[Bf-blender-cvs] [945a99386b8] blender-v3.0-release: Fix T92256: rotate Instances node does not take scaling into account correctly
Jacques Lucke
noreply at git.blender.org
Sat Oct 30 16:44:23 CEST 2021
Commit: 945a99386b8c86ee45bac83329c98c9034a23ff7
Author: Jacques Lucke
Date: Sat Oct 30 16:44:17 2021 +0200
Branches: blender-v3.0-release
https://developer.blender.org/rB945a99386b8c86ee45bac83329c98c9034a23ff7
Fix T92256: rotate Instances node does not take scaling into account correctly
Differential Revision: https://developer.blender.org/D13031
===================================================================
M source/blender/nodes/geometry/nodes/node_geo_rotate_instances.cc
===================================================================
diff --git a/source/blender/nodes/geometry/nodes/node_geo_rotate_instances.cc b/source/blender/nodes/geometry/nodes/node_geo_rotate_instances.cc
index 26814e27d33..abf44b1aaf8 100644
--- a/source/blender/nodes/geometry/nodes/node_geo_rotate_instances.cc
+++ b/source/blender/nodes/geometry/nodes/node_geo_rotate_instances.cc
@@ -55,22 +55,43 @@ static void rotate_instances(GeoNodeExecParams ¶ms, InstancesComponent &inst
for (const int i_selection : range) {
const int i = selection[i_selection];
const float3 pivot = pivots[i];
+ const float3 euler = rotations[i];
float4x4 &instance_transform = instance_transforms[i];
- const float4x4 rotation_matrix = float4x4::from_loc_eul_scale(
- {0, 0, 0}, rotations[i], {1, 1, 1});
+
+ float4x4 rotation_matrix;
+ float3 used_pivot;
if (local_spaces[i]) {
- instance_transform *= float4x4::from_location(pivot);
- instance_transform *= rotation_matrix;
- instance_transform *= float4x4::from_location(-pivot);
+ /* Find rotation axis from the matrix. This should work even if the instance is skewed. */
+ const float3 rotation_axis_x = instance_transform.values[0];
+ const float3 rotation_axis_y = instance_transform.values[1];
+ const float3 rotation_axis_z = instance_transform.values[2];
+
+ /* Create rotations around the individual axis. This could be optimized to skip some axis
+ * when the angle is zero. */
+ float rotation_x[3][3], rotation_y[3][3], rotation_z[3][3];
+ axis_angle_to_mat3(rotation_x, rotation_axis_x, euler.x);
+ axis_angle_to_mat3(rotation_y, rotation_axis_y, euler.y);
+ axis_angle_to_mat3(rotation_z, rotation_axis_z, euler.z);
+
+ /* Combine the previously computed rotations into the final rotation matrix. */
+ float rotation[3][3];
+ mul_m3_series(rotation, rotation_z, rotation_y, rotation_x);
+ copy_m4_m3(rotation_matrix.values, rotation);
+
+ /* Transform the passed in pivot into the local space of the instance. */
+ used_pivot = instance_transform * pivot;
}
else {
- const float4x4 orgiginal_transform = instance_transform;
- instance_transform = float4x4::from_location(pivot);
- instance_transform *= rotation_matrix;
- instance_transform *= float4x4::from_location(-pivot);
- instance_transform *= orgiginal_transform;
+ used_pivot = pivot;
+ eul_to_mat4(rotation_matrix.values, euler);
}
+ /* Move the pivot to the origin so that we can rotate around it. */
+ sub_v3_v3(instance_transform.values[3], used_pivot);
+ /* Perform the actual rotation. */
+ mul_m4_m4_pre(instance_transform.values, rotation_matrix.values);
+ /* Undo the pivot shifting done before. */
+ add_v3_v3(instance_transform.values[3], used_pivot);
}
});
}
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