Geometry Nodes: support Vector Rotate node
Differential Revision: https://developer.blender.org/D10410
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@ -543,6 +543,7 @@ geometry_node_categories = [
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NodeItem("ShaderNodeSeparateXYZ"),
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NodeItem("ShaderNodeCombineXYZ"),
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NodeItem("ShaderNodeVectorMath"),
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NodeItem("ShaderNodeVectorRotate"),
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]),
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GeometryNodeCategory("GEO_GROUP", "Group", items=node_group_items),
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GeometryNodeCategory("GEO_LAYOUT", "Layout", items=[
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@ -168,6 +168,63 @@ class CustomMF_SI_SI_SI_SO : public MultiFunction {
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}
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};
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/**
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* Generates a multi-function with the following parameters:
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* 1. single input (SI) of type In1
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* 2. single input (SI) of type In2
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* 3. single input (SI) of type In3
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* 4. single input (SI) of type In4
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* 5. single output (SO) of type Out1
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*/
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template<typename In1, typename In2, typename In3, typename In4, typename Out1>
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class CustomMF_SI_SI_SI_SI_SO : public MultiFunction {
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private:
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using FunctionT = std::function<void(
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IndexMask, VSpan<In1>, VSpan<In2>, VSpan<In3>, VSpan<In4>, MutableSpan<Out1>)>;
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FunctionT function_;
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public:
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CustomMF_SI_SI_SI_SI_SO(StringRef name, FunctionT function) : function_(std::move(function))
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{
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MFSignatureBuilder signature = this->get_builder(name);
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signature.single_input<In1>("In1");
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signature.single_input<In2>("In2");
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signature.single_input<In3>("In3");
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signature.single_input<In4>("In4");
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signature.single_output<Out1>("Out1");
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}
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template<typename ElementFuncT>
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CustomMF_SI_SI_SI_SI_SO(StringRef name, ElementFuncT element_fn)
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: CustomMF_SI_SI_SI_SI_SO(name, CustomMF_SI_SI_SI_SI_SO::create_function(element_fn))
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{
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}
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template<typename ElementFuncT> static FunctionT create_function(ElementFuncT element_fn)
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{
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return [=](IndexMask mask,
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VSpan<In1> in1,
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VSpan<In2> in2,
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VSpan<In3> in3,
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VSpan<In4> in4,
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MutableSpan<Out1> out1) {
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mask.foreach_index([&](int i) {
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new (static_cast<void *>(&out1[i])) Out1(element_fn(in1[i], in2[i], in3[i], in4[i]));
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});
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};
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}
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void call(IndexMask mask, MFParams params, MFContext UNUSED(context)) const override
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{
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VSpan<In1> in1 = params.readonly_single_input<In1>(0);
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VSpan<In2> in2 = params.readonly_single_input<In2>(1);
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VSpan<In3> in3 = params.readonly_single_input<In3>(2);
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VSpan<In4> in4 = params.readonly_single_input<In4>(3);
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MutableSpan<Out1> out1 = params.uninitialized_single_output<Out1>(4);
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function_(mask, in1, in2, in3, in4, out1);
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}
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};
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/**
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* Generates a multi-function with the following parameters:
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* 1. single mutable (SM) of type Mut1
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@ -71,6 +71,128 @@ static int gpu_shader_vector_rotate(GPUMaterial *mat,
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return 0;
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}
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using blender::float3;
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static float3 sh_node_vector_rotate_around_axis(const float3 vector,
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const float3 center,
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const float3 axis,
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const float angle)
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{
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float3 result = vector - center;
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float mat[3][3];
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axis_angle_to_mat3(mat, axis, angle);
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mul_m3_v3(mat, result);
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return result + center;
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}
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static float3 sh_node_vector_rotate_euler(const float3 vector,
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const float3 center,
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const float3 rotation,
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const bool invert)
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{
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float mat[3][3];
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float3 result = vector - center;
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eul_to_mat3(mat, rotation);
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if (invert) {
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invert_m3(mat);
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}
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mul_m3_v3(mat, result);
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return result + center;
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}
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static const blender::fn::MultiFunction &get_multi_function(
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blender::nodes::NodeMFNetworkBuilder &builder)
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{
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bool invert = builder.bnode().custom2;
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const int mode = builder.bnode().custom1;
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switch (mode) {
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case NODE_VECTOR_ROTATE_TYPE_AXIS: {
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if (invert) {
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static blender::fn::CustomMF_SI_SI_SI_SI_SO<float3, float3, float3, float, float3> fn{
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"Rotate Axis", [](float3 in, float3 center, float3 axis, float angle) {
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return sh_node_vector_rotate_around_axis(in, center, axis, -angle);
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}};
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return fn;
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}
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static blender::fn::CustomMF_SI_SI_SI_SI_SO<float3, float3, float3, float, float3> fn{
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"Rotate Axis", [](float3 in, float3 center, float3 axis, float angle) {
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return sh_node_vector_rotate_around_axis(in, center, axis, angle);
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}};
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return fn;
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}
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case NODE_VECTOR_ROTATE_TYPE_AXIS_X: {
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float3 axis = float3(1.0f, 0.0f, 0.0f);
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if (invert) {
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static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{
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"Rotate X-Axis", [=](float3 in, float3 center, float angle) {
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return sh_node_vector_rotate_around_axis(in, center, axis, -angle);
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}};
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return fn;
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}
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static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{
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"Rotate X-Axis", [=](float3 in, float3 center, float angle) {
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return sh_node_vector_rotate_around_axis(in, center, axis, angle);
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}};
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return fn;
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}
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case NODE_VECTOR_ROTATE_TYPE_AXIS_Y: {
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float3 axis = float3(0.0f, 1.0f, 0.0f);
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if (invert) {
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static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{
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"Rotate Y-Axis", [=](float3 in, float3 center, float angle) {
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return sh_node_vector_rotate_around_axis(in, center, axis, -angle);
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}};
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return fn;
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}
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static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{
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"Rotate Y-Axis", [=](float3 in, float3 center, float angle) {
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return sh_node_vector_rotate_around_axis(in, center, axis, angle);
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}};
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return fn;
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}
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case NODE_VECTOR_ROTATE_TYPE_AXIS_Z: {
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float3 axis = float3(0.0f, 0.0f, 1.0f);
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if (invert) {
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static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{
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"Rotate Z-Axis", [=](float3 in, float3 center, float angle) {
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return sh_node_vector_rotate_around_axis(in, center, axis, -angle);
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}};
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return fn;
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}
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static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{
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"Rotate Z-Axis", [=](float3 in, float3 center, float angle) {
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return sh_node_vector_rotate_around_axis(in, center, axis, angle);
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}};
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return fn;
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}
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case NODE_VECTOR_ROTATE_TYPE_EULER_XYZ: {
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if (invert) {
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static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float3, float3> fn{
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"Rotate Euler", [](float3 in, float3 center, float3 rotation) {
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return sh_node_vector_rotate_euler(in, center, rotation, true);
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}};
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return fn;
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}
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static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float3, float3> fn{
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"Rotate Euler", [](float3 in, float3 center, float3 rotation) {
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return sh_node_vector_rotate_euler(in, center, rotation, false);
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}};
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return fn;
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}
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default:
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BLI_assert(false);
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return builder.get_not_implemented_fn();
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}
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}
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static void sh_node_vector_rotate_expand_in_mf_network(
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blender::nodes::NodeMFNetworkBuilder &builder)
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{
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const blender::fn::MultiFunction &fn = get_multi_function(builder);
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builder.set_matching_fn(fn);
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}
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static void node_shader_update_vector_rotate(bNodeTree *UNUSED(ntree), bNode *node)
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{
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bNodeSocket *sock_rotation = nodeFindSocket(node, SOCK_IN, "Rotation");
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@ -85,10 +207,11 @@ void register_node_type_sh_vector_rotate(void)
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{
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_VECTOR_ROTATE, "Vector Rotate", NODE_CLASS_OP_VECTOR, 0);
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sh_fn_node_type_base(&ntype, SH_NODE_VECTOR_ROTATE, "Vector Rotate", NODE_CLASS_OP_VECTOR, 0);
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node_type_socket_templates(&ntype, sh_node_vector_rotate_in, sh_node_vector_rotate_out);
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node_type_gpu(&ntype, gpu_shader_vector_rotate);
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node_type_update(&ntype, node_shader_update_vector_rotate);
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ntype.expand_in_mf_network = sh_node_vector_rotate_expand_in_mf_network;
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nodeRegisterType(&ntype);
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}
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