1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
|
/*
* 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 "node_geometry_util.hh"
#include "BLI_math_rotation.h"
#include "UI_interface.h"
#include "UI_resources.h"
static bNodeSocketTemplate geo_node_align_rotation_to_vector_in[] = {
{SOCK_GEOMETRY, N_("Geometry")},
{SOCK_STRING, N_("Factor")},
{SOCK_FLOAT, N_("Factor"), 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, PROP_FACTOR},
{SOCK_STRING, N_("Vector")},
{SOCK_VECTOR, N_("Vector"), 0.0, 0.0, 1.0, 0.0, -FLT_MAX, FLT_MAX, PROP_ANGLE},
{-1, ""},
};
static bNodeSocketTemplate geo_node_align_rotation_to_vector_out[] = {
{SOCK_GEOMETRY, N_("Geometry")},
{-1, ""},
};
static void geo_node_align_rotation_to_vector_layout(uiLayout *layout,
bContext *UNUSED(C),
PointerRNA *ptr)
{
uiItemR(layout, ptr, "axis", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
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);
}
namespace blender::nodes {
static void align_rotations_auto_pivot(const Float3ReadAttribute &vectors,
const FloatReadAttribute &factors,
const float3 local_main_axis,
MutableSpan<float3> rotations)
{
for (const int i : IndexRange(vectors.size())) {
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();
const float3 rotation_axis = float3::cross_high_precision(old_axis, new_axis);
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 Float3ReadAttribute &vectors,
const FloatReadAttribute &factors,
const float3 local_main_axis,
const float3 local_pivot_axis,
MutableSpan<float3> rotations)
{
if (local_main_axis == local_pivot_axis) {
/* Can't compute any meaningful rotation angle in this case. */
return;
}
for (const int i : IndexRange(vectors.size())) {
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;
OutputAttributePtr rotation_attribute = component.attribute_try_get_for_output(
"rotation", ATTR_DOMAIN_POINT, CD_PROP_FLOAT3);
if (!rotation_attribute) {
return;
}
MutableSpan<float3> rotations = rotation_attribute->get_span<float3>();
FloatReadAttribute factors = params.get_input_attribute<float>(
"Factor", component, ATTR_DOMAIN_POINT, 1.0f);
Float3ReadAttribute 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);
}
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);
}
rotation_attribute.apply_span_and_save();
}
static void geo_node_align_rotation_to_vector_exec(GeoNodeExecParams params)
{
GeometrySet geometry_set = params.extract_input<GeometrySet>("Geometry");
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);
}
params.set_output("Geometry", geometry_set);
}
static void geo_node_align_rotation_to_vector_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 geo_node_align_rotation_to_vector_update(bNodeTree *UNUSED(ntree), bNode *node)
{
NodeGeometryAlignRotationToVector *node_storage = (NodeGeometryAlignRotationToVector *)
node->storage;
update_attribute_input_socket_availabilities(
*node, "Factor", (GeometryNodeAttributeInputMode)node_storage->input_type_factor);
update_attribute_input_socket_availabilities(
*node, "Vector", (GeometryNodeAttributeInputMode)node_storage->input_type_vector);
}
} // namespace blender::nodes
void register_node_type_geo_align_rotation_to_vector()
{
static bNodeType ntype;
geo_node_type_base(&ntype,
GEO_NODE_ALIGN_ROTATION_TO_VECTOR,
"Align Rotation to Vector",
NODE_CLASS_GEOMETRY,
0);
node_type_socket_templates(
&ntype, geo_node_align_rotation_to_vector_in, geo_node_align_rotation_to_vector_out);
node_type_init(&ntype, blender::nodes::geo_node_align_rotation_to_vector_init);
node_type_update(&ntype, blender::nodes::geo_node_align_rotation_to_vector_update);
node_type_storage(&ntype,
"NodeGeometryAlignRotationToVector",
node_free_standard_storage,
node_copy_standard_storage);
ntype.geometry_node_execute = blender::nodes::geo_node_align_rotation_to_vector_exec;
ntype.draw_buttons = geo_node_align_rotation_to_vector_layout;
nodeRegisterType(&ntype);
}
|