Refactor depth surface handling and unify depth sampling rules
- Removed the `always_vertex` parameter from `build_surface_camera` to streamline depth sampling for cutouts and ensure consistent behavior across depth plane and panorama. - Updated depth sampling logic to ensure that all free boundary points, including the original frame of the depth plane, use neighboring face depth instead of their own texture sampling. - Adjusted the depth mask deletion process to operate on faces rather than points, eliminating the need for additional cleanup of dangling edges. - Ensured that the cutout rules are consistently applied across all relevant nodes, removing exceptions and simplifying the logic. - Updated tests to verify the new behavior, ensuring that cutout points follow the depth of adjacent faces and that the original frame maintains its depth sampling. - Refactored geometry handling in multiple depth-related nodes to improve clarity and maintainability.
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@@ -4,7 +4,7 @@ import math
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import bpy
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from ..common.validity import delete_invalid_points
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from ..common.validity import delete_invalid_faces
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from ..common.depth_surface import (
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_math, split_depth_surface, build_surface_camera,
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@@ -138,7 +138,7 @@ def build_image_depth_panorama_group():
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mixed = _math(group, "MULTIPLY", any_invalid,
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_math(group, "LESS_THAN", face_invalid, 1))
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protected = uv_map.outputs["Geometry"]
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culled = delete_invalid_points(group, protected, any_invalid)
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culled = delete_invalid_faces(group, protected, any_invalid)
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delete = nodes.new("GeometryNodeDeleteGeometry")
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delete.domain, delete.mode = "FACE", "ALL"
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links.new(protected, delete.inputs["Geometry"])
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