Geometry Nodes: Implicit conversion change from distance to average
Use average instead of distance when converting from float3/float2 to float. This matches behaviour of shader nodes. See: https://developer.blender.org/T86454 Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D10684
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@ -171,9 +171,9 @@ static DataTypeConversions create_implicit_conversions()
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add_implicit_conversion<float2, float3>(
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conversions, "float2 to float3", [](float2 a) { return float3(a.x, a.y, 0.0f); });
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add_implicit_conversion<float2, float>(
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conversions, "float2 to float", [](float2 a) { return a.length(); });
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conversions, "float2 to float", [](float2 a) { return (a.x + a.y) / 2.0f; });
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add_implicit_conversion<float2, int32_t>(
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conversions, "float2 to int32_t", [](float2 a) { return (int32_t)a.length(); });
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conversions, "float2 to int32_t", [](float2 a) { return (int32_t)((a.x + a.y) / 2.0f); });
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add_implicit_conversion<float2, bool>(
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conversions, "float2 to bool", [](float2 a) { return !is_zero_v2(a); });
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add_implicit_conversion<float2, Color4f>(
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@ -182,9 +182,9 @@ static DataTypeConversions create_implicit_conversions()
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add_implicit_conversion<float3, bool>(
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conversions, "float3 to boolean", [](float3 a) { return !is_zero_v3(a); });
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add_implicit_conversion<float3, float>(
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conversions, "Vector Length", [](float3 a) { return a.length(); });
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conversions, "float3 to float", [](float3 a) { return (a.x + a.y + a.z) / 3.0f; });
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add_implicit_conversion<float3, int32_t>(
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conversions, "float3 to int32_t", [](float3 a) { return (int)a.length(); });
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conversions, "float3 to int32_t", [](float3 a) { return (int)((a.x + a.y + a.z) / 3.0f); });
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add_implicit_conversion<float3, float2>(conversions);
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add_implicit_conversion<float3, Color4f>(
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conversions, "float3 to Color4f", [](float3 a) { return Color4f(a.x, a.y, a.z, 1.0f); });
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