From f9b1e8f000ad636456e66e7a377814d79f7d85ac Mon Sep 17 00:00:00 2001 From: Charlie Jolly Date: Mon, 24 Feb 2020 18:17:19 +0000 Subject: 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. --- .../gpu_shader_material_vector_rotate.glsl | 30 ---------------------- source/blender/makesdna/DNA_node_types.h | 5 ---- source/blender/makesrna/intern/rna_nodetree.c | 28 +------------------- .../nodes/shader/nodes/node_shader_vector_rotate.c | 19 ++------------ 4 files changed, 3 insertions(+), 79 deletions(-) (limited to 'source/blender') 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) -- cgit v1.2.3