Files
test2/source/blender/nodes/function/nodes/node_fn_rotate_euler.cc
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

146 lines
5.1 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "BLI_listbase.h"
#include "BLI_math_matrix.h"
#include "BLI_math_rotation.h"
#include "BLI_math_vector.h"
#include "BLI_string.h"
#include "RNA_enum_types.hh"
#include "UI_interface.hh"
#include "UI_resources.hh"
#include "node_function_util.hh"
namespace blender::nodes::node_fn_rotate_euler_cc {
static void node_declare(NodeDeclarationBuilder &b)
{
auto enable_axis_angle = [](bNode &node) {
node.custom1 = FN_NODE_ROTATE_EULER_TYPE_AXIS_ANGLE;
};
b.is_function_node();
b.add_input<decl::Vector>("Rotation").subtype(PROP_EULER).hide_value();
b.add_input<decl::Vector>("Rotate By").subtype(PROP_EULER).make_available([](bNode &node) {
node.custom1 = FN_NODE_ROTATE_EULER_TYPE_EULER;
});
b.add_input<decl::Vector>("Axis")
.default_value({0.0, 0.0, 1.0})
.subtype(PROP_XYZ)
.make_available(enable_axis_angle);
b.add_input<decl::Float>("Angle").subtype(PROP_ANGLE).make_available(enable_axis_angle);
b.add_output<decl::Vector>("Rotation");
}
static void node_update(bNodeTree *ntree, bNode *node)
{
bNodeSocket *rotate_by_socket = static_cast<bNodeSocket *>(BLI_findlink(&node->inputs, 1));
bNodeSocket *axis_socket = static_cast<bNodeSocket *>(BLI_findlink(&node->inputs, 2));
bNodeSocket *angle_socket = static_cast<bNodeSocket *>(BLI_findlink(&node->inputs, 3));
bke::nodeSetSocketAvailability(
ntree, rotate_by_socket, ELEM(node->custom1, FN_NODE_ROTATE_EULER_TYPE_EULER));
bke::nodeSetSocketAvailability(
ntree, axis_socket, ELEM(node->custom1, FN_NODE_ROTATE_EULER_TYPE_AXIS_ANGLE));
bke::nodeSetSocketAvailability(
ntree, angle_socket, ELEM(node->custom1, FN_NODE_ROTATE_EULER_TYPE_AXIS_ANGLE));
}
static void node_layout(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr)
{
uiItemR(layout, ptr, "type", UI_ITEM_R_EXPAND, nullptr, ICON_NONE);
uiItemR(layout, ptr, "space", UI_ITEM_R_EXPAND, nullptr, ICON_NONE);
}
static const mf::MultiFunction *get_multi_function(const bNode &bnode)
{
static auto obj_euler_rot = mf::build::SI2_SO<float3, float3, float3>(
"Rotate Euler by Euler/Object", [](const float3 &input, const float3 &rotation) {
float input_mat[3][3];
eul_to_mat3(input_mat, input);
float rot_mat[3][3];
eul_to_mat3(rot_mat, rotation);
float mat_res[3][3];
mul_m3_m3m3(mat_res, rot_mat, input_mat);
float3 result;
mat3_to_eul(result, mat_res);
return result;
});
static auto obj_AA_rot = mf::build::SI3_SO<float3, float3, float, float3>(
"Rotate Euler by AxisAngle/Object",
[](const float3 &input, const float3 &axis, float angle) {
float input_mat[3][3];
eul_to_mat3(input_mat, input);
float rot_mat[3][3];
axis_angle_to_mat3(rot_mat, axis, angle);
float mat_res[3][3];
mul_m3_m3m3(mat_res, rot_mat, input_mat);
float3 result;
mat3_to_eul(result, mat_res);
return result;
});
static auto local_euler_rot = mf::build::SI2_SO<float3, float3, float3>(
"Rotate Euler by Euler/Local", [](const float3 &input, const float3 &rotation) {
float input_mat[3][3];
eul_to_mat3(input_mat, input);
float rot_mat[3][3];
eul_to_mat3(rot_mat, rotation);
float mat_res[3][3];
mul_m3_m3m3(mat_res, input_mat, rot_mat);
float3 result;
mat3_to_eul(result, mat_res);
return result;
});
static auto local_AA_rot = mf::build::SI3_SO<float3, float3, float, float3>(
"Rotate Euler by AxisAngle/Local", [](const float3 &input, const float3 &axis, float angle) {
float input_mat[3][3];
eul_to_mat3(input_mat, input);
float rot_mat[3][3];
axis_angle_to_mat3(rot_mat, axis, angle);
float mat_res[3][3];
mul_m3_m3m3(mat_res, input_mat, rot_mat);
float3 result;
mat3_to_eul(result, mat_res);
return result;
});
short type = bnode.custom1;
short space = bnode.custom2;
if (type == FN_NODE_ROTATE_EULER_TYPE_AXIS_ANGLE) {
return space == FN_NODE_ROTATE_EULER_SPACE_OBJECT ?
static_cast<const mf::MultiFunction *>(&obj_AA_rot) :
&local_AA_rot;
}
if (type == FN_NODE_ROTATE_EULER_TYPE_EULER) {
return space == FN_NODE_ROTATE_EULER_SPACE_OBJECT ?
static_cast<const mf::MultiFunction *>(&obj_euler_rot) :
&local_euler_rot;
}
BLI_assert_unreachable();
return nullptr;
}
static void node_build_multi_function(NodeMultiFunctionBuilder &builder)
{
const mf::MultiFunction *fn = get_multi_function(builder.node());
builder.set_matching_fn(fn);
}
static void node_register()
{
static bNodeType ntype;
fn_node_type_base(&ntype, FN_NODE_ROTATE_EULER, "Rotate Euler", NODE_CLASS_CONVERTER);
ntype.declare = node_declare;
ntype.draw_buttons = node_layout;
ntype.updatefunc = node_update;
ntype.build_multi_function = node_build_multi_function;
nodeRegisterType(&ntype);
}
NOD_REGISTER_NODE(node_register)
} // namespace blender::nodes::node_fn_rotate_euler_cc