Previously, different Random Float nodes would generate different values depending on where they are in the node group hierarchy. This can be useful, but should definitely not be the default behavior, because it is very inconsistent with other nodes.
85 lines
3.0 KiB
C++
85 lines
3.0 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "node_function_util.hh"
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#include "BLI_hash.h"
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static bNodeSocketTemplate fn_node_random_float_in[] = {
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{SOCK_FLOAT, N_("Min"), 0.0f, 0.0f, 0.0f, 0.0f, -10000.0f, 10000.0f, PROP_NONE},
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{SOCK_FLOAT, N_("Max"), 1.0f, 0.0f, 0.0f, 0.0f, -10000.0f, 10000.0f, PROP_NONE},
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{SOCK_INT, N_("Seed"), 0, 0, 0, 0, -10000, 10000},
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{-1, ""},
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};
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static bNodeSocketTemplate fn_node_random_float_out[] = {
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{SOCK_FLOAT, N_("Value")},
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{-1, ""},
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};
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class RandomFloatFunction : public blender::fn::MultiFunction {
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public:
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RandomFloatFunction()
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{
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static blender::fn::MFSignature signature = create_signature();
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this->set_signature(&signature);
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}
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static blender::fn::MFSignature create_signature()
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{
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blender::fn::MFSignatureBuilder signature{"Random float"};
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signature.single_input<float>("Min");
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signature.single_input<float>("Max");
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signature.single_input<int>("Seed");
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signature.single_output<float>("Value");
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return signature.build();
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}
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void call(blender::IndexMask mask,
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blender::fn::MFParams params,
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blender::fn::MFContext UNUSED(context)) const override
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{
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const blender::VArray<float> &min_values = params.readonly_single_input<float>(0, "Min");
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const blender::VArray<float> &max_values = params.readonly_single_input<float>(1, "Max");
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const blender::VArray<int> &seeds = params.readonly_single_input<int>(2, "Seed");
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blender::MutableSpan<float> values = params.uninitialized_single_output<float>(3, "Value");
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for (int64_t i : mask) {
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const float min_value = min_values[i];
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const float max_value = max_values[i];
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const int seed = seeds[i];
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const float value = BLI_hash_int_01(static_cast<uint32_t>(seed));
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values[i] = value * (max_value - min_value) + min_value;
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}
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}
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};
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static void fn_node_random_float_expand_in_mf_network(
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blender::nodes::NodeMFNetworkBuilder &builder)
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{
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builder.construct_and_set_matching_fn<RandomFloatFunction>();
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}
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void register_node_type_fn_random_float()
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{
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static bNodeType ntype;
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fn_node_type_base(&ntype, FN_NODE_RANDOM_FLOAT, "Random Float", 0, 0);
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node_type_socket_templates(&ntype, fn_node_random_float_in, fn_node_random_float_out);
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ntype.expand_in_mf_network = fn_node_random_float_expand_in_mf_network;
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nodeRegisterType(&ntype);
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}
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