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authorCharlie Jolly <mistajolly@gmail.com>2020-02-24 21:17:19 +0300
committerCharlie Jolly <mistajolly@gmail.com>2020-02-24 21:17:19 +0300
commitf9b1e8f000ad636456e66e7a377814d79f7d85ac (patch)
treef2fde9f5b7e3957e2ceb9e8916b0ea2ada284f11 /source/blender
parentf7b6b7dda358c7928ca053c27357bc068b8c9d12 (diff)
Fix T74169: Vector Rotate Node - Euler modes not working as intended
Remove additional Euler modes for the time being, not working as intended, will add back if there is a need.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl30
-rw-r--r--source/blender/makesdna/DNA_node_types.h5
-rw-r--r--source/blender/makesrna/intern/rna_nodetree.c28
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vector_rotate.c19
4 files changed, 3 insertions, 79 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl
index 7d707706a03..405821e01e3 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl
@@ -50,33 +50,3 @@ void node_vector_rotate_euler_xyz(
{
vec = euler_to_mat3(rotation) * (vector_in - center) + center;
}
-
-void node_vector_rotate_euler_xzy(
- vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
-{
- vec = euler_to_mat3(-rotation.xzy) * (vector_in - center) + center;
-}
-
-void node_vector_rotate_euler_yxz(
- vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
-{
- vec = euler_to_mat3(-rotation.yxz) * (vector_in - center) + center;
-}
-
-void node_vector_rotate_euler_yzx(
- vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
-{
- vec = euler_to_mat3(rotation.yzx) * (vector_in - center) + center;
-}
-
-void node_vector_rotate_euler_zxy(
- vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
-{
- vec = euler_to_mat3(rotation.zxy) * (vector_in - center) + center;
-}
-
-void node_vector_rotate_euler_zyx(
- vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
-{
- vec = euler_to_mat3(-rotation.zyx) * (vector_in - center) + center;
-}
diff --git a/source/blender/makesdna/DNA_node_types.h b/source/blender/makesdna/DNA_node_types.h
index 5f7c42b7521..44d44b92499 100644
--- a/source/blender/makesdna/DNA_node_types.h
+++ b/source/blender/makesdna/DNA_node_types.h
@@ -1212,11 +1212,6 @@ enum {
NODE_VECTOR_ROTATE_TYPE_AXIS_Y = 2,
NODE_VECTOR_ROTATE_TYPE_AXIS_Z = 3,
NODE_VECTOR_ROTATE_TYPE_EULER_XYZ = 4,
- NODE_VECTOR_ROTATE_TYPE_EULER_XZY = 5,
- NODE_VECTOR_ROTATE_TYPE_EULER_YXZ = 6,
- NODE_VECTOR_ROTATE_TYPE_EULER_YZX = 7,
- NODE_VECTOR_ROTATE_TYPE_EULER_ZXY = 8,
- NODE_VECTOR_ROTATE_TYPE_EULER_ZYX = 9,
};
/* math node clamp */
diff --git a/source/blender/makesrna/intern/rna_nodetree.c b/source/blender/makesrna/intern/rna_nodetree.c
index 36bb65294fb..994d0471113 100644
--- a/source/blender/makesrna/intern/rna_nodetree.c
+++ b/source/blender/makesrna/intern/rna_nodetree.c
@@ -134,34 +134,8 @@ const EnumPropertyItem rna_enum_vector_rotate_type_items[] = {
{NODE_VECTOR_ROTATE_TYPE_EULER_XYZ,
"EULER_XYZ",
0,
- "XYZ Euler",
+ "Euler",
"Rotate a point using XYZ order"},
-
- {NODE_VECTOR_ROTATE_TYPE_EULER_XZY,
- "EULER_XZY",
- 0,
- "XZY Euler",
- "Rotate a point using XZY order"},
- {NODE_VECTOR_ROTATE_TYPE_EULER_YXZ,
- "EULER_YXZ",
- 0,
- "YXZ Euler",
- "Rotate a point using YXZ order"},
- {NODE_VECTOR_ROTATE_TYPE_EULER_YZX,
- "EULER_YZX",
- 0,
- "YZX Euler",
- "Rotate a point using YZX order"},
- {NODE_VECTOR_ROTATE_TYPE_EULER_ZXY,
- "EULER_ZXY",
- 0,
- "ZXY Euler",
- "Rotate a point using ZXY order"},
- {NODE_VECTOR_ROTATE_TYPE_EULER_ZYX,
- "EULER_ZYX",
- 0,
- "XZY Euler",
- "Rotate a point using ZYX order"},
{0, NULL, 0, NULL, NULL},
};
diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_rotate.c b/source/blender/nodes/shader/nodes/node_shader_vector_rotate.c
index 3fd627cd886..bee5377c438 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vector_rotate.c
+++ b/source/blender/nodes/shader/nodes/node_shader_vector_rotate.c
@@ -48,11 +48,6 @@ static int gpu_shader_vector_rotate(GPUMaterial *mat,
[NODE_VECTOR_ROTATE_TYPE_AXIS_Y] = "node_vector_rotate_axis_y",
[NODE_VECTOR_ROTATE_TYPE_AXIS_Z] = "node_vector_rotate_axis_z",
[NODE_VECTOR_ROTATE_TYPE_EULER_XYZ] = "node_vector_rotate_euler_xyz",
- [NODE_VECTOR_ROTATE_TYPE_EULER_XZY] = "node_vector_rotate_euler_xzy",
- [NODE_VECTOR_ROTATE_TYPE_EULER_YXZ] = "node_vector_rotate_euler_yxz",
- [NODE_VECTOR_ROTATE_TYPE_EULER_YZX] = "node_vector_rotate_euler_yzx",
- [NODE_VECTOR_ROTATE_TYPE_EULER_ZXY] = "node_vector_rotate_euler_zxy",
- [NODE_VECTOR_ROTATE_TYPE_EULER_ZYX] = "node_vector_rotate_euler_zyx",
};
if (node->custom1 < ARRAY_SIZE(names) && names[node->custom1]) {
@@ -66,21 +61,11 @@ static int gpu_shader_vector_rotate(GPUMaterial *mat,
static void node_shader_update_vector_rotate(bNodeTree *UNUSED(ntree), bNode *node)
{
bNodeSocket *sock_rotation = nodeFindSocket(node, SOCK_IN, "Rotation");
- nodeSetSocketAvailability(sock_rotation,
- !ELEM(node->custom1,
- NODE_VECTOR_ROTATE_TYPE_AXIS,
- NODE_VECTOR_ROTATE_TYPE_AXIS_X,
- NODE_VECTOR_ROTATE_TYPE_AXIS_Y,
- NODE_VECTOR_ROTATE_TYPE_AXIS_Z));
+ nodeSetSocketAvailability(sock_rotation, ELEM(node->custom1, NODE_VECTOR_ROTATE_TYPE_EULER_XYZ));
bNodeSocket *sock_axis = nodeFindSocket(node, SOCK_IN, "Axis");
nodeSetSocketAvailability(sock_axis, ELEM(node->custom1, NODE_VECTOR_ROTATE_TYPE_AXIS));
bNodeSocket *sock_angle = nodeFindSocket(node, SOCK_IN, "Angle");
- nodeSetSocketAvailability(sock_angle,
- ELEM(node->custom1,
- NODE_VECTOR_ROTATE_TYPE_AXIS,
- NODE_VECTOR_ROTATE_TYPE_AXIS_X,
- NODE_VECTOR_ROTATE_TYPE_AXIS_Y,
- NODE_VECTOR_ROTATE_TYPE_AXIS_Z));
+ nodeSetSocketAvailability(sock_angle, !ELEM(node->custom1, NODE_VECTOR_ROTATE_TYPE_EULER_XYZ));
}
void register_node_type_sh_vector_rotate(void)