56 lines
2.0 KiB
C++
56 lines
2.0 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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* Copyright 2011, Blender Foundation.
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*/
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#include "COM_NormalNode.h"
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#include "COM_ExecutionSystem.h"
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#include "BKE_node.h"
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#include "COM_DotproductOperation.h"
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#include "COM_SetVectorOperation.h"
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NormalNode::NormalNode(bNode *editorNode) : Node(editorNode)
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{
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/* pass */
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}
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void NormalNode::convertToOperations(NodeConverter &converter, const CompositorContext &/*context*/) const
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{
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NodeInput *inputSocket = this->getInputSocket(0);
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NodeOutput *outputSocket = this->getOutputSocket(0);
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NodeOutput *outputSocketDotproduct = this->getOutputSocket(1);
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SetVectorOperation *operationSet = new SetVectorOperation();
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float normal[3];
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outputSocket->getEditorValueVector(normal);
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/* animation can break normalization, this restores it */
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normalize_v3(normal);
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operationSet->setX(normal[0]);
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operationSet->setY(normal[1]);
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operationSet->setZ(normal[2]);
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operationSet->setW(0.0f);
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converter.addOperation(operationSet);
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converter.mapOutputSocket(outputSocket, operationSet->getOutputSocket(0));
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DotproductOperation *operation = new DotproductOperation();
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converter.addOperation(operation);
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converter.mapInputSocket(inputSocket, operation->getInputSocket(0));
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converter.addLink(operationSet->getOutputSocket(0), operation->getInputSocket(1));
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converter.mapOutputSocket(outputSocketDotproduct, operation->getOutputSocket(0));
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}
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