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authorLeon Leno <lone_noel>2021-03-08 13:37:37 +0300
committerJacques Lucke <jacques@blender.org>2021-03-08 13:37:37 +0300
commite12ad2bce0cca84a10915d8da1417b71142432d1 (patch)
tree3949d0dab2eb45770ce29bcb49b8527ce76ef6ae /source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc
parent2b9eea17cca4512fc47511ff3c596ce9a8f59356 (diff)
Geometry Nodes: support Vector Rotate node
Differential Revision: https://developer.blender.org/D10410
Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc125
1 files changed, 124 insertions, 1 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc b/source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc
index d6ead5a8b99..30b043439b8 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc
@@ -71,6 +71,128 @@ static int gpu_shader_vector_rotate(GPUMaterial *mat,
return 0;
}
+using blender::float3;
+
+static float3 sh_node_vector_rotate_around_axis(const float3 vector,
+ const float3 center,
+ const float3 axis,
+ const float angle)
+{
+ float3 result = vector - center;
+ float mat[3][3];
+ axis_angle_to_mat3(mat, axis, angle);
+ mul_m3_v3(mat, result);
+ return result + center;
+}
+
+static float3 sh_node_vector_rotate_euler(const float3 vector,
+ const float3 center,
+ const float3 rotation,
+ const bool invert)
+{
+ float mat[3][3];
+ float3 result = vector - center;
+ eul_to_mat3(mat, rotation);
+ if (invert) {
+ invert_m3(mat);
+ }
+ mul_m3_v3(mat, result);
+ return result + center;
+}
+
+static const blender::fn::MultiFunction &get_multi_function(
+ blender::nodes::NodeMFNetworkBuilder &builder)
+{
+ bool invert = builder.bnode().custom2;
+ const int mode = builder.bnode().custom1;
+
+ switch (mode) {
+ case NODE_VECTOR_ROTATE_TYPE_AXIS: {
+ if (invert) {
+ static blender::fn::CustomMF_SI_SI_SI_SI_SO<float3, float3, float3, float, float3> fn{
+ "Rotate Axis", [](float3 in, float3 center, float3 axis, float angle) {
+ return sh_node_vector_rotate_around_axis(in, center, axis, -angle);
+ }};
+ return fn;
+ }
+ static blender::fn::CustomMF_SI_SI_SI_SI_SO<float3, float3, float3, float, float3> fn{
+ "Rotate Axis", [](float3 in, float3 center, float3 axis, float angle) {
+ return sh_node_vector_rotate_around_axis(in, center, axis, angle);
+ }};
+ return fn;
+ }
+ case NODE_VECTOR_ROTATE_TYPE_AXIS_X: {
+ float3 axis = float3(1.0f, 0.0f, 0.0f);
+ if (invert) {
+ static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{
+ "Rotate X-Axis", [=](float3 in, float3 center, float angle) {
+ return sh_node_vector_rotate_around_axis(in, center, axis, -angle);
+ }};
+ return fn;
+ }
+ static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{
+ "Rotate X-Axis", [=](float3 in, float3 center, float angle) {
+ return sh_node_vector_rotate_around_axis(in, center, axis, angle);
+ }};
+ return fn;
+ }
+ case NODE_VECTOR_ROTATE_TYPE_AXIS_Y: {
+ float3 axis = float3(0.0f, 1.0f, 0.0f);
+ if (invert) {
+ static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{
+ "Rotate Y-Axis", [=](float3 in, float3 center, float angle) {
+ return sh_node_vector_rotate_around_axis(in, center, axis, -angle);
+ }};
+ return fn;
+ }
+ static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{
+ "Rotate Y-Axis", [=](float3 in, float3 center, float angle) {
+ return sh_node_vector_rotate_around_axis(in, center, axis, angle);
+ }};
+ return fn;
+ }
+ case NODE_VECTOR_ROTATE_TYPE_AXIS_Z: {
+ float3 axis = float3(0.0f, 0.0f, 1.0f);
+ if (invert) {
+ static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{
+ "Rotate Z-Axis", [=](float3 in, float3 center, float angle) {
+ return sh_node_vector_rotate_around_axis(in, center, axis, -angle);
+ }};
+ return fn;
+ }
+ static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{
+ "Rotate Z-Axis", [=](float3 in, float3 center, float angle) {
+ return sh_node_vector_rotate_around_axis(in, center, axis, angle);
+ }};
+ return fn;
+ }
+ case NODE_VECTOR_ROTATE_TYPE_EULER_XYZ: {
+ if (invert) {
+ static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float3, float3> fn{
+ "Rotate Euler", [](float3 in, float3 center, float3 rotation) {
+ return sh_node_vector_rotate_euler(in, center, rotation, true);
+ }};
+ return fn;
+ }
+ static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float3, float3> fn{
+ "Rotate Euler", [](float3 in, float3 center, float3 rotation) {
+ return sh_node_vector_rotate_euler(in, center, rotation, false);
+ }};
+ return fn;
+ }
+ default:
+ BLI_assert(false);
+ return builder.get_not_implemented_fn();
+ }
+}
+
+static void sh_node_vector_rotate_expand_in_mf_network(
+ blender::nodes::NodeMFNetworkBuilder &builder)
+{
+ const blender::fn::MultiFunction &fn = get_multi_function(builder);
+ builder.set_matching_fn(fn);
+}
+
static void node_shader_update_vector_rotate(bNodeTree *UNUSED(ntree), bNode *node)
{
bNodeSocket *sock_rotation = nodeFindSocket(node, SOCK_IN, "Rotation");
@@ -85,10 +207,11 @@ void register_node_type_sh_vector_rotate(void)
{
static bNodeType ntype;
- sh_node_type_base(&ntype, SH_NODE_VECTOR_ROTATE, "Vector Rotate", NODE_CLASS_OP_VECTOR, 0);
+ sh_fn_node_type_base(&ntype, SH_NODE_VECTOR_ROTATE, "Vector Rotate", NODE_CLASS_OP_VECTOR, 0);
node_type_socket_templates(&ntype, sh_node_vector_rotate_in, sh_node_vector_rotate_out);
node_type_gpu(&ntype, gpu_shader_vector_rotate);
node_type_update(&ntype, node_shader_update_vector_rotate);
+ ntype.expand_in_mf_network = sh_node_vector_rotate_expand_in_mf_network;
nodeRegisterType(&ntype);
}