/** * $Id$ * * ***** BEGIN GPL LICENSE BLOCK ***** * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2005 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ #include "../SHD_util.h" /* **************** VECTOR MATH ******************** */ static bNodeSocketType sh_node_vect_math_in[]= { { SOCK_VECTOR, 1, "Vector", 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f}, { SOCK_VECTOR, 1, "Vector", 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f}, { -1, 0, "" } }; static bNodeSocketType sh_node_vect_math_out[]= { { SOCK_VECTOR, 0, "Vector", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { SOCK_VALUE, 0, "Value", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { -1, 0, "" } }; static void node_shader_exec_vect_math(void *data, bNode *node, bNodeStack **in, bNodeStack **out) { float vec1[3], vec2[3]; nodestack_get_vec(vec1, SOCK_VECTOR, in[0]); nodestack_get_vec(vec2, SOCK_VECTOR, in[1]); if(node->custom1 == 0) { /* Add */ out[0]->vec[0]= vec1[0] + vec2[0]; out[0]->vec[1]= vec1[1] + vec2[1]; out[0]->vec[2]= vec1[2] + vec2[2]; out[1]->vec[0]= (fabs(out[0]->vec[0]) + fabs(out[0]->vec[0]) + fabs(out[0]->vec[0])) / 3; } else if(node->custom1 == 1) { /* Subtract */ out[0]->vec[0]= vec1[0] - vec2[0]; out[0]->vec[1]= vec1[1] - vec2[1]; out[0]->vec[2]= vec1[2] - vec2[2]; out[1]->vec[0]= (fabs(out[0]->vec[0]) + fabs(out[0]->vec[0]) + fabs(out[0]->vec[0])) / 3; } else if(node->custom1 == 2) { /* Average */ out[0]->vec[0]= vec1[0] + vec2[0]; out[0]->vec[1]= vec1[1] + vec2[1]; out[0]->vec[2]= vec1[2] + vec2[2]; out[1]->vec[0] = Normalize( out[0]->vec ); } else if(node->custom1 == 3) { /* Dot product */ out[1]->vec[0]= (vec1[0] * vec2[0]) + (vec1[1] * vec2[1]) + (vec1[2] * vec2[2]); } else if(node->custom1 == 4) { /* Cross product */ out[0]->vec[0]= (vec1[1] * vec2[2]) - (vec1[2] * vec2[1]); out[0]->vec[1]= (vec1[2] * vec2[0]) - (vec1[0] * vec2[2]); out[0]->vec[2]= (vec1[0] * vec2[1]) - (vec1[1] * vec2[0]); out[1]->vec[0] = Normalize( out[0]->vec ); } else if(node->custom1 == 5) { /* Normalize */ if(in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */ out[0]->vec[0]= vec1[0]; out[0]->vec[1]= vec1[1]; out[0]->vec[2]= vec1[2]; } else { out[0]->vec[0]= vec2[0]; out[0]->vec[1]= vec2[1]; out[0]->vec[2]= vec2[2]; } out[1]->vec[0] = Normalize( out[0]->vec ); } } bNodeType sh_node_vect_math= { /* *next,*prev */ NULL, NULL, /* type code */ SH_NODE_VECT_MATH, /* name */ "Vector Math", /* width+range */ 80, 75, 140, /* class+opts */ NODE_CLASS_CONVERTOR, NODE_OPTIONS, /* input sock */ sh_node_vect_math_in, /* output sock */ sh_node_vect_math_out, /* storage */ "node_vect_math", /* execfunc */ node_shader_exec_vect_math, /* butfunc */ NULL, /* initfunc */ NULL, /* freestoragefunc */ NULL, /* copystoragefunc */ NULL, /* id */ NULL };