diff options
Diffstat (limited to 'source/blender/nodes/geometry/nodes/legacy/node_geo_legacy_align_rotation_to_vector.cc')
-rw-r--r-- | source/blender/nodes/geometry/nodes/legacy/node_geo_legacy_align_rotation_to_vector.cc | 243 |
1 files changed, 243 insertions, 0 deletions
diff --git a/source/blender/nodes/geometry/nodes/legacy/node_geo_legacy_align_rotation_to_vector.cc b/source/blender/nodes/geometry/nodes/legacy/node_geo_legacy_align_rotation_to_vector.cc new file mode 100644 index 00000000000..4366c6f9234 --- /dev/null +++ b/source/blender/nodes/geometry/nodes/legacy/node_geo_legacy_align_rotation_to_vector.cc @@ -0,0 +1,243 @@ +/* + * 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_rotation.h" +#include "BLI_task.hh" + +#include "UI_interface.h" +#include "UI_resources.h" + +#include "node_geometry_util.hh" + +namespace blender::nodes::node_geo_legacy_align_rotation_to_vector_cc { + +static void node_declare(NodeDeclarationBuilder &b) +{ + b.add_input<decl::Geometry>(N_("Geometry")); + b.add_input<decl::String>(N_("Factor")); + b.add_input<decl::Float>(N_("Factor"), "Factor_001") + .default_value(1.0f) + .min(0.0f) + .max(1.0f) + .subtype(PROP_FACTOR); + b.add_input<decl::String>(N_("Vector")); + b.add_input<decl::Vector>(N_("Vector"), "Vector_001") + .default_value({0.0, 0.0, 1.0}) + .subtype(PROP_ANGLE); + b.add_output<decl::Geometry>(N_("Geometry")); +} + +static void node_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); + uiLayout *col = uiLayoutColumn(layout, false); + uiItemR(col, ptr, "input_type_factor", 0, IFACE_("Factor"), ICON_NONE); + uiItemR(col, ptr, "input_type_vector", 0, IFACE_("Vector"), ICON_NONE); +} + +static void node_init(bNodeTree *UNUSED(ntree), bNode *node) +{ + NodeGeometryAlignRotationToVector *node_storage = (NodeGeometryAlignRotationToVector *) + MEM_callocN(sizeof(NodeGeometryAlignRotationToVector), __func__); + + node_storage->axis = GEO_NODE_ALIGN_ROTATION_TO_VECTOR_AXIS_X; + node_storage->input_type_factor = GEO_NODE_ATTRIBUTE_INPUT_FLOAT; + node_storage->input_type_vector = GEO_NODE_ATTRIBUTE_INPUT_VECTOR; + + node->storage = node_storage; +} + +static void node_update(bNodeTree *ntree, bNode *node) +{ + NodeGeometryAlignRotationToVector *node_storage = (NodeGeometryAlignRotationToVector *) + node->storage; + update_attribute_input_socket_availabilities( + *ntree, *node, "Factor", (GeometryNodeAttributeInputMode)node_storage->input_type_factor); + update_attribute_input_socket_availabilities( + *ntree, *node, "Vector", (GeometryNodeAttributeInputMode)node_storage->input_type_vector); +} + +static void align_rotations_auto_pivot(const VArray<float3> &vectors, + const VArray<float> &factors, + const float3 local_main_axis, + const MutableSpan<float3> rotations) +{ + threading::parallel_for(IndexRange(vectors.size()), 128, [&](IndexRange range) { + for (const int i : range) { + const float3 vector = vectors[i]; + if (is_zero_v3(vector)) { + continue; + } + + float old_rotation[3][3]; + eul_to_mat3(old_rotation, 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); + + rotations[i] = new_rotation; + } + }); +} + +static void align_rotations_fixed_pivot(const VArray<float3> &vectors, + const VArray<float> &factors, + const float3 local_main_axis, + const float3 local_pivot_axis, + const MutableSpan<float3> rotations) +{ + if (local_main_axis == local_pivot_axis) { + /* Can't compute any meaningful rotation angle in this case. */ + return; + } + + threading::parallel_for(IndexRange(vectors.size()), 128, [&](IndexRange range) { + for (const int i : range) { + const float3 vector = vectors[i]; + if (is_zero_v3(vector)) { + continue; + } + + float old_rotation[3][3]; + eul_to_mat3(old_rotation, 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); + + rotations[i] = new_rotation; + } + }); +} + +static void align_rotations_on_component(GeometryComponent &component, + const GeoNodeExecParams ¶ms) +{ + const bNode &node = params.node(); + const NodeGeometryAlignRotationToVector &storage = *(const NodeGeometryAlignRotationToVector *) + node.storage; + + OutputAttribute_Typed<float3> rotations = component.attribute_try_get_for_output<float3>( + "rotation", ATTR_DOMAIN_POINT, {0, 0, 0}); + if (!rotations) { + return; + } + + VArray<float> factors = params.get_input_attribute<float>( + "Factor", component, ATTR_DOMAIN_POINT, 1.0f); + VArray<float3> vectors = params.get_input_attribute<float3>( + "Vector", component, ATTR_DOMAIN_POINT, {0, 0, 1}); + + float3 local_main_axis{0, 0, 0}; + local_main_axis[storage.axis] = 1; + if (storage.pivot_axis == GEO_NODE_ALIGN_ROTATION_TO_VECTOR_PIVOT_AXIS_AUTO) { + align_rotations_auto_pivot(vectors, factors, local_main_axis, rotations.as_span()); + } + else { + float3 local_pivot_axis{0, 0, 0}; + local_pivot_axis[storage.pivot_axis - 1] = 1; + align_rotations_fixed_pivot( + vectors, factors, local_main_axis, local_pivot_axis, rotations.as_span()); + } + + rotations.save(); +} + +static void node_geo_exec(GeoNodeExecParams params) +{ + GeometrySet geometry_set = params.extract_input<GeometrySet>("Geometry"); + + geometry_set = geometry::realize_instances_legacy(geometry_set); + + if (geometry_set.has<MeshComponent>()) { + align_rotations_on_component(geometry_set.get_component_for_write<MeshComponent>(), params); + } + if (geometry_set.has<PointCloudComponent>()) { + align_rotations_on_component(geometry_set.get_component_for_write<PointCloudComponent>(), + params); + } + if (geometry_set.has<CurveComponent>()) { + align_rotations_on_component(geometry_set.get_component_for_write<CurveComponent>(), params); + } + + params.set_output("Geometry", geometry_set); +} + +} // namespace blender::nodes::node_geo_legacy_align_rotation_to_vector_cc + +void register_node_type_geo_align_rotation_to_vector() +{ + namespace file_ns = blender::nodes::node_geo_legacy_align_rotation_to_vector_cc; + + static bNodeType ntype; + + geo_node_type_base(&ntype, + GEO_NODE_LEGACY_ALIGN_ROTATION_TO_VECTOR, + "Align Rotation to Vector", + NODE_CLASS_GEOMETRY, + 0); + node_type_init(&ntype, file_ns::node_init); + node_type_update(&ntype, file_ns::node_update); + node_type_storage(&ntype, + "NodeGeometryAlignRotationToVector", + node_free_standard_storage, + node_copy_standard_storage); + ntype.declare = file_ns::node_declare; + ntype.geometry_node_execute = file_ns::node_geo_exec; + ntype.draw_buttons = file_ns::node_layout; + nodeRegisterType(&ntype); +} |