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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "node_geometry_util.hh"
#include "BLI_hash.h"
#include "BLI_rand.hh"
#include "UI_interface.h"
#include "UI_resources.h"
#include "DNA_mesh_types.h"
#include "DNA_pointcloud_types.h"
static bNodeSocketTemplate geo_node_attribute_randomize_in[] = {
{SOCK_GEOMETRY, N_("Geometry")},
{SOCK_STRING, N_("Attribute")},
{SOCK_VECTOR, N_("Min"), 0.0f, 0.0f, 0.0f, 0.0f, -FLT_MAX, FLT_MAX},
{SOCK_VECTOR, N_("Max"), 1.0f, 1.0f, 1.0f, 0.0f, -FLT_MAX, FLT_MAX},
{SOCK_FLOAT, N_("Min"), 0.0f, 0.0f, 0.0f, 0.0f, -FLT_MAX, FLT_MAX},
{SOCK_FLOAT, N_("Max"), 1.0f, 0.0f, 0.0f, 0.0f, -FLT_MAX, FLT_MAX},
{SOCK_INT, N_("Seed"), 0, 0, 0, 0, -10000, 10000},
{-1, ""},
};
static bNodeSocketTemplate geo_node_attribute_randomize_out[] = {
{SOCK_GEOMETRY, N_("Geometry")},
{-1, ""},
};
static void geo_node_attribute_random_layout(uiLayout *layout,
bContext *UNUSED(C),
PointerRNA *ptr)
{
uiItemR(layout, ptr, "data_type", 0, "", ICON_NONE);
}
static void geo_node_attribute_randomize_init(bNodeTree *UNUSED(tree), bNode *node)
{
node->custom1 = CD_PROP_FLOAT;
}
static void geo_node_attribute_randomize_update(bNodeTree *UNUSED(ntree), bNode *node)
{
bNodeSocket *sock_min_vector = (bNodeSocket *)BLI_findlink(&node->inputs, 2);
bNodeSocket *sock_max_vector = sock_min_vector->next;
bNodeSocket *sock_min_float = sock_max_vector->next;
bNodeSocket *sock_max_float = sock_min_float->next;
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);
nodeSetSocketAvailability(sock_max_float, data_type == CD_PROP_FLOAT);
}
namespace blender::nodes {
/** Rehash to combine the seed with the "id" hash and a mutator for each dimension. */
static float noise_from_index_and_mutator(const int seed, const int hash, const int mutator)
{
const int combined_hash = BLI_hash_int_3d(seed, hash, mutator);
return BLI_hash_int_01(combined_hash);
}
/** Rehash to combine the seed with the "id" hash. */
static float noise_from_index(const int seed, const int hash)
{
const int combined_hash = BLI_hash_int_2d(seed, hash);
return BLI_hash_int_01(combined_hash);
}
static void randomize_attribute_bool(BooleanWriteAttribute attribute,
Span<uint32_t> hashes,
const int seed)
{
MutableSpan<bool> attribute_span = attribute.get_span();
for (const int i : IndexRange(attribute.size())) {
const bool value = noise_from_index(seed, (int)hashes[i]) > 0.5f;
attribute_span[i] = value;
}
attribute.apply_span();
}
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())) {
const float value = noise_from_index(seed, (int)hashes[i]) * (max - min) + min;
attribute_span[i] = value;
}
attribute.apply_span();
}
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())) {
const float x = noise_from_index_and_mutator(seed, (int)hashes[i], 47);
const float y = noise_from_index_and_mutator(seed, (int)hashes[i], 8);
const float z = noise_from_index_and_mutator(seed, (int)hashes[i], 64);
const float3 value = float3(x, y, z) * (max - min) + min;
attribute_span[i] = value;
}
attribute.apply_span();
}
Array<uint32_t> get_geometry_element_ids_as_uints(const GeometryComponent &component,
const AttributeDomain domain)
{
const int domain_size = component.attribute_domain_size(domain);
/* Hash the reserved name attribute "id" as a (hopefully) stable seed for each point. */
ReadAttributePtr hash_attribute = component.attribute_try_get_for_read("id", domain);
Array<uint32_t> hashes(domain_size);
if (hash_attribute) {
BLI_assert(hashes.size() == hash_attribute->size());
const CPPType &cpp_type = hash_attribute->cpp_type();
fn::GSpan items = hash_attribute->get_span();
for (const int i : hashes.index_range()) {
hashes[i] = cpp_type.hash(items[i]);
}
}
else {
/* If there is no "id" attribute for per-point variation, just create it here. */
RandomNumberGenerator rng(0);
for (const int i : hashes.index_range()) {
hashes[i] = rng.get_uint32();
}
}
return hashes;
}
static void randomize_attribute(GeometryComponent &component,
const GeoNodeExecParams ¶ms,
const int seed)
{
const bNode &node = params.node();
const CustomDataType data_type = static_cast<CustomDataType>(node.custom1);
const AttributeDomain domain = static_cast<AttributeDomain>(node.custom2);
const std::string attribute_name = params.get_input<std::string>("Attribute");
if (attribute_name.empty()) {
return;
}
OutputAttributePtr attribute = component.attribute_try_get_for_output(
attribute_name, domain, data_type);
if (!attribute) {
return;
}
Array<uint32_t> hashes = get_geometry_element_ids_as_uints(component, domain);
switch (data_type) {
case CD_PROP_FLOAT: {
const float min_value = params.get_input<float>("Min_001");
const float max_value = params.get_input<float>("Max_001");
randomize_attribute_float(*attribute, min_value, max_value, hashes, seed);
break;
}
case CD_PROP_FLOAT3: {
const float3 min_value = params.get_input<float3>("Min");
const float3 max_value = params.get_input<float3>("Max");
randomize_attribute_float3(*attribute, min_value, max_value, hashes, seed);
break;
}
case CD_PROP_BOOL: {
randomize_attribute_bool(*attribute, hashes, seed);
break;
}
default:
break;
}
attribute.save();
}
static void geo_node_random_attribute_exec(GeoNodeExecParams params)
{
GeometrySet geometry_set = params.extract_input<GeometrySet>("Geometry");
const int seed = params.get_input<int>("Seed");
geometry_set = geometry_set_realize_instances(geometry_set);
if (geometry_set.has<MeshComponent>()) {
randomize_attribute(geometry_set.get_component_for_write<MeshComponent>(), params, seed);
}
if (geometry_set.has<PointCloudComponent>()) {
randomize_attribute(geometry_set.get_component_for_write<PointCloudComponent>(), params, seed);
}
params.set_output("Geometry", geometry_set);
}
} // namespace blender::nodes
void register_node_type_geo_attribute_randomize()
{
static bNodeType ntype;
geo_node_type_base(
&ntype, GEO_NODE_ATTRIBUTE_RANDOMIZE, "Attribute Randomize", NODE_CLASS_ATTRIBUTE, 0);
node_type_socket_templates(
&ntype, geo_node_attribute_randomize_in, geo_node_attribute_randomize_out);
node_type_init(&ntype, geo_node_attribute_randomize_init);
node_type_update(&ntype, geo_node_attribute_randomize_update);
ntype.geometry_node_execute = blender::nodes::geo_node_random_attribute_exec;
ntype.draw_buttons = geo_node_attribute_random_layout;
nodeRegisterType(&ntype);
}
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