Geometry Nodes: new Axes to Rotation node #104416
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Reference: blender/blender#104416
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Delete Branch "JacquesLucke/blender:axis-to-euler"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
This adds a new
Axes to Rotation
node which creates a new rotation. In many cases, the primary and secondary axis inputs are a normal and tangent of a mesh or curve. This provides a simpler and more direct way to create this rotation compared to using twoAlign Euler to Vector
nodes.This more direct way of computing the rotation also allows us to optimize the case better.
The node rotates one axis (X, Y or Z) to the given primary axis direction. Then it rotates around that primary direction to align the second axis to the given secondary direction. Ideally, both input axes are orthogonal. However, the node still creates the "best" rotation when they are not orthogonal. If one or the axes is zero or both are (close to) parallel, the resulting rotation is unstable. There is not too much the node can do to make it more stable.
The code looks relatively straightforward. Assuming this works for Simon, this looks good to go.
@ -9901,0 +9922,4 @@
RNA_def_property_ui_text(
prop,
"Secondary Axis",
"Axis that is aligned as good as possible given the alignment of the primary axis");
as good
->as well
@ -0,0 +38,4 @@
uiItemR(layout, ptr, "secondary_axis", UI_ITEM_R_EXPAND, nullptr, ICON_NONE);
if (storage.primary_axis == storage.secondary_axis) {
uiItemL(layout, N_("Must not be equal"), ICON_ERROR);
Must not be equal
->Axes must not be equal
Just reads a bit better IMO
@ -0,0 +70,4 @@
/* Through cancellation this will set the last axis to be the one that's neither the primary
* nor secondary axis. */
tertiary_axis_ = (0 + 1 + 2) - primary_axis - secondary_axis;
Ooh, clever!
@ -0,0 +94,4 @@
const float tertiary_factor = invert_tertiary ? -1.0f : 1.0f;
for (const int64_t i : mask) {
float3 primary = math::normalize(primaries[i]);
Not asking for any changes here, but it would be nice if we could build function nodes with multiple multi-functions. In this case we could split the normalization of
primaries
andsecondaries
to separate functions. Later on we could implement an optimization pass that removes sequential normalization functions.I guess that might be possible with some improvements to
NodeMultiFunctionBuilder
?.
Geometry Nodes: new Axis to Euler nodeto Geometry Nodes: New Axis to Euler nodeGeometry Nodes: New Axis to Euler nodeto Geometry Nodes: new Axis to Euler nodeSeems good to me overall I tested some corner cases, where I think the behaviour could be different.
When primary and secondary axis are parallel, it should probably ignore the secondary axis entirely. At least I don't see a reason, why it would have any particular impact.
When using only the secondary axis as an input it would make sense to me to rotate first around what is selected as primary axis. Right now it seems a bit random to me, not sure of the logic behind it right now.
e.g. this shouldn't result in any rotation imo
![image](/blender/blender/attachments/a8d55d6e-aaff-42bd-8857-e8314efa8fe1)
With the rotation socket in 4.0, we have another opportunity to add this node. But it needs to be updated for that.
What about default values for inputs:
Primary Axis
:1.0, 0.0, 0.0
.Secondary Axis
:0.0, 1.0, 0.0
.This will let to use this node in simple cases without additional value nodes (or maybe better to not hide values of inputs?).
Geometry Nodes: new Axis to Euler nodeto Geometry Nodes: new Axes to Rotation nodeThis is somewhat tricky. Due to floating point math, it's hard to distinguish the case when both are parallel reliably. We'd have to use some epsilon, which might not work in all cases and can potentially also have undesired effects. The case when both are (almost) parallel is just very unstable, not sure if we can prevent that in practice.
I think this resulted in a rotation because the default for the primary axis was the X axis. Now I changed it so that by default the node does nothing. So the setup in your image should also do nothing then. I also made both inputs non-hidden again. Seems wrong to hide inputs whose values are important and that can make sense to modify manually.
I'm happy with the code now. No strong opinion, but didn't we talk about hiding the value of the first vector but not the second?
@ -0,0 +1,180 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
Missing copyright info
Yeah, we did. However, I changed my mind on that because of the Simon's screenshot. This wouldn't have been an issue if the input value is not hidden.
@blender-bot build
@ -0,0 +124,4 @@
mat[primary_axis_.as_int()] = primary;
mat[secondary_axis_.as_int()] = secondary;
mat[tertiary_axis_.as_int()] = tertiary_factor * tertiary;
BLI_assert(math::is_orthonormal(mat));
I getting this assertion for just 2 vectors.
Can you provide a concrete example where you get this error?
If without build, this was something like that\ (probably mesh can be arbirtary)
![image](/blender/blender/attachments/d4362bf7-95e1-4314-b2dc-08b1c3b33793)
Can't reproduce it right now, it would be really useful if you could provide a .blend file..
Also cant reproduce this now\
@ -0,0 +35,4 @@
uiItemR(layout, ptr, "secondary_axis", UI_ITEM_R_EXPAND, nullptr, ICON_NONE);
if (node.custom1 == node.custom2) {
uiItemL(layout, N_("Axes must not be equal"), ICON_ERROR);
Still think its might be better to display error in node header as usual werning. Currently this message is not displayed on node group body for nested nodes.
I moved it to an overlay. Report it as a proper error is a bit tricky right now, but also not super urgent I think. It's not something that can be triggered by group inputs.
@ -0,0 +31,4 @@
static void node_layout(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr)
{
const bNode &node = *static_cast<const bNode *>(ptr->data);
Now unused.
Looks good to me, I agree with the decision to expose both axes fully
I just tried this out, and I couldn't be happier with how it came together! It's a game changer, thank you for implementing this. :)