Cleanup: Use const arguments, explicit type
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694032c9d1
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@ -50,8 +50,7 @@ static void geo_node_attribute_randomize_update(bNodeTree *UNUSED(ntree), bNode
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bNodeSocket *sock_min_float = sock_max_vector->next;
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bNodeSocket *sock_max_float = sock_min_float->next;
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const int data_type = node->custom1;
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const CustomDataType data_type = static_cast<CustomDataType>(node->custom1);
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nodeSetSocketAvailability(sock_min_vector, data_type == CD_PROP_FLOAT3);
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nodeSetSocketAvailability(sock_max_vector, data_type == CD_PROP_FLOAT3);
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nodeSetSocketAvailability(sock_min_float, data_type == CD_PROP_FLOAT);
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@ -86,8 +85,11 @@ static void randomize_attribute_bool(BooleanWriteAttribute attribute,
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attribute.apply_span();
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}
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static void randomize_attribute_float(
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FloatWriteAttribute attribute, float min, float max, Span<uint32_t> hashes, const int seed)
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static void randomize_attribute_float(FloatWriteAttribute attribute,
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const float min,
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const float max,
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Span<uint32_t> hashes,
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const int seed)
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{
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MutableSpan<float> attribute_span = attribute.get_span();
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for (const int i : IndexRange(attribute.size())) {
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@ -97,8 +99,11 @@ static void randomize_attribute_float(
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attribute.apply_span();
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}
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static void randomize_attribute_float3(
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Float3WriteAttribute attribute, float3 min, float3 max, Span<uint32_t> hashes, const int seed)
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static void randomize_attribute_float3(Float3WriteAttribute attribute,
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const float3 min,
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const float3 max,
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Span<uint32_t> hashes,
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const int seed)
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{
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MutableSpan<float3> attribute_span = attribute.get_span();
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for (const int i : IndexRange(attribute.size())) {
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@ -129,8 +134,7 @@ Array<uint32_t> get_geometry_element_ids_as_uints(const GeometryComponent &compo
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}
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else {
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/* If there is no "id" attribute for per-point variation, just create it here. */
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RandomNumberGenerator rng;
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rng.seed(0);
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RandomNumberGenerator rng(0);
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for (const int i : hashes.index_range()) {
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hashes[i] = rng.get_uint32();
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}
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