diff options
author | Jacques Lucke <jacques@blender.org> | 2021-10-30 17:44:17 +0300 |
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committer | Jacques Lucke <jacques@blender.org> | 2021-10-30 17:44:17 +0300 |
commit | 945a99386b8c86ee45bac83329c98c9034a23ff7 (patch) | |
tree | 24e85c52a5d87251d3c5e5722f5eaac585179057 | |
parent | fcf1ba18f0c41187bc7e34e1cdba8d59970a632c (diff) |
Fix T92256: rotate Instances node does not take scaling into account correctly
Differential Revision: https://developer.blender.org/D13031
-rw-r--r-- | source/blender/nodes/geometry/nodes/node_geo_rotate_instances.cc | 41 |
1 files changed, 31 insertions, 10 deletions
diff --git a/source/blender/nodes/geometry/nodes/node_geo_rotate_instances.cc b/source/blender/nodes/geometry/nodes/node_geo_rotate_instances.cc index 26814e27d33..abf44b1aaf8 100644 --- a/source/blender/nodes/geometry/nodes/node_geo_rotate_instances.cc +++ b/source/blender/nodes/geometry/nodes/node_geo_rotate_instances.cc @@ -55,22 +55,43 @@ static void rotate_instances(GeoNodeExecParams ¶ms, InstancesComponent &inst for (const int i_selection : range) { const int i = selection[i_selection]; const float3 pivot = pivots[i]; + const float3 euler = rotations[i]; float4x4 &instance_transform = instance_transforms[i]; - const float4x4 rotation_matrix = float4x4::from_loc_eul_scale( - {0, 0, 0}, rotations[i], {1, 1, 1}); + + float4x4 rotation_matrix; + float3 used_pivot; if (local_spaces[i]) { - instance_transform *= float4x4::from_location(pivot); - instance_transform *= rotation_matrix; - instance_transform *= float4x4::from_location(-pivot); + /* Find rotation axis from the matrix. This should work even if the instance is skewed. */ + const float3 rotation_axis_x = instance_transform.values[0]; + const float3 rotation_axis_y = instance_transform.values[1]; + const float3 rotation_axis_z = instance_transform.values[2]; + + /* Create rotations around the individual axis. This could be optimized to skip some axis + * when the angle is zero. */ + float rotation_x[3][3], rotation_y[3][3], rotation_z[3][3]; + axis_angle_to_mat3(rotation_x, rotation_axis_x, euler.x); + axis_angle_to_mat3(rotation_y, rotation_axis_y, euler.y); + axis_angle_to_mat3(rotation_z, rotation_axis_z, euler.z); + + /* Combine the previously computed rotations into the final rotation matrix. */ + float rotation[3][3]; + mul_m3_series(rotation, rotation_z, rotation_y, rotation_x); + copy_m4_m3(rotation_matrix.values, rotation); + + /* Transform the passed in pivot into the local space of the instance. */ + used_pivot = instance_transform * pivot; } else { - const float4x4 orgiginal_transform = instance_transform; - instance_transform = float4x4::from_location(pivot); - instance_transform *= rotation_matrix; - instance_transform *= float4x4::from_location(-pivot); - instance_transform *= orgiginal_transform; + used_pivot = pivot; + eul_to_mat4(rotation_matrix.values, euler); } + /* Move the pivot to the origin so that we can rotate around it. */ + sub_v3_v3(instance_transform.values[3], used_pivot); + /* Perform the actual rotation. */ + mul_m4_m4_pre(instance_transform.values, rotation_matrix.values); + /* Undo the pivot shifting done before. */ + add_v3_v3(instance_transform.values[3], used_pivot); } }); } |