diff options
-rw-r--r-- | release/scripts/startup/nodeitems_builtins.py | 1 | ||||
-rw-r--r-- | source/blender/blenkernel/BKE_node.h | 1 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/node.cc | 1 | ||||
-rw-r--r-- | source/blender/makesdna/DNA_node_types.h | 13 | ||||
-rw-r--r-- | source/blender/makesrna/intern/rna_nodetree.c | 60 | ||||
-rw-r--r-- | source/blender/nodes/CMakeLists.txt | 1 | ||||
-rw-r--r-- | source/blender/nodes/NOD_function.h | 1 | ||||
-rw-r--r-- | source/blender/nodes/NOD_static_types.h | 1 | ||||
-rw-r--r-- | source/blender/nodes/function/nodes/node_fn_align_euler_to_vector.cc | 215 |
9 files changed, 294 insertions, 0 deletions
diff --git a/release/scripts/startup/nodeitems_builtins.py b/release/scripts/startup/nodeitems_builtins.py index 923ea22e1e3..155fa59c315 100644 --- a/release/scripts/startup/nodeitems_builtins.py +++ b/release/scripts/startup/nodeitems_builtins.py @@ -630,6 +630,7 @@ geometry_node_categories = [ NodeItem("FunctionNodeFloatToInt"), NodeItem("GeometryNodeSwitch"), NodeItem("FunctionNodeRandomValue"), + NodeItem("FunctionNodeAlignEulerToVector"), ]), GeometryNodeCategory("GEO_TEXTURE", "Texture", items=[ NodeItem("ShaderNodeTexNoise"), diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h index 79ae9d71762..447e0268701 100644 --- a/source/blender/blenkernel/BKE_node.h +++ b/source/blender/blenkernel/BKE_node.h @@ -1533,6 +1533,7 @@ int ntreeTexExecTree(struct bNodeTree *ntree, #define FN_NODE_INPUT_SPECIAL_CHARACTERS 1213 #define FN_NODE_RANDOM_VALUE 1214 #define FN_NODE_ROTATE_EULER 1215 +#define FN_NODE_ALIGN_EULER_TO_VECTOR 1216 /** \} */ diff --git a/source/blender/blenkernel/intern/node.cc b/source/blender/blenkernel/intern/node.cc index 75b9d07ca98..cad5d4eff41 100644 --- a/source/blender/blenkernel/intern/node.cc +++ b/source/blender/blenkernel/intern/node.cc @@ -5818,6 +5818,7 @@ static void registerFunctionNodes() { register_node_type_fn_legacy_random_float(); + register_node_type_fn_align_euler_to_vector(); register_node_type_fn_boolean_math(); register_node_type_fn_float_compare(); register_node_type_fn_float_to_int(); diff --git a/source/blender/makesdna/DNA_node_types.h b/source/blender/makesdna/DNA_node_types.h index edbb0070462..cbfa4e702ea 100644 --- a/source/blender/makesdna/DNA_node_types.h +++ b/source/blender/makesdna/DNA_node_types.h @@ -2075,6 +2075,19 @@ typedef enum GeometryNodeAlignRotationToVectorPivotAxis { GEO_NODE_ALIGN_ROTATION_TO_VECTOR_PIVOT_AXIS_Z = 3, } GeometryNodeAlignRotationToVectorPivotAxis; +typedef enum NodeAlignEulerToVectorAxis { + FN_NODE_ALIGN_EULER_TO_VECTOR_AXIS_X = 0, + FN_NODE_ALIGN_EULER_TO_VECTOR_AXIS_Y = 1, + FN_NODE_ALIGN_EULER_TO_VECTOR_AXIS_Z = 2, +} NodeAlignEulerToVectorAxis; + +typedef enum NodeAlignEulerToVectorPivotAxis { + FN_NODE_ALIGN_EULER_TO_VECTOR_PIVOT_AXIS_AUTO = 0, + FN_NODE_ALIGN_EULER_TO_VECTOR_PIVOT_AXIS_X = 1, + FN_NODE_ALIGN_EULER_TO_VECTOR_PIVOT_AXIS_Y = 2, + FN_NODE_ALIGN_EULER_TO_VECTOR_PIVOT_AXIS_Z = 3, +} NodeAlignEulerToVectorPivotAxis; + typedef enum GeometryNodeTransformSpace { GEO_NODE_TRANSFORM_SPACE_ORIGINAL = 0, GEO_NODE_TRANSFORM_SPACE_RELATIVE = 1, diff --git a/source/blender/makesrna/intern/rna_nodetree.c b/source/blender/makesrna/intern/rna_nodetree.c index 5e997f81753..cab420ba990 100644 --- a/source/blender/makesrna/intern/rna_nodetree.c +++ b/source/blender/makesrna/intern/rna_nodetree.c @@ -9952,6 +9952,66 @@ static void def_geo_align_rotation_to_vector(StructRNA *srna) RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_socket_update"); } +static void def_fn_align_euler_to_vector(StructRNA *srna) +{ + static const EnumPropertyItem axis_items[] = { + {FN_NODE_ALIGN_EULER_TO_VECTOR_AXIS_X, + "X", + ICON_NONE, + "X", + "Align the X axis with the vector"}, + {FN_NODE_ALIGN_EULER_TO_VECTOR_AXIS_Y, + "Y", + ICON_NONE, + "Y", + "Align the Y axis with the vector"}, + {FN_NODE_ALIGN_EULER_TO_VECTOR_AXIS_Z, + "Z", + ICON_NONE, + "Z", + "Align the Z axis with the vector"}, + {0, NULL, 0, NULL, NULL}, + }; + + static const EnumPropertyItem pivot_axis_items[] = { + {FN_NODE_ALIGN_EULER_TO_VECTOR_PIVOT_AXIS_AUTO, + "AUTO", + ICON_NONE, + "Auto", + "Automatically detect the best rotation axis to rotate towards the vector"}, + {FN_NODE_ALIGN_EULER_TO_VECTOR_PIVOT_AXIS_X, + "X", + ICON_NONE, + "X", + "Rotate around the local X axis"}, + {FN_NODE_ALIGN_EULER_TO_VECTOR_PIVOT_AXIS_Y, + "Y", + ICON_NONE, + "Y", + "Rotate around the local Y axis"}, + {FN_NODE_ALIGN_EULER_TO_VECTOR_PIVOT_AXIS_Z, + "Z", + ICON_NONE, + "Z", + "Rotate around the local Z axis"}, + {0, NULL, 0, NULL, NULL}, + }; + + PropertyRNA *prop; + + prop = RNA_def_property(srna, "axis", PROP_ENUM, PROP_NONE); + RNA_def_property_enum_sdna(prop, NULL, "custom1"); + RNA_def_property_enum_items(prop, axis_items); + RNA_def_property_ui_text(prop, "Axis", "Axis to align to the vector"); + RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update"); + + prop = RNA_def_property(srna, "pivot_axis", PROP_ENUM, PROP_NONE); + RNA_def_property_enum_sdna(prop, NULL, "custom2"); + RNA_def_property_enum_items(prop, pivot_axis_items); + RNA_def_property_ui_text(prop, "Pivot Axis", "Axis to rotate around"); + RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update"); +} + static void def_geo_point_scale(StructRNA *srna) { PropertyRNA *prop; diff --git a/source/blender/nodes/CMakeLists.txt b/source/blender/nodes/CMakeLists.txt index a4350c10087..78a9bb72e26 100644 --- a/source/blender/nodes/CMakeLists.txt +++ b/source/blender/nodes/CMakeLists.txt @@ -135,6 +135,7 @@ set(SRC function/nodes/legacy/node_fn_random_float.cc + function/nodes/node_fn_align_euler_to_vector.cc function/nodes/node_fn_boolean_math.cc function/nodes/node_fn_float_compare.cc function/nodes/node_fn_float_to_int.cc diff --git a/source/blender/nodes/NOD_function.h b/source/blender/nodes/NOD_function.h index 450e999bea4..395a2d68b53 100644 --- a/source/blender/nodes/NOD_function.h +++ b/source/blender/nodes/NOD_function.h @@ -22,6 +22,7 @@ extern "C" { void register_node_type_fn_legacy_random_float(void); +void register_node_type_fn_align_euler_to_vector(void); void register_node_type_fn_boolean_math(void); void register_node_type_fn_float_compare(void); void register_node_type_fn_float_to_int(void); diff --git a/source/blender/nodes/NOD_static_types.h b/source/blender/nodes/NOD_static_types.h index 7e10b4055fd..80468adf3bc 100644 --- a/source/blender/nodes/NOD_static_types.h +++ b/source/blender/nodes/NOD_static_types.h @@ -265,6 +265,7 @@ DefNode(TextureNode, TEX_NODE_PROC+TEX_DISTNOISE, 0, "TEX_DI DefNode(FunctionNode, FN_NODE_LEGACY_RANDOM_FLOAT, 0, "LEGACY_RANDOM_FLOAT", LegacyRandomFloat, "Random Float", "") +DefNode(FunctionNode, FN_NODE_ALIGN_EULER_TO_VECTOR, def_fn_align_euler_to_vector, "ALIGN_EULER_TO_VECTOR", AlignEulerToVector, "Align Euler To Vector", "") DefNode(FunctionNode, FN_NODE_BOOLEAN_MATH, def_boolean_math, "BOOLEAN_MATH", BooleanMath, "Boolean Math", "") DefNode(FunctionNode, FN_NODE_FLOAT_COMPARE, def_float_compare, "FLOAT_COMPARE", FloatCompare, "Float Compare", "") DefNode(FunctionNode, FN_NODE_FLOAT_TO_INT, def_float_to_int, "FLOAT_TO_INT", FloatToInt, "Float to Integer", "") diff --git a/source/blender/nodes/function/nodes/node_fn_align_euler_to_vector.cc b/source/blender/nodes/function/nodes/node_fn_align_euler_to_vector.cc new file mode 100644 index 00000000000..4c741c96bb8 --- /dev/null +++ b/source/blender/nodes/function/nodes/node_fn_align_euler_to_vector.cc @@ -0,0 +1,215 @@ +/* + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + */ + +#include "BLI_task.hh" + +#include "RNA_enum_types.h" + +#include "UI_interface.h" +#include "UI_resources.h" + +#include "node_function_util.hh" + +namespace blender::nodes { + +static void fn_node_align_euler_to_vector_declare(NodeDeclarationBuilder &b) +{ + b.is_function_node(); + b.add_input<decl::Vector>("Rotation").subtype(PROP_EULER).hide_value(); + b.add_input<decl::Float>("Factor").default_value(1.0f).min(0.0f).max(1.0f).subtype(PROP_FACTOR); + b.add_input<decl::Vector>("Vector").default_value({0.0, 0.0, 1.0}); + b.add_output<decl::Vector>("Rotation").subtype(PROP_EULER); +} + +static void fn_node_align_euler_to_vector_layout(uiLayout *layout, + bContext *UNUSED(C), + PointerRNA *ptr) +{ + uiItemR(layout, ptr, "axis", UI_ITEM_R_EXPAND, nullptr, ICON_NONE); + uiLayoutSetPropSep(layout, true); + uiLayoutSetPropDecorate(layout, false); + uiItemR(layout, ptr, "pivot_axis", 0, IFACE_("Pivot"), ICON_NONE); +} + +static void align_rotations_auto_pivot(IndexMask mask, + const VArray<float3> &input_rotations, + const VArray<float3> &vectors, + const VArray<float> &factors, + const float3 local_main_axis, + const MutableSpan<float3> output_rotations) +{ + threading::parallel_for(mask.index_range(), 512, [&](IndexRange mask_range) { + for (const int maski : mask_range) { + const int64_t i = mask[maski]; + const float3 vector = vectors[i]; + if (is_zero_v3(vector)) { + output_rotations[i] = input_rotations[i]; + } + + float old_rotation[3][3]; + eul_to_mat3(old_rotation, input_rotations[i]); + float3 old_axis; + mul_v3_m3v3(old_axis, old_rotation, local_main_axis); + + const float3 new_axis = vector.normalized(); + float3 rotation_axis = float3::cross_high_precision(old_axis, new_axis); + if (is_zero_v3(rotation_axis)) { + /* The vectors are linearly dependent, so we fall back to another axis. */ + rotation_axis = float3::cross_high_precision(old_axis, float3(1, 0, 0)); + if (is_zero_v3(rotation_axis)) { + /* This is now guaranteed to not be zero. */ + rotation_axis = float3::cross_high_precision(old_axis, float3(0, 1, 0)); + } + } + + const float full_angle = angle_normalized_v3v3(old_axis, new_axis); + const float angle = factors[i] * full_angle; + + float rotation[3][3]; + axis_angle_to_mat3(rotation, rotation_axis, angle); + + float new_rotation_matrix[3][3]; + mul_m3_m3m3(new_rotation_matrix, rotation, old_rotation); + + float3 new_rotation; + mat3_to_eul(new_rotation, new_rotation_matrix); + + output_rotations[i] = new_rotation; + } + }); +} + +static void align_rotations_fixed_pivot(IndexMask mask, + const VArray<float3> &input_rotations, + const VArray<float3> &vectors, + const VArray<float> &factors, + const float3 local_main_axis, + const float3 local_pivot_axis, + const MutableSpan<float3> output_rotations) +{ + threading::parallel_for(mask.index_range(), 512, [&](IndexRange mask_range) { + for (const int64_t maski : mask_range) { + const int64_t i = mask[maski]; + if (local_main_axis == local_pivot_axis) { + /* Can't compute any meaningful rotation angle in this case. */ + output_rotations[i] = input_rotations[i]; + } + + const float3 vector = vectors[i]; + if (is_zero_v3(vector)) { + continue; + } + + float old_rotation[3][3]; + eul_to_mat3(old_rotation, input_rotations[i]); + float3 old_axis; + mul_v3_m3v3(old_axis, old_rotation, local_main_axis); + float3 pivot_axis; + mul_v3_m3v3(pivot_axis, old_rotation, local_pivot_axis); + + float full_angle = angle_signed_on_axis_v3v3_v3(vector, old_axis, pivot_axis); + if (full_angle > M_PI) { + /* Make sure the point is rotated as little as possible. */ + full_angle -= 2.0f * M_PI; + } + const float angle = factors[i] * full_angle; + + float rotation[3][3]; + axis_angle_to_mat3(rotation, pivot_axis, angle); + + float new_rotation_matrix[3][3]; + mul_m3_m3m3(new_rotation_matrix, rotation, old_rotation); + + float3 new_rotation; + mat3_to_eul(new_rotation, new_rotation_matrix); + + output_rotations[i] = new_rotation; + } + }); +} + +class MF_AlignEulerToVector : public fn::MultiFunction { + private: + int main_axis_mode_; + int pivot_axis_mode_; + + public: + MF_AlignEulerToVector(int main_axis_mode, int pivot_axis_mode) + : main_axis_mode_(main_axis_mode), pivot_axis_mode_(pivot_axis_mode) + { + static fn::MFSignature signature = create_signature(); + this->set_signature(&signature); + } + + static fn::MFSignature create_signature() + { + fn::MFSignatureBuilder signature{"Align Euler To Vector"}; + signature.single_input<float3>("Rotation"); + signature.single_input<float>("Factor"); + signature.single_input<float3>("Vector"); + + signature.single_output<float3>("Rotation"); + return signature.build(); + } + + void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override + { + const VArray<float3> &input_rotations = params.readonly_single_input<float3>(0, "Rotation"); + const VArray<float> &factors = params.readonly_single_input<float>(1, "Factor"); + const VArray<float3> &vectors = params.readonly_single_input<float3>(2, "Vector"); + + auto output_rotations = params.uninitialized_single_output<float3>(3, "Rotation"); + + float3 local_main_axis = {0.0f, 0.0f, 0.0f}; + local_main_axis[main_axis_mode_] = 1; + + if (pivot_axis_mode_ == FN_NODE_ALIGN_EULER_TO_VECTOR_PIVOT_AXIS_AUTO) { + align_rotations_auto_pivot( + mask, input_rotations, vectors, factors, local_main_axis, output_rotations); + } + else { + float3 local_pivot_axis = {0.0f, 0.0f, 0.0f}; + local_pivot_axis[main_axis_mode_] = 1; + align_rotations_fixed_pivot(mask, + input_rotations, + vectors, + factors, + local_main_axis, + local_pivot_axis, + output_rotations); + } + } +}; + +static void fn_node_align_euler_to_vector_build_multi_function(NodeMultiFunctionBuilder &builder) +{ + bNode &node = builder.node(); + builder.construct_and_set_matching_fn<MF_AlignEulerToVector>(node.custom1, node.custom2); +} + +} // namespace blender::nodes + +void register_node_type_fn_align_euler_to_vector() +{ + static bNodeType ntype; + + fn_node_type_base( + &ntype, FN_NODE_ALIGN_EULER_TO_VECTOR, "Align Euler to Vector", NODE_CLASS_CONVERTER, 0); + ntype.declare = blender::nodes::fn_node_align_euler_to_vector_declare; + ntype.draw_buttons = blender::nodes::fn_node_align_euler_to_vector_layout; + ntype.build_multi_function = blender::nodes::fn_node_align_euler_to_vector_build_multi_function; + nodeRegisterType(&ntype); +} |