This flag is only used a few small cases, so instead of setting the flag for every node only set the required flag for the nodes that require it. Mostly the flag is used to set `ntype.flag = NODE_PREVIEW` For nodes that should have previews by default which is only some compositor nodes and some texture nodes. The frame node also sets the `NODE_BACKGROUND` flag. All other nodes were setting a flag of 0 which has no purpose. Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D13699
143 lines
5.4 KiB
C++
143 lines
5.4 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "BLI_listbase.h"
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#include "BLI_string.h"
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#include "RNA_enum_types.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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#include "node_function_util.hh"
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namespace blender::nodes::node_fn_rotate_euler_cc {
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static void fn_node_rotate_euler_declare(NodeDeclarationBuilder &b)
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{
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b.is_function_node();
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b.add_input<decl::Vector>(N_("Rotation")).subtype(PROP_EULER).hide_value();
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b.add_input<decl::Vector>(N_("Rotate By")).subtype(PROP_EULER);
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b.add_input<decl::Vector>(N_("Axis")).default_value({0.0, 0.0, 1.0}).subtype(PROP_XYZ);
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b.add_input<decl::Float>(N_("Angle")).subtype(PROP_ANGLE);
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b.add_output<decl::Vector>(N_("Rotation"));
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};
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static void fn_node_rotate_euler_update(bNodeTree *ntree, bNode *node)
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{
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bNodeSocket *rotate_by_socket = static_cast<bNodeSocket *>(BLI_findlink(&node->inputs, 1));
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bNodeSocket *axis_socket = static_cast<bNodeSocket *>(BLI_findlink(&node->inputs, 2));
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bNodeSocket *angle_socket = static_cast<bNodeSocket *>(BLI_findlink(&node->inputs, 3));
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nodeSetSocketAvailability(
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ntree, rotate_by_socket, ELEM(node->custom1, FN_NODE_ROTATE_EULER_TYPE_EULER));
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nodeSetSocketAvailability(
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ntree, axis_socket, ELEM(node->custom1, FN_NODE_ROTATE_EULER_TYPE_AXIS_ANGLE));
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nodeSetSocketAvailability(
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ntree, angle_socket, ELEM(node->custom1, FN_NODE_ROTATE_EULER_TYPE_AXIS_ANGLE));
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}
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static void fn_node_rotate_euler_layout(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
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{
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uiItemR(layout, ptr, "type", UI_ITEM_R_EXPAND, nullptr, ICON_NONE);
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uiItemR(layout, ptr, "space", UI_ITEM_R_EXPAND, nullptr, ICON_NONE);
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}
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static const fn::MultiFunction *get_multi_function(bNode &bnode)
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{
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static fn::CustomMF_SI_SI_SO<float3, float3, float3> obj_euler_rot{
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"Rotate Euler by Euler/Object", [](const float3 &input, const float3 &rotation) {
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float input_mat[3][3];
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eul_to_mat3(input_mat, input);
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float rot_mat[3][3];
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eul_to_mat3(rot_mat, rotation);
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float mat_res[3][3];
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mul_m3_m3m3(mat_res, rot_mat, input_mat);
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float3 result;
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mat3_to_eul(result, mat_res);
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return result;
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}};
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static fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> obj_AA_rot{
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"Rotate Euler by AxisAngle/Object",
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[](const float3 &input, const float3 &axis, float angle) {
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float input_mat[3][3];
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eul_to_mat3(input_mat, input);
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float rot_mat[3][3];
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axis_angle_to_mat3(rot_mat, axis, angle);
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float mat_res[3][3];
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mul_m3_m3m3(mat_res, rot_mat, input_mat);
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float3 result;
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mat3_to_eul(result, mat_res);
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return result;
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}};
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static fn::CustomMF_SI_SI_SO<float3, float3, float3> local_euler_rot{
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"Rotate Euler by Euler/Local", [](const float3 &input, const float3 &rotation) {
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float input_mat[3][3];
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eul_to_mat3(input_mat, input);
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float rot_mat[3][3];
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eul_to_mat3(rot_mat, rotation);
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float mat_res[3][3];
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mul_m3_m3m3(mat_res, input_mat, rot_mat);
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float3 result;
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mat3_to_eul(result, mat_res);
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return result;
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}};
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static fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> local_AA_rot{
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"Rotate Euler by AxisAngle/Local", [](const float3 &input, const float3 &axis, float angle) {
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float input_mat[3][3];
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eul_to_mat3(input_mat, input);
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float rot_mat[3][3];
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axis_angle_to_mat3(rot_mat, axis, angle);
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float mat_res[3][3];
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mul_m3_m3m3(mat_res, input_mat, rot_mat);
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float3 result;
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mat3_to_eul(result, mat_res);
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return result;
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}};
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short type = bnode.custom1;
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short space = bnode.custom2;
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if (type == FN_NODE_ROTATE_EULER_TYPE_AXIS_ANGLE) {
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return space == FN_NODE_ROTATE_EULER_SPACE_OBJECT ? &obj_AA_rot : &local_AA_rot;
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}
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if (type == FN_NODE_ROTATE_EULER_TYPE_EULER) {
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return space == FN_NODE_ROTATE_EULER_SPACE_OBJECT ? &obj_euler_rot : &local_euler_rot;
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}
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BLI_assert_unreachable();
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return nullptr;
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}
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static void fn_node_rotate_euler_build_multi_function(NodeMultiFunctionBuilder &builder)
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{
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const fn::MultiFunction *fn = get_multi_function(builder.node());
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builder.set_matching_fn(fn);
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}
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} // namespace blender::nodes::node_fn_rotate_euler_cc
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void register_node_type_fn_rotate_euler()
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{
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namespace file_ns = blender::nodes::node_fn_rotate_euler_cc;
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static bNodeType ntype;
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fn_node_type_base(&ntype, FN_NODE_ROTATE_EULER, "Rotate Euler", NODE_CLASS_CONVERTER);
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ntype.declare = file_ns::fn_node_rotate_euler_declare;
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ntype.draw_buttons = file_ns::fn_node_rotate_euler_layout;
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node_type_update(&ntype, file_ns::fn_node_rotate_euler_update);
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ntype.build_multi_function = file_ns::fn_node_rotate_euler_build_multi_function;
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nodeRegisterType(&ntype);
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}
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