Geometry Nodes: Random Value Node

This node replaces the deprecated Attribute Randomize node, populating
a vector, float, integer or boolean field with random values. Vector,
float, and integer have min/max settings, which are also field aware.
The boolean type has a probability value for controlling what portion
of the output should be true. All four types have a field seed input
which is implicitly driven by the index, otherwise, all values would
be the same "random" value.

The Random Float node is now deprecated like other nodes, since it is
redundant with this node.

Differential Revision: https://developer.blender.org/D12603
This commit is contained in:
Johnny Matthews 2021-09-24 14:03:42 -05:00 committed by Hans Goudey
parent c87e6b23be
commit 536f9eb82e
14 changed files with 376 additions and 29 deletions

View File

@ -554,9 +554,10 @@ geometry_node_categories = [
NodeItem("GeometryNodeRealizeInstances", poll=geometry_nodes_fields_poll),
]),
GeometryNodeCategory("GEO_INPUT", "Input", items=[
NodeItem("FunctionNodeLegacyRandomFloat", poll=geometry_nodes_fields_legacy_poll),
NodeItem("GeometryNodeObjectInfo"),
NodeItem("GeometryNodeCollectionInfo"),
NodeItem("FunctionNodeRandomFloat"),
NodeItem("ShaderNodeValue"),
NodeItem("FunctionNodeInputString"),
NodeItem("FunctionNodeInputVector"),
@ -617,6 +618,7 @@ geometry_node_categories = [
NodeItem("FunctionNodeFloatCompare"),
NodeItem("FunctionNodeFloatToInt"),
NodeItem("GeometryNodeSwitch"),
NodeItem("FunctionNodeRandomValue", poll=geometry_nodes_fields_poll),
]),
GeometryNodeCategory("GEO_TEXTURE", "Texture", items=[
NodeItem("ShaderNodeTexNoise", poll=geometry_nodes_fields_poll),

View File

@ -1511,7 +1511,7 @@ int ntreeTexExecTree(struct bNodeTree *ntree,
#define FN_NODE_BOOLEAN_MATH 1200
#define FN_NODE_FLOAT_COMPARE 1202
#define FN_NODE_RANDOM_FLOAT 1206
#define FN_NODE_LEGACY_RANDOM_FLOAT 1206
#define FN_NODE_INPUT_VECTOR 1207
#define FN_NODE_INPUT_STRING 1208
#define FN_NODE_FLOAT_TO_INT 1209
@ -1519,6 +1519,7 @@ int ntreeTexExecTree(struct bNodeTree *ntree,
#define FN_NODE_STRING_LENGTH 1211
#define FN_NODE_STRING_SUBSTRING 1212
#define FN_NODE_INPUT_SPECIAL_CHARACTERS 1213
#define FN_NODE_RANDOM_VALUE 1214
/** \} */

View File

@ -5713,6 +5713,7 @@ static void registerGeometryNodes()
{
register_node_type_geo_group();
register_node_type_geo_legacy_attribute_randomize();
register_node_type_geo_legacy_material_assign();
register_node_type_geo_legacy_select_by_material();
@ -5729,7 +5730,6 @@ static void registerGeometryNodes()
register_node_type_geo_attribute_math();
register_node_type_geo_attribute_mix();
register_node_type_geo_attribute_proximity();
register_node_type_geo_attribute_randomize();
register_node_type_geo_attribute_remove();
register_node_type_geo_attribute_separate_xyz();
register_node_type_geo_attribute_statistic();
@ -5810,13 +5810,15 @@ static void registerGeometryNodes()
static void registerFunctionNodes()
{
register_node_type_fn_legacy_random_float();
register_node_type_fn_boolean_math();
register_node_type_fn_float_compare();
register_node_type_fn_float_to_int();
register_node_type_fn_input_special_characters();
register_node_type_fn_input_string();
register_node_type_fn_input_vector();
register_node_type_fn_random_float();
register_node_type_fn_random_value();
register_node_type_fn_string_length();
register_node_type_fn_string_substring();
register_node_type_fn_value_to_string();

View File

@ -1540,7 +1540,7 @@ void blo_do_versions_290(FileData *fd, Library *UNUSED(lib), Main *bmain)
LISTBASE_FOREACH (bNodeTree *, ntree, &bmain->nodetrees) {
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
if (STREQ(node->idname, "GeometryNodeRandomAttribute")) {
STRNCPY(node->idname, "GeometryNodeAttributeRandomize");
STRNCPY(node->idname, "GeometryLegacyNodeAttributeRandomize");
}
}
}

View File

@ -1230,6 +1230,11 @@ typedef struct NodeAttributeMix {
uint8_t input_type_b;
} NodeAttributeMix;
typedef struct NodeRandomValue {
/* CustomDataType. */
uint8_t data_type;
} NodeRandomValue;
typedef struct NodeAttributeRandomize {
/* CustomDataType. */
uint8_t data_type;

View File

@ -2092,6 +2092,19 @@ static const EnumPropertyItem *rna_GeometryNodeAttributeRandom_type_itemf(
return itemf_function_check(rna_enum_attribute_type_items, attribute_random_type_supported);
}
static bool random_value_type_supported(const EnumPropertyItem *item)
{
return ELEM(item->value, CD_PROP_FLOAT, CD_PROP_FLOAT3, CD_PROP_BOOL, CD_PROP_INT32);
}
static const EnumPropertyItem *rna_FunctionNodeRandomValue_type_itemf(bContext *UNUSED(C),
PointerRNA *UNUSED(ptr),
PropertyRNA *UNUSED(prop),
bool *r_free)
{
*r_free = true;
return itemf_function_check(rna_enum_attribute_type_items, random_value_type_supported);
}
static const EnumPropertyItem *rna_GeometryNodeAttributeRandomize_operation_itemf(
bContext *UNUSED(C), PointerRNA *ptr, PropertyRNA *UNUSED(prop), bool *r_free)
{
@ -9168,6 +9181,21 @@ static void def_geo_subdivision_surface(StructRNA *srna)
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
}
static void def_fn_random_value(StructRNA *srna)
{
PropertyRNA *prop;
RNA_def_struct_sdna_from(srna, "NodeRandomValue", "storage");
prop = RNA_def_property(srna, "data_type", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "data_type");
RNA_def_property_enum_items(prop, rna_enum_attribute_type_items);
RNA_def_property_enum_funcs(prop, NULL, NULL, "rna_FunctionNodeRandomValue_type_itemf");
RNA_def_property_enum_default(prop, CD_PROP_FLOAT);
RNA_def_property_ui_text(prop, "Data Type", "Type of data stored in attribute");
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_socket_update");
}
static void def_geo_attribute_randomize(StructRNA *srna)
{
PropertyRNA *prop;

View File

@ -334,6 +334,10 @@ static void get_socket_value(const SocketRef &socket, void *r_value)
std::make_shared<bke::AttributeFieldInput>("position", CPPType::get<float3>()));
return;
}
if (bsocket.type == SOCK_INT && bnode.type == FN_NODE_RANDOM_VALUE) {
new (r_value) Field<int>(std::make_shared<fn::IndexFieldInput>());
return;
}
}
const bNodeSocketType *typeinfo = socket.typeinfo();
typeinfo->get_geometry_nodes_cpp_value(*socket.bsocket(), r_value);

View File

@ -133,18 +133,21 @@ set(SRC
composite/node_composite_tree.c
composite/node_composite_util.c
function/nodes/legacy/node_fn_random_float.cc
function/nodes/node_fn_boolean_math.cc
function/nodes/node_fn_float_compare.cc
function/nodes/node_fn_float_to_int.cc
function/nodes/node_fn_input_special_characters.cc
function/nodes/node_fn_input_string.cc
function/nodes/node_fn_input_vector.cc
function/nodes/node_fn_random_float.cc
function/nodes/node_fn_random_value.cc
function/nodes/node_fn_string_length.cc
function/nodes/node_fn_string_substring.cc
function/nodes/node_fn_value_to_string.cc
function/node_function_util.cc
geometry/nodes/legacy/node_geo_attribute_randomize.cc
geometry/nodes/legacy/node_geo_material_assign.cc
geometry/nodes/legacy/node_geo_select_by_material.cc
geometry/nodes/legacy/node_geo_point_distribute.cc
@ -162,7 +165,6 @@ set(SRC
geometry/nodes/node_geo_attribute_math.cc
geometry/nodes/node_geo_attribute_mix.cc
geometry/nodes/node_geo_attribute_proximity.cc
geometry/nodes/node_geo_attribute_randomize.cc
geometry/nodes/node_geo_attribute_remove.cc
geometry/nodes/node_geo_attribute_sample_texture.cc
geometry/nodes/node_geo_attribute_separate_xyz.cc

View File

@ -20,13 +20,15 @@
extern "C" {
#endif
void register_node_type_fn_legacy_random_float(void);
void register_node_type_fn_boolean_math(void);
void register_node_type_fn_float_compare(void);
void register_node_type_fn_float_to_int(void);
void register_node_type_fn_input_special_characters(void);
void register_node_type_fn_input_string(void);
void register_node_type_fn_input_vector(void);
void register_node_type_fn_random_float(void);
void register_node_type_fn_random_value(void);
void register_node_type_fn_string_length(void);
void register_node_type_fn_string_substring(void);
void register_node_type_fn_value_to_string(void);

View File

@ -29,6 +29,7 @@ void register_node_tree_type_geo(void);
void register_node_type_geo_group(void);
void register_node_type_geo_custom_group(bNodeType *ntype);
void register_node_type_geo_legacy_attribute_randomize(void);
void register_node_type_geo_legacy_material_assign(void);
void register_node_type_geo_legacy_select_by_material(void);
@ -45,7 +46,6 @@ void register_node_type_geo_attribute_map_range(void);
void register_node_type_geo_attribute_math(void);
void register_node_type_geo_attribute_mix(void);
void register_node_type_geo_attribute_proximity(void);
void register_node_type_geo_attribute_randomize(void);
void register_node_type_geo_attribute_remove(void);
void register_node_type_geo_attribute_separate_xyz(void);
void register_node_type_geo_attribute_statistic(void);

View File

@ -262,13 +262,15 @@ DefNode(TextureNode, TEX_NODE_PROC+TEX_NOISE, 0, "TEX_NO
DefNode(TextureNode, TEX_NODE_PROC+TEX_STUCCI, 0, "TEX_STUCCI", TexStucci, "Stucci", "" )
DefNode(TextureNode, TEX_NODE_PROC+TEX_DISTNOISE, 0, "TEX_DISTNOISE", TexDistNoise, "Distorted Noise", "" )
DefNode(FunctionNode, FN_NODE_LEGACY_RANDOM_FLOAT, 0, "LEGACY_RANDOM_FLOAT", LegacyRandomFloat, "Random Float", "")
DefNode(FunctionNode, FN_NODE_BOOLEAN_MATH, def_boolean_math, "BOOLEAN_MATH", BooleanMath, "Boolean Math", "")
DefNode(FunctionNode, FN_NODE_FLOAT_COMPARE, def_float_compare, "FLOAT_COMPARE", FloatCompare, "Float Compare", "")
DefNode(FunctionNode, FN_NODE_FLOAT_TO_INT, def_float_to_int, "FLOAT_TO_INT", FloatToInt, "Float to Integer", "")
DefNode(FunctionNode, FN_NODE_INPUT_SPECIAL_CHARACTERS, 0, "INPUT_SPECIAL_CHARACTERS", InputSpecialCharacters, "Special Characters", "")
DefNode(FunctionNode, FN_NODE_INPUT_STRING, def_fn_input_string, "INPUT_STRING", InputString, "String", "")
DefNode(FunctionNode, FN_NODE_INPUT_VECTOR, def_fn_input_vector, "INPUT_VECTOR", InputVector, "Vector", "")
DefNode(FunctionNode, FN_NODE_RANDOM_FLOAT, 0, "RANDOM_FLOAT", RandomFloat, "Random Float", "")
DefNode(FunctionNode, FN_NODE_RANDOM_VALUE, def_fn_random_value, "RANDOM_VALUE", RandomValue, "Random Value", "")
DefNode(FunctionNode, FN_NODE_VALUE_TO_STRING, 0, "VALUE_TO_STRING", ValueToString, "Value to String", "")
DefNode(FunctionNode, FN_NODE_STRING_LENGTH, 0, "STRING_LENGTH", StringLength, "String Length", "")
DefNode(FunctionNode, FN_NODE_STRING_SUBSTRING, 0, "STRING_SUBSTRING", StringSubstring, "String Substring", "")

View File

@ -20,7 +20,7 @@
namespace blender::nodes {
static void fn_node_random_float_declare(NodeDeclarationBuilder &b)
static void fn_node_legacy_random_float_declare(NodeDeclarationBuilder &b)
{
b.is_function_node();
b.add_input<decl::Float>("Min").min(-10000.0f).max(10000.0f);
@ -68,19 +68,19 @@ class RandomFloatFunction : public blender::fn::MultiFunction {
}
};
static void fn_node_random_float_build_multi_function(
static void fn_node_legacy_random_float_build_multi_function(
blender::nodes::NodeMultiFunctionBuilder &builder)
{
static RandomFloatFunction fn;
builder.set_matching_fn(fn);
}
void register_node_type_fn_random_float()
void register_node_type_fn_legacy_random_float()
{
static bNodeType ntype;
fn_node_type_base(&ntype, FN_NODE_RANDOM_FLOAT, "Random Float", 0, 0);
ntype.declare = blender::nodes::fn_node_random_float_declare;
ntype.build_multi_function = fn_node_random_float_build_multi_function;
fn_node_type_base(&ntype, FN_NODE_LEGACY_RANDOM_FLOAT, "Random Float", 0, 0);
ntype.declare = blender::nodes::fn_node_legacy_random_float_declare;
ntype.build_multi_function = fn_node_legacy_random_float_build_multi_function;
nodeRegisterType(&ntype);
}

View File

@ -0,0 +1,299 @@
/*
* 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 "BLI_hash.h"
#include "BLI_noise.hh"
#include "node_function_util.hh"
#include "UI_interface.h"
#include "UI_resources.h"
namespace blender::nodes {
static void fn_node_random_value_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Vector>("Min").supports_field();
b.add_input<decl::Vector>("Max").default_value({1.0f, 1.0f, 1.0f}).supports_field();
b.add_input<decl::Float>("Min", "Min_001").supports_field();
b.add_input<decl::Float>("Max", "Max_001").default_value(1.0f).supports_field();
b.add_input<decl::Int>("Min", "Min_002").min(-100000).max(100000).supports_field();
b.add_input<decl::Int>("Max", "Max_002")
.default_value(100)
.min(-100000)
.max(100000)
.supports_field();
b.add_input<decl::Float>("Probability")
.min(0.0f)
.max(1.0f)
.default_value(0.5f)
.subtype(PROP_FACTOR)
.supports_field();
b.add_input<decl::Int>("ID").implicit_field();
b.add_input<decl::Int>("Seed").default_value(0).min(-10000).max(10000).supports_field();
b.add_output<decl::Vector>("Value").dependent_field();
b.add_output<decl::Float>("Value", "Value_001").dependent_field();
b.add_output<decl::Int>("Value", "Value_002").dependent_field();
b.add_output<decl::Bool>("Value", "Value_003").dependent_field();
}
static void fn_node_random_value_layout(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "data_type", 0, "", ICON_NONE);
}
static void fn_node_random_value_init(bNodeTree *UNUSED(tree), bNode *node)
{
NodeRandomValue *data = (NodeRandomValue *)MEM_callocN(sizeof(NodeRandomValue), __func__);
data->data_type = CD_PROP_FLOAT;
node->storage = data;
}
static void fn_node_random_value_update(bNodeTree *UNUSED(ntree), bNode *node)
{
const NodeRandomValue &storage = *(const NodeRandomValue *)node->storage;
const CustomDataType data_type = static_cast<CustomDataType>(storage.data_type);
bNodeSocket *sock_min_vector = (bNodeSocket *)node->inputs.first;
bNodeSocket *sock_max_vector = sock_min_vector->next;
bNodeSocket *sock_min_float = sock_max_vector->next;
bNodeSocket *sock_max_float = sock_min_float->next;
bNodeSocket *sock_min_int = sock_max_float->next;
bNodeSocket *sock_max_int = sock_min_int->next;
bNodeSocket *sock_probability = sock_max_int->next;
bNodeSocket *sock_out_vector = (bNodeSocket *)node->outputs.first;
bNodeSocket *sock_out_float = sock_out_vector->next;
bNodeSocket *sock_out_int = sock_out_float->next;
bNodeSocket *sock_out_bool = sock_out_int->next;
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);
nodeSetSocketAvailability(sock_min_int, data_type == CD_PROP_INT32);
nodeSetSocketAvailability(sock_max_int, data_type == CD_PROP_INT32);
nodeSetSocketAvailability(sock_probability, data_type == CD_PROP_BOOL);
nodeSetSocketAvailability(sock_out_vector, data_type == CD_PROP_FLOAT3);
nodeSetSocketAvailability(sock_out_float, data_type == CD_PROP_FLOAT);
nodeSetSocketAvailability(sock_out_int, data_type == CD_PROP_INT32);
nodeSetSocketAvailability(sock_out_bool, data_type == CD_PROP_BOOL);
}
class RandomVectorFunction : public fn::MultiFunction {
public:
RandomVectorFunction()
{
static fn::MFSignature signature = create_signature();
this->set_signature(&signature);
}
static fn::MFSignature create_signature()
{
fn::MFSignatureBuilder signature{"Random Value"};
signature.single_input<float3>("Min");
signature.single_input<float3>("Max");
signature.single_input<int>("ID");
signature.single_input<int>("Seed");
signature.single_output<float3>("Value");
return signature.build();
}
void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
{
const VArray<float3> &min_values = params.readonly_single_input<float3>(0, "Min");
const VArray<float3> &max_values = params.readonly_single_input<float3>(1, "Max");
const VArray<int> &ids = params.readonly_single_input<int>(2, "ID");
const VArray<int> &seeds = params.readonly_single_input<int>(3, "Seed");
MutableSpan<float3> values = params.uninitialized_single_output<float3>(4, "Value");
for (int64_t i : mask) {
const float3 min_value = min_values[i];
const float3 max_value = max_values[i];
const int seed = seeds[i];
const int id = ids[i];
const float x = noise::hash_to_float(seed, id, 0);
const float y = noise::hash_to_float(seed, id, 1);
const float z = noise::hash_to_float(seed, id, 2);
values[i] = float3(x, y, z) * (max_value - min_value) + min_value;
}
}
};
class RandomFloatFunction : public fn::MultiFunction {
public:
RandomFloatFunction()
{
static fn::MFSignature signature = create_signature();
this->set_signature(&signature);
}
static fn::MFSignature create_signature()
{
fn::MFSignatureBuilder signature{"Random Value"};
signature.single_input<float>("Min");
signature.single_input<float>("Max");
signature.single_input<int>("ID");
signature.single_input<int>("Seed");
signature.single_output<float>("Value");
return signature.build();
}
void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
{
const VArray<float> &min_values = params.readonly_single_input<float>(0, "Min");
const VArray<float> &max_values = params.readonly_single_input<float>(1, "Max");
const VArray<int> &ids = params.readonly_single_input<int>(2, "ID");
const VArray<int> &seeds = params.readonly_single_input<int>(3, "Seed");
MutableSpan<float> values = params.uninitialized_single_output<float>(4, "Value");
for (int64_t i : mask) {
const float min_value = min_values[i];
const float max_value = max_values[i];
const int seed = seeds[i];
const int id = ids[i];
const float value = noise::hash_to_float(seed, id);
values[i] = value * (max_value - min_value) + min_value;
}
}
};
class RandomIntFunction : public fn::MultiFunction {
public:
RandomIntFunction()
{
static fn::MFSignature signature = create_signature();
this->set_signature(&signature);
}
static fn::MFSignature create_signature()
{
fn::MFSignatureBuilder signature{"Random Value"};
signature.single_input<int>("Min");
signature.single_input<int>("Max");
signature.single_input<int>("ID");
signature.single_input<int>("Seed");
signature.single_output<int>("Value");
return signature.build();
}
void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
{
const VArray<int> &min_values = params.readonly_single_input<int>(0, "Min");
const VArray<int> &max_values = params.readonly_single_input<int>(1, "Max");
const VArray<int> &ids = params.readonly_single_input<int>(2, "ID");
const VArray<int> &seeds = params.readonly_single_input<int>(3, "Seed");
MutableSpan<int> values = params.uninitialized_single_output<int>(4, "Value");
for (int64_t i : mask) {
const float min_value = min_values[i];
const float max_value = max_values[i];
const int seed = seeds[i];
const int id = ids[i];
const float value = noise::hash_to_float(id, seed);
values[i] = round_fl_to_int(value * (max_value - min_value) + min_value);
}
}
};
class RandomBoolFunction : public fn::MultiFunction {
public:
RandomBoolFunction()
{
static fn::MFSignature signature = create_signature();
this->set_signature(&signature);
}
static fn::MFSignature create_signature()
{
fn::MFSignatureBuilder signature{"Random Value"};
signature.single_input<float>("Probability");
signature.single_input<int>("ID");
signature.single_input<int>("Seed");
signature.single_output<bool>("Value");
return signature.build();
}
void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
{
const VArray<float> &probabilities = params.readonly_single_input<float>(0, "Probability");
const VArray<int> &ids = params.readonly_single_input<int>(1, "ID");
const VArray<int> &seeds = params.readonly_single_input<int>(2, "Seed");
MutableSpan<bool> values = params.uninitialized_single_output<bool>(3, "Value");
for (int64_t i : mask) {
const int seed = seeds[i];
const int id = ids[i];
const float probability = probabilities[i];
values[i] = noise::hash_to_float(id, seed) <= probability;
}
}
};
static void fn_node_random_value_build_multi_function(NodeMultiFunctionBuilder &builder)
{
const NodeRandomValue &storage = *(const NodeRandomValue *)builder.node().storage;
const CustomDataType data_type = static_cast<CustomDataType>(storage.data_type);
switch (data_type) {
case CD_PROP_FLOAT3: {
static RandomVectorFunction fn;
builder.set_matching_fn(fn);
break;
}
case CD_PROP_FLOAT: {
static RandomFloatFunction fn;
builder.set_matching_fn(fn);
break;
}
case CD_PROP_INT32: {
static RandomIntFunction fn;
builder.set_matching_fn(fn);
break;
}
case CD_PROP_BOOL: {
static RandomBoolFunction fn;
builder.set_matching_fn(fn);
break;
}
default: {
BLI_assert_unreachable();
break;
}
}
}
} // namespace blender::nodes
void register_node_type_fn_random_value()
{
static bNodeType ntype;
fn_node_type_base(&ntype, FN_NODE_RANDOM_VALUE, "Random Value", NODE_CLASS_CONVERTER, 0);
node_type_init(&ntype, blender::nodes::fn_node_random_value_init);
node_type_update(&ntype, blender::nodes::fn_node_random_value_update);
ntype.draw_buttons = blender::nodes::fn_node_random_value_layout;
ntype.declare = blender::nodes::fn_node_random_value_declare;
ntype.build_multi_function = blender::nodes::fn_node_random_value_build_multi_function;
node_type_storage(
&ntype, "NodeRandomValue", node_free_standard_storage, node_copy_standard_storage);
nodeRegisterType(&ntype);
}

View File

@ -25,7 +25,7 @@
namespace blender::nodes {
static void geo_node_attribute_randomize_declare(NodeDeclarationBuilder &b)
static void geo_node_legacy_attribute_randomize_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Geometry>("Geometry");
b.add_input<decl::String>("Attribute");
@ -39,15 +39,15 @@ static void geo_node_attribute_randomize_declare(NodeDeclarationBuilder &b)
b.add_output<decl::Geometry>("Geometry");
}
static void geo_node_attribute_random_layout(uiLayout *layout,
bContext *UNUSED(C),
PointerRNA *ptr)
static void geo_node_legacy_attribute_random_layout(uiLayout *layout,
bContext *UNUSED(C),
PointerRNA *ptr)
{
uiItemR(layout, ptr, "data_type", 0, "", ICON_NONE);
uiItemR(layout, ptr, "operation", 0, "", ICON_NONE);
}
static void geo_node_attribute_randomize_init(bNodeTree *UNUSED(tree), bNode *node)
static void geo_node_legacy_attribute_randomize_init(bNodeTree *UNUSED(tree), bNode *node)
{
NodeAttributeRandomize *data = (NodeAttributeRandomize *)MEM_callocN(
sizeof(NodeAttributeRandomize), __func__);
@ -57,7 +57,7 @@ static void geo_node_attribute_randomize_init(bNodeTree *UNUSED(tree), bNode *no
node->storage = data;
}
static void geo_node_attribute_randomize_update(bNodeTree *UNUSED(ntree), bNode *node)
static void geo_node_legacy_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;
@ -280,7 +280,7 @@ static void randomize_attribute_on_component(GeometryComponent &component,
attribute.save();
}
static void geo_node_random_attribute_exec(GeoNodeExecParams params)
static void geo_node_legacy_random_attribute_exec(GeoNodeExecParams params)
{
GeometrySet geometry_set = params.extract_input<GeometrySet>("Geometry");
const std::string attribute_name = params.get_input<std::string>("Attribute");
@ -326,18 +326,18 @@ static void geo_node_random_attribute_exec(GeoNodeExecParams params)
} // namespace blender::nodes
void register_node_type_geo_attribute_randomize()
void register_node_type_geo_legacy_attribute_randomize()
{
static bNodeType ntype;
geo_node_type_base(
&ntype, GEO_NODE_LEGACY_ATTRIBUTE_RANDOMIZE, "Attribute Randomize", NODE_CLASS_ATTRIBUTE, 0);
node_type_init(&ntype, blender::nodes::geo_node_attribute_randomize_init);
node_type_update(&ntype, blender::nodes::geo_node_attribute_randomize_update);
node_type_init(&ntype, blender::nodes::geo_node_legacy_attribute_randomize_init);
node_type_update(&ntype, blender::nodes::geo_node_legacy_attribute_randomize_update);
ntype.declare = blender::nodes::geo_node_attribute_randomize_declare;
ntype.geometry_node_execute = blender::nodes::geo_node_random_attribute_exec;
ntype.draw_buttons = blender::nodes::geo_node_attribute_random_layout;
ntype.declare = blender::nodes::geo_node_legacy_attribute_randomize_declare;
ntype.geometry_node_execute = blender::nodes::geo_node_legacy_random_attribute_exec;
ntype.draw_buttons = blender::nodes::geo_node_legacy_attribute_random_layout;
node_type_storage(
&ntype, "NodeAttributeRandomize", node_free_standard_storage, node_copy_standard_storage);
nodeRegisterType(&ntype);