + looptri_index * 1000 +
@@ -476,7 +469,7 @@ class AddOperation : public CurvesSculptStrokeOperation {
const float radius_proj = std::sqrt(radius_proj_sq);
const float circle_area = M_PI * radius_proj_sq;
- const int amount = this->float_to_int_amount(circle_area * density, rng);
+ const int amount = rng.round_probabilistic(circle_area * density);
const float3 axis_1 = math::normalize(v1 - v0) * radius_proj;
const float3 axis_2 = math::normalize(
diff --git a/source/blender/nodes/geometry/nodes/node_geo_distribute_points_on_faces.cc b/source/blender/nodes/geometry/nodes/node_geo_distribute_points_on_faces.cc
index bdd4d74fe4b..8e28a4ba9b9 100644
--- a/source/blender/nodes/geometry/nodes/node_geo_distribute_points_on_faces.cc
+++ b/source/blender/nodes/geometry/nodes/node_geo_distribute_points_on_faces.cc
@@ -114,10 +114,8 @@ static void sample_mesh_surface(const Mesh &mesh,
const int looptri_seed = noise::hash(looptri_index, seed);
RandomNumberGenerator looptri_rng(looptri_seed);
- const float points_amount_fl = area * base_density * looptri_density_factor;
- const float add_point_probability = fractf(points_amount_fl);
- const bool add_point = add_point_probability > looptri_rng.get_float();
- const int point_amount = (int)points_amount_fl + (int)add_point;
+ const int point_amount = looptri_rng.round_probabilistic(area * base_density *
+ looptri_density_factor);
for (int i = 0; i < point_amount; i++) {
const float3 bary_coord = looptri_rng.get_barycentric_coordinates();