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Diffstat (limited to 'source/blender/nodes/geometry/nodes/legacy/node_geo_attribute_vector_math.cc')
-rw-r--r--source/blender/nodes/geometry/nodes/legacy/node_geo_attribute_vector_math.cc573
1 files changed, 573 insertions, 0 deletions
diff --git a/source/blender/nodes/geometry/nodes/legacy/node_geo_attribute_vector_math.cc b/source/blender/nodes/geometry/nodes/legacy/node_geo_attribute_vector_math.cc
new file mode 100644
index 00000000000..59903050f88
--- /dev/null
+++ b/source/blender/nodes/geometry/nodes/legacy/node_geo_attribute_vector_math.cc
@@ -0,0 +1,573 @@
+/*
+ * 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_math_base_safe.h"
+#include "BLI_task.hh"
+
+#include "RNA_enum_types.h"
+
+#include "UI_interface.h"
+#include "UI_resources.h"
+
+#include "NOD_math_functions.hh"
+
+#include "node_geometry_util.hh"
+
+namespace blender::nodes {
+
+static void geo_node_attribute_vector_math_declare(NodeDeclarationBuilder &b)
+{
+ b.add_input<decl::Geometry>("Geometry");
+ b.add_input<decl::String>("A");
+ b.add_input<decl::Vector>("A", "A_001");
+ b.add_input<decl::String>("B");
+ b.add_input<decl::Vector>("B", "B_001");
+ b.add_input<decl::Float>("B", "B_002");
+ b.add_input<decl::String>("C");
+ b.add_input<decl::Vector>("C", "C_001");
+ b.add_input<decl::Float>("C", "C_002");
+ b.add_input<decl::String>("Result");
+ b.add_output<decl::Geometry>("Geometry");
+}
+
+static bool operation_use_input_b(const NodeVectorMathOperation operation)
+{
+ return !ELEM(operation,
+ NODE_VECTOR_MATH_NORMALIZE,
+ NODE_VECTOR_MATH_FLOOR,
+ NODE_VECTOR_MATH_CEIL,
+ NODE_VECTOR_MATH_FRACTION,
+ NODE_VECTOR_MATH_ABSOLUTE,
+ NODE_VECTOR_MATH_SINE,
+ NODE_VECTOR_MATH_COSINE,
+ NODE_VECTOR_MATH_TANGENT,
+ NODE_VECTOR_MATH_LENGTH);
+}
+
+static bool operation_use_input_c(const NodeVectorMathOperation operation)
+{
+ return ELEM(operation,
+ NODE_VECTOR_MATH_WRAP,
+ NODE_VECTOR_MATH_REFRACT,
+ NODE_VECTOR_MATH_FACEFORWARD,
+ NODE_VECTOR_MATH_MULTIPLY_ADD);
+}
+
+static void geo_node_attribute_vector_math_layout(uiLayout *layout,
+ bContext *UNUSED(C),
+ PointerRNA *ptr)
+{
+ bNode *node = (bNode *)ptr->data;
+ const NodeAttributeVectorMath &node_storage = *(NodeAttributeVectorMath *)node->storage;
+ const NodeVectorMathOperation operation = (const NodeVectorMathOperation)node_storage.operation;
+
+ uiItemR(layout, ptr, "operation", 0, "", ICON_NONE);
+
+ uiLayoutSetPropSep(layout, true);
+ uiLayoutSetPropDecorate(layout, false);
+ uiItemR(layout, ptr, "input_type_a", 0, IFACE_("A"), ICON_NONE);
+ if (operation_use_input_b(operation)) {
+ uiItemR(layout, ptr, "input_type_b", 0, IFACE_("B"), ICON_NONE);
+ }
+ if (operation_use_input_c(operation)) {
+ uiItemR(layout, ptr, "input_type_c", 0, IFACE_("C"), ICON_NONE);
+ }
+}
+
+static CustomDataType operation_get_read_type_b(const NodeVectorMathOperation operation)
+{
+ if (operation == NODE_VECTOR_MATH_SCALE) {
+ return CD_PROP_FLOAT;
+ }
+ return CD_PROP_FLOAT3;
+}
+
+static CustomDataType operation_get_read_type_c(const NodeVectorMathOperation operation)
+{
+ if (operation == NODE_VECTOR_MATH_REFRACT) {
+ return CD_PROP_FLOAT;
+ }
+ return CD_PROP_FLOAT3;
+}
+
+static void geo_node_attribute_vector_math_init(bNodeTree *UNUSED(tree), bNode *node)
+{
+ NodeAttributeVectorMath *data = (NodeAttributeVectorMath *)MEM_callocN(
+ sizeof(NodeAttributeVectorMath), __func__);
+
+ data->operation = NODE_VECTOR_MATH_ADD;
+ data->input_type_a = GEO_NODE_ATTRIBUTE_INPUT_ATTRIBUTE;
+ data->input_type_b = GEO_NODE_ATTRIBUTE_INPUT_ATTRIBUTE;
+ node->storage = data;
+}
+
+static CustomDataType operation_get_result_type(const NodeVectorMathOperation operation)
+{
+ switch (operation) {
+ case NODE_VECTOR_MATH_ADD:
+ case NODE_VECTOR_MATH_SUBTRACT:
+ case NODE_VECTOR_MATH_MULTIPLY:
+ case NODE_VECTOR_MATH_DIVIDE:
+ case NODE_VECTOR_MATH_CROSS_PRODUCT:
+ case NODE_VECTOR_MATH_PROJECT:
+ case NODE_VECTOR_MATH_REFLECT:
+ case NODE_VECTOR_MATH_SCALE:
+ case NODE_VECTOR_MATH_NORMALIZE:
+ case NODE_VECTOR_MATH_SNAP:
+ case NODE_VECTOR_MATH_FLOOR:
+ case NODE_VECTOR_MATH_CEIL:
+ case NODE_VECTOR_MATH_MODULO:
+ case NODE_VECTOR_MATH_FRACTION:
+ case NODE_VECTOR_MATH_ABSOLUTE:
+ case NODE_VECTOR_MATH_MINIMUM:
+ case NODE_VECTOR_MATH_MAXIMUM:
+ case NODE_VECTOR_MATH_WRAP:
+ case NODE_VECTOR_MATH_SINE:
+ case NODE_VECTOR_MATH_COSINE:
+ case NODE_VECTOR_MATH_TANGENT:
+ case NODE_VECTOR_MATH_REFRACT:
+ case NODE_VECTOR_MATH_FACEFORWARD:
+ case NODE_VECTOR_MATH_MULTIPLY_ADD:
+ return CD_PROP_FLOAT3;
+ case NODE_VECTOR_MATH_DOT_PRODUCT:
+ case NODE_VECTOR_MATH_DISTANCE:
+ case NODE_VECTOR_MATH_LENGTH:
+ return CD_PROP_FLOAT;
+ }
+
+ BLI_assert(false);
+ return CD_PROP_FLOAT3;
+}
+
+static void geo_node_vector_math_label(bNodeTree *UNUSED(ntree),
+ bNode *node,
+ char *label,
+ int maxlen)
+{
+ NodeAttributeMath &node_storage = *(NodeAttributeMath *)node->storage;
+ const char *name;
+ bool enum_label = RNA_enum_name(rna_enum_node_vec_math_items, node_storage.operation, &name);
+ if (!enum_label) {
+ name = "Unknown";
+ }
+ BLI_snprintf(label, maxlen, IFACE_("Vector %s"), IFACE_(name));
+}
+
+static void geo_node_attribute_vector_math_update(bNodeTree *UNUSED(ntree), bNode *node)
+{
+ const NodeAttributeVectorMath *node_storage = (NodeAttributeVectorMath *)node->storage;
+ const NodeVectorMathOperation operation = (const NodeVectorMathOperation)node_storage->operation;
+
+ update_attribute_input_socket_availabilities(
+ *node, "A", (GeometryNodeAttributeInputMode)node_storage->input_type_a);
+ update_attribute_input_socket_availabilities(
+ *node,
+ "B",
+ (GeometryNodeAttributeInputMode)node_storage->input_type_b,
+ operation_use_input_b(operation));
+ update_attribute_input_socket_availabilities(
+ *node,
+ "C",
+ (GeometryNodeAttributeInputMode)node_storage->input_type_c,
+ operation_use_input_c(operation));
+}
+
+static void do_math_operation_fl3_fl3_to_fl3(const VArray<float3> &input_a,
+ const VArray<float3> &input_b,
+ VMutableArray<float3> &result,
+ const NodeVectorMathOperation operation)
+{
+ const int size = input_a.size();
+
+ VArray_Span<float3> span_a{input_a};
+ VArray_Span<float3> span_b{input_b};
+ VMutableArray_Span<float3> span_result{result, false};
+
+ bool success = try_dispatch_float_math_fl3_fl3_to_fl3(
+ operation, [&](auto math_function, const FloatMathOperationInfo &UNUSED(info)) {
+ threading::parallel_for(IndexRange(size), 512, [&](IndexRange range) {
+ for (const int i : range) {
+ const float3 a = span_a[i];
+ const float3 b = span_b[i];
+ const float3 out = math_function(a, b);
+ span_result[i] = out;
+ }
+ });
+ });
+
+ span_result.save();
+
+ /* The operation is not supported by this node currently. */
+ BLI_assert(success);
+ UNUSED_VARS_NDEBUG(success);
+}
+
+static void do_math_operation_fl3_fl3_fl3_to_fl3(const VArray<float3> &input_a,
+ const VArray<float3> &input_b,
+ const VArray<float3> &input_c,
+ VMutableArray<float3> &result,
+ const NodeVectorMathOperation operation)
+{
+ const int size = input_a.size();
+
+ VArray_Span<float3> span_a{input_a};
+ VArray_Span<float3> span_b{input_b};
+ VArray_Span<float3> span_c{input_c};
+ VMutableArray_Span<float3> span_result{result};
+
+ bool success = try_dispatch_float_math_fl3_fl3_fl3_to_fl3(
+ operation, [&](auto math_function, const FloatMathOperationInfo &UNUSED(info)) {
+ threading::parallel_for(IndexRange(size), 512, [&](IndexRange range) {
+ for (const int i : range) {
+ const float3 a = span_a[i];
+ const float3 b = span_b[i];
+ const float3 c = span_c[i];
+ const float3 out = math_function(a, b, c);
+ span_result[i] = out;
+ }
+ });
+ });
+
+ span_result.save();
+
+ /* The operation is not supported by this node currently. */
+ BLI_assert(success);
+ UNUSED_VARS_NDEBUG(success);
+}
+
+static void do_math_operation_fl3_fl3_fl_to_fl3(const VArray<float3> &input_a,
+ const VArray<float3> &input_b,
+ const VArray<float> &input_c,
+ VMutableArray<float3> &result,
+ const NodeVectorMathOperation operation)
+{
+ const int size = input_a.size();
+
+ VArray_Span<float3> span_a{input_a};
+ VArray_Span<float3> span_b{input_b};
+ VArray_Span<float> span_c{input_c};
+ VMutableArray_Span<float3> span_result{result, false};
+
+ bool success = try_dispatch_float_math_fl3_fl3_fl_to_fl3(
+ operation, [&](auto math_function, const FloatMathOperationInfo &UNUSED(info)) {
+ threading::parallel_for(IndexRange(size), 512, [&](IndexRange range) {
+ for (const int i : range) {
+ const float3 a = span_a[i];
+ const float3 b = span_b[i];
+ const float c = span_c[i];
+ const float3 out = math_function(a, b, c);
+ span_result[i] = out;
+ }
+ });
+ });
+
+ span_result.save();
+
+ /* The operation is not supported by this node currently. */
+ BLI_assert(success);
+ UNUSED_VARS_NDEBUG(success);
+}
+
+static void do_math_operation_fl3_fl3_to_fl(const VArray<float3> &input_a,
+ const VArray<float3> &input_b,
+ VMutableArray<float> &result,
+ const NodeVectorMathOperation operation)
+{
+ const int size = input_a.size();
+
+ VArray_Span<float3> span_a{input_a};
+ VArray_Span<float3> span_b{input_b};
+ VMutableArray_Span<float> span_result{result, false};
+
+ bool success = try_dispatch_float_math_fl3_fl3_to_fl(
+ operation, [&](auto math_function, const FloatMathOperationInfo &UNUSED(info)) {
+ threading::parallel_for(IndexRange(size), 512, [&](IndexRange range) {
+ for (const int i : range) {
+ const float3 a = span_a[i];
+ const float3 b = span_b[i];
+ const float out = math_function(a, b);
+ span_result[i] = out;
+ }
+ });
+ });
+
+ span_result.save();
+
+ /* The operation is not supported by this node currently. */
+ BLI_assert(success);
+ UNUSED_VARS_NDEBUG(success);
+}
+
+static void do_math_operation_fl3_fl_to_fl3(const VArray<float3> &input_a,
+ const VArray<float> &input_b,
+ VMutableArray<float3> &result,
+ const NodeVectorMathOperation operation)
+{
+ const int size = input_a.size();
+
+ VArray_Span<float3> span_a{input_a};
+ VArray_Span<float> span_b{input_b};
+ VMutableArray_Span<float3> span_result{result, false};
+
+ bool success = try_dispatch_float_math_fl3_fl_to_fl3(
+ operation, [&](auto math_function, const FloatMathOperationInfo &UNUSED(info)) {
+ threading::parallel_for(IndexRange(size), 512, [&](IndexRange range) {
+ for (const int i : range) {
+ const float3 a = span_a[i];
+ const float b = span_b[i];
+ const float3 out = math_function(a, b);
+ span_result[i] = out;
+ }
+ });
+ });
+
+ span_result.save();
+
+ /* The operation is not supported by this node currently. */
+ BLI_assert(success);
+ UNUSED_VARS_NDEBUG(success);
+}
+
+static void do_math_operation_fl3_to_fl3(const VArray<float3> &input_a,
+ VMutableArray<float3> &result,
+ const NodeVectorMathOperation operation)
+{
+ const int size = input_a.size();
+
+ VArray_Span<float3> span_a{input_a};
+ VMutableArray_Span<float3> span_result{result, false};
+
+ bool success = try_dispatch_float_math_fl3_to_fl3(
+ operation, [&](auto math_function, const FloatMathOperationInfo &UNUSED(info)) {
+ threading::parallel_for(IndexRange(size), 512, [&](IndexRange range) {
+ for (const int i : range) {
+ const float3 in = span_a[i];
+ const float3 out = math_function(in);
+ span_result[i] = out;
+ }
+ });
+ });
+
+ span_result.save();
+
+ /* The operation is not supported by this node currently. */
+ BLI_assert(success);
+ UNUSED_VARS_NDEBUG(success);
+}
+
+static void do_math_operation_fl3_to_fl(const VArray<float3> &input_a,
+ VMutableArray<float> &result,
+ const NodeVectorMathOperation operation)
+{
+ const int size = input_a.size();
+
+ VArray_Span<float3> span_a{input_a};
+ VMutableArray_Span<float> span_result{result, false};
+
+ bool success = try_dispatch_float_math_fl3_to_fl(
+ operation, [&](auto math_function, const FloatMathOperationInfo &UNUSED(info)) {
+ threading::parallel_for(IndexRange(size), 512, [&](IndexRange range) {
+ for (const int i : range) {
+ const float3 in = span_a[i];
+ const float out = math_function(in);
+ span_result[i] = out;
+ }
+ });
+ });
+
+ span_result.save();
+
+ /* The operation is not supported by this node currently. */
+ BLI_assert(success);
+ UNUSED_VARS_NDEBUG(success);
+}
+
+static AttributeDomain get_result_domain(const GeometryComponent &component,
+ const GeoNodeExecParams &params,
+ const NodeVectorMathOperation operation,
+ StringRef result_name)
+{
+ /* Use the domain of the result attribute if it already exists. */
+ std::optional<AttributeMetaData> result_info = component.attribute_get_meta_data(result_name);
+ if (result_info) {
+ return result_info->domain;
+ }
+
+ /* Otherwise use the highest priority domain from existing input attributes, or the default. */
+ const AttributeDomain default_domain = ATTR_DOMAIN_POINT;
+ if (operation_use_input_b(operation)) {
+ if (operation_use_input_c(operation)) {
+ return params.get_highest_priority_input_domain({"A", "B", "C"}, component, default_domain);
+ }
+ return params.get_highest_priority_input_domain({"A", "B"}, component, default_domain);
+ }
+ return params.get_highest_priority_input_domain({"A"}, component, default_domain);
+}
+
+static void attribute_vector_math_calc(GeometryComponent &component,
+ const GeoNodeExecParams &params)
+{
+ const bNode &node = params.node();
+ const NodeAttributeVectorMath *node_storage = (const NodeAttributeVectorMath *)node.storage;
+ const NodeVectorMathOperation operation = (NodeVectorMathOperation)node_storage->operation;
+ const std::string result_name = params.get_input<std::string>("Result");
+
+ /* The number and type of the input attribute depend on the operation. */
+ const CustomDataType read_type_a = CD_PROP_FLOAT3;
+ const bool use_input_b = operation_use_input_b(operation);
+ const CustomDataType read_type_b = operation_get_read_type_b(operation);
+ const bool use_input_c = operation_use_input_c(operation);
+ const CustomDataType read_type_c = operation_get_read_type_c(operation);
+
+ /* The result domain is always point for now. */
+ const CustomDataType result_type = operation_get_result_type(operation);
+ const AttributeDomain result_domain = get_result_domain(
+ component, params, operation, result_name);
+
+ GVArrayPtr attribute_a = params.get_input_attribute(
+ "A", component, result_domain, read_type_a, nullptr);
+ if (!attribute_a) {
+ return;
+ }
+ GVArrayPtr attribute_b;
+ GVArrayPtr attribute_c;
+ if (use_input_b) {
+ attribute_b = params.get_input_attribute("B", component, result_domain, read_type_b, nullptr);
+ if (!attribute_b) {
+ return;
+ }
+ }
+ if (use_input_c) {
+ attribute_c = params.get_input_attribute("C", component, result_domain, read_type_c, nullptr);
+ if (!attribute_c) {
+ return;
+ }
+ }
+
+ /* Get result attribute first, in case it has to overwrite one of the existing attributes. */
+ OutputAttribute attribute_result = component.attribute_try_get_for_output_only(
+ result_name, result_domain, result_type);
+ if (!attribute_result) {
+ return;
+ }
+
+ switch (operation) {
+ case NODE_VECTOR_MATH_ADD:
+ case NODE_VECTOR_MATH_SUBTRACT:
+ case NODE_VECTOR_MATH_MULTIPLY:
+ case NODE_VECTOR_MATH_DIVIDE:
+ case NODE_VECTOR_MATH_CROSS_PRODUCT:
+ case NODE_VECTOR_MATH_PROJECT:
+ case NODE_VECTOR_MATH_REFLECT:
+ case NODE_VECTOR_MATH_SNAP:
+ case NODE_VECTOR_MATH_MODULO:
+ case NODE_VECTOR_MATH_MINIMUM:
+ case NODE_VECTOR_MATH_MAXIMUM:
+ do_math_operation_fl3_fl3_to_fl3(attribute_a->typed<float3>(),
+ attribute_b->typed<float3>(),
+ attribute_result->typed<float3>(),
+ operation);
+ break;
+ case NODE_VECTOR_MATH_DOT_PRODUCT:
+ case NODE_VECTOR_MATH_DISTANCE:
+ do_math_operation_fl3_fl3_to_fl(attribute_a->typed<float3>(),
+ attribute_b->typed<float3>(),
+ attribute_result->typed<float>(),
+ operation);
+ break;
+ case NODE_VECTOR_MATH_LENGTH:
+ do_math_operation_fl3_to_fl(
+ attribute_a->typed<float3>(), attribute_result->typed<float>(), operation);
+ break;
+ case NODE_VECTOR_MATH_SCALE:
+ do_math_operation_fl3_fl_to_fl3(attribute_a->typed<float3>(),
+ attribute_b->typed<float>(),
+ attribute_result->typed<float3>(),
+ operation);
+ break;
+ case NODE_VECTOR_MATH_NORMALIZE:
+ case NODE_VECTOR_MATH_FLOOR:
+ case NODE_VECTOR_MATH_CEIL:
+ case NODE_VECTOR_MATH_FRACTION:
+ case NODE_VECTOR_MATH_ABSOLUTE:
+ case NODE_VECTOR_MATH_SINE:
+ case NODE_VECTOR_MATH_COSINE:
+ case NODE_VECTOR_MATH_TANGENT:
+ do_math_operation_fl3_to_fl3(
+ attribute_a->typed<float3>(), attribute_result->typed<float3>(), operation);
+ break;
+ case NODE_VECTOR_MATH_WRAP:
+ case NODE_VECTOR_MATH_FACEFORWARD:
+ case NODE_VECTOR_MATH_MULTIPLY_ADD:
+ do_math_operation_fl3_fl3_fl3_to_fl3(attribute_a->typed<float3>(),
+ attribute_b->typed<float3>(),
+ attribute_c->typed<float3>(),
+ attribute_result->typed<float3>(),
+ operation);
+ break;
+ case NODE_VECTOR_MATH_REFRACT:
+ do_math_operation_fl3_fl3_fl_to_fl3(attribute_a->typed<float3>(),
+ attribute_b->typed<float3>(),
+ attribute_c->typed<float>(),
+ attribute_result->typed<float3>(),
+ operation);
+ break;
+ }
+ attribute_result.save();
+}
+
+static void geo_node_attribute_vector_math_exec(GeoNodeExecParams params)
+{
+ GeometrySet geometry_set = params.extract_input<GeometrySet>("Geometry");
+
+ geometry_set = geometry_set_realize_instances(geometry_set);
+
+ if (geometry_set.has<MeshComponent>()) {
+ attribute_vector_math_calc(geometry_set.get_component_for_write<MeshComponent>(), params);
+ }
+ if (geometry_set.has<PointCloudComponent>()) {
+ attribute_vector_math_calc(geometry_set.get_component_for_write<PointCloudComponent>(),
+ params);
+ }
+ if (geometry_set.has<CurveComponent>()) {
+ attribute_vector_math_calc(geometry_set.get_component_for_write<CurveComponent>(), params);
+ }
+
+ params.set_output("Geometry", geometry_set);
+}
+
+} // namespace blender::nodes
+
+void register_node_type_geo_attribute_vector_math()
+{
+ static bNodeType ntype;
+
+ geo_node_type_base(&ntype,
+ GEO_NODE_LEGACY_ATTRIBUTE_VECTOR_MATH,
+ "Attribute Vector Math",
+ NODE_CLASS_ATTRIBUTE,
+ 0);
+ ntype.declare = blender::nodes::geo_node_attribute_vector_math_declare;
+ ntype.geometry_node_execute = blender::nodes::geo_node_attribute_vector_math_exec;
+ ntype.draw_buttons = blender::nodes::geo_node_attribute_vector_math_layout;
+ node_type_label(&ntype, blender::nodes::geo_node_vector_math_label);
+ node_type_update(&ntype, blender::nodes::geo_node_attribute_vector_math_update);
+ node_type_init(&ntype, blender::nodes::geo_node_attribute_vector_math_init);
+ node_type_storage(
+ &ntype, "NodeAttributeVectorMath", node_free_standard_storage, node_copy_standard_storage);
+
+ nodeRegisterType(&ntype);
+}