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blender-archive/source/blender/nodes/function/nodes/node_fn_rotate_euler.cc
Hans Goudey a9f023e226 BLI: Change dependencies in vector math files
This patch reverses the dependency between `BLI_math_vec_types.hh` and
`BLI_math_vector.hh`. Now the higher level `blender::math` functions
depend on the header that defines the types they work with, rather than
the other way around.

The initial goal was to allow defining an `enable_if` in the types header
and using it in the math header. But I also think this operations to types
dependency is more natural anyway.

This required changing the includes some files used from the type
header to the math implementation header. I took that change a bit
further removing the C vector math header from the C++ header;
I think that helps to make the transition between the two systems
clearer.

Differential Revision: https://developer.blender.org/D14112
2022-02-15 10:27:03 -06:00

130 lines
4.7 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "BLI_listbase.h"
#include "BLI_math_vector.h"
#include "BLI_string.h"
#include "RNA_enum_types.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "node_function_util.hh"
namespace blender::nodes::node_fn_rotate_euler_cc {
static void fn_node_rotate_euler_declare(NodeDeclarationBuilder &b)
{
b.is_function_node();
b.add_input<decl::Vector>(N_("Rotation")).subtype(PROP_EULER).hide_value();
b.add_input<decl::Vector>(N_("Rotate By")).subtype(PROP_EULER);
b.add_input<decl::Vector>(N_("Axis")).default_value({0.0, 0.0, 1.0}).subtype(PROP_XYZ);
b.add_input<decl::Float>(N_("Angle")).subtype(PROP_ANGLE);
b.add_output<decl::Vector>(N_("Rotation"));
}
static void fn_node_rotate_euler_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));
nodeSetSocketAvailability(
ntree, rotate_by_socket, ELEM(node->custom1, FN_NODE_ROTATE_EULER_TYPE_EULER));
nodeSetSocketAvailability(
ntree, axis_socket, ELEM(node->custom1, FN_NODE_ROTATE_EULER_TYPE_AXIS_ANGLE));
nodeSetSocketAvailability(
ntree, angle_socket, ELEM(node->custom1, FN_NODE_ROTATE_EULER_TYPE_AXIS_ANGLE));
}
static void fn_node_rotate_euler_layout(uiLayout *layout, bContext *UNUSED(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 fn::MultiFunction *get_multi_function(bNode &bnode)
{
static fn::CustomMF_SI_SI_SO<float3, float3, float3> obj_euler_rot{
"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 fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> obj_AA_rot{
"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 fn::CustomMF_SI_SI_SO<float3, float3, float3> local_euler_rot{
"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 fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> local_AA_rot{
"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 ? &obj_AA_rot : &local_AA_rot;
}
if (type == FN_NODE_ROTATE_EULER_TYPE_EULER) {
return space == FN_NODE_ROTATE_EULER_SPACE_OBJECT ? &obj_euler_rot : &local_euler_rot;
}
BLI_assert_unreachable();
return nullptr;
}
static void fn_node_rotate_euler_build_multi_function(NodeMultiFunctionBuilder &builder)
{
const fn::MultiFunction *fn = get_multi_function(builder.node());
builder.set_matching_fn(fn);
}
} // namespace blender::nodes::node_fn_rotate_euler_cc
void register_node_type_fn_rotate_euler()
{
namespace file_ns = blender::nodes::node_fn_rotate_euler_cc;
static bNodeType ntype;
fn_node_type_base(&ntype, FN_NODE_ROTATE_EULER, "Rotate Euler", NODE_CLASS_CONVERTER);
ntype.declare = file_ns::fn_node_rotate_euler_declare;
ntype.draw_buttons = file_ns::fn_node_rotate_euler_layout;
node_type_update(&ntype, file_ns::fn_node_rotate_euler_update);
ntype.build_multi_function = file_ns::fn_node_rotate_euler_build_multi_function;
nodeRegisterType(&ntype);
}