Decide how rotation socket type should be stored #92766
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Reference: blender/blender#92766
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A rotation socket type could be exposed to the used with an Euler rotation when exposed to nodes whether or not they are actually stored as Euler rotations. That begs the question, how should rotation attributes / intermediate results be stored?
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @HooglyBoogly
Added subscriber: @GeorgiaPacific
Added subscriber: @Jarrett-Johnson
I figured that the user would still be interfacing with euler but the internal representation of the rotations would be quaternion (impl detail hidden from user).
Added subscriber: @zanqdo
Added subscriber: @JacobMerrill-1
I would also allow matrix input into graphs from object info node,
edit nodes - object info - output - matrix
new node - from local to world space
input1 - pointer to bpy object
input2 - Vector3
output = object.matrix_world @ input2
new node world space to local space
input1 - pointer to bpy object
input2 - Vector3
output = object.matrix_world.inverted() @ input2
new node - transform - rotate - scale - offset - matrix - wraps mathtutils matrix class
this is the meat and potatoes of procedural generation
to get a objects X axis, we can use ob.matrix_world.col- [x] #x axis
'Decompose matrix to rot, scale, and pos, and X axis, Y and Z vectors'
we can rotate a matrix , then align to it, it's VERY handy.
@Ton
Added subscriber: @Ton
Removed subscriber: @Ton
Currently we've settled on quaternions as the internal way to store rotations, unless some other reasoning we haven't though of comes up.
They're relatively small compared to 3x3 rotation matrices, and don't suffer from gimbal like Euler rotations.
@JacobMerrill-1 Working on storing rotations doesn't mean we can't add support for transform matrices later. In fact, even if matrices were the main way of passing around rotations, we would still want to store rotations as a way to build transform matrices from more user friendly components.
The discussion about world space transforms, etc. is unrelated. Geometry nodes works in the object's local space by design.
we can convert points relative to a object and then pass them into a texture for instance,
(similar to texture cord node in eevee shaders / cycles)*
we can apply forces in local space, acceleration etc using matrices
we can create our own parent like relationships using
local = object1.worldTransform.inverted() @ object2.location
rot_diff = object1.rotation_matrx.inverted @ object2.orientation_matrix
1 time, then each frame after
object.location = someOtherObject.matrix_world @ local
object.rotation = someOtherObject.rotation_matrix @ rot_diff
it's very powerful math that can do all sorts of stuff, that you intend and otherwise.
currently it's not easy to access a objects Axis Vector either*
angle = someObject.rotation_matrix.col- [x] #objects X axis
angle = someObject.rotation_matrix.col- [x] #objects Y axis
angle = someObject.rotation_matrix.col- [x] #objects Z axis
Added subscriber: @Aeraglyx
Changed status from 'Confirmed' to: 'Resolved'