Age | Commit message (Collapse) | Author |
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The problem was that nullptr was returned which is a valid value for
Mesh * and hence the returned optional was treated as having some value.
There was no check for point clouds so that was fixed as well.
Differential Revision: https://developer.blender.org/D14026
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This was an oversight in the patch that added this node,
the default merge distance is meant to be the same as the weld
modifier, 0.001m, meaning by in most situations it removes
vertices generally at the same location.
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This commit moves the weld modifier code to the geometry module
so that it can be used in the "Merge by Distance" geometry node
from ec1b0c2014a8b91c2. The "All" mode is exposed in the node
for now, though we could expose the "Connected" mode in the future.
The modifier itself is responsible for creating the selections from
the vertex group. The "All" mode takes an `IndexMask` for the
selection, and the "Connected" mode takes a boolean array,
since it actually iterates over all edges.
Some disabled code for a BVH mode has not been copied over,
it's still accessible through the patches and git history anyway,
and it made the port slightly simpler.
Differential Revision: https://developer.blender.org/D13907
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This implements a merge by distance operation for point clouds.
Besides the geometry input, there are two others-- a selection
input to limit the operation to certain points, and the merge
distance. While it would be a reasonable feature, the distance
does not support a field currently, since that would make
the algorithm significantly more complex.
All attributes are merged to the merged points, with the values
mixed together. This same generic method is used for all attributes,
including `position`. The `id` attribute uses the value from the
first merged index for each point.
For the implementation, most of the effort goes into creating a
merge map to speed up attribute mixing. Some parts are inherently
single-threaded, like finding the final indices accounting for the
merged points. By far most of the time is spend balancing the
KD tree.
Mesh support will be added in the next commit.
Differential Revision: https://developer.blender.org/D13649
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