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2021-10-19Geometry Nodes: Fields version of the raycast nodeHans Goudey
This patch includes an updated version of the raycast node that uses fields instead of attributes for inputs instead of outputs. This makes the node's UI much clearer. It should be faster too, since the evaluation system for fields provides multi-threading. The source position replaces the input geometry (since this node is evaluated in the context of a geometry like the other field nodes). Thanks to @guitargeek for an initial version of this patch. Differential Revision: https://developer.blender.org/D12638
2021-10-15Geometry Nodes: Fields transfer attribute nodeHans Goudey
This commit adds an updated version of the old attribute transfer node. It works like a function node, so it works in the context of a geometry, with a simple data output. The "Nearest" mode finds the nearest element of the specified domain on the target geometry and copies the value directly from the target input. The "Nearest Face Interpolated" finds the nearest point on anywhere on the surface of the target mesh and linearly interpolates the value on the target from the face's corners. The node also has a new "Index" mode, which can pick data from specific indices on the target geometry. The implicit default is to do a simple copy from the target geometry, but any indices could be used. It is also possible to use a single value for the index to to retrieve a single value from an attribute at a certain index. Differential Revision: https://developer.blender.org/D12785
2021-07-31Cleanup: Remove unecessary helper functionHans Goudey
Retrieving a mesh's looptris now take's a const mesh after rB5f8969bb4b4, which removes the need for this function. Since it's only two lines, avoiding the use of a separate function in this case is simpler.
2021-06-18Cleanup: clang formatJacques Lucke
2021-06-17Raycast geometry node.Lukas Tönne
The //Raycast// node intersects rays from one geometry onto another. It computes hit points on the target mesh and returns normals, distances and any surface attribute specified by the user. A ray starts on each point of the input //Geometry//. Rays continue in the //Ray Direction// until they either hit the //Target Geometry// or reach the //Ray Length// limit. If the target is hit, the value of the //Is Hit// attribute in the output mesh will be true. //Hit Position//, //Hit Normal//, //Hit Distance// and //Hit Index// are the properties of the target mesh at the intersection point. In addition, a //Target Attribute// can be specified that is interpolated at the hit point and the result stored in //Hit Attribute//. Docs: D11620 Reviewed By: HooglyBoogly Differential Revision: https://developer.blender.org/D11619
2021-04-21Geometry Nodes: extract mesh surface sampling functions to separate fileJacques Lucke