20 auto enable_axis_angle = [](
bNode &node) {
30 .default_value({0.0, 0.0, 1.0})
59 static auto obj_euler_rot = mf::build::SI2_SO<float3, float3, float3>(
61 float input_mat[3][3];
71 static auto obj_AA_rot = mf::build::SI3_SO<float3, float3, float, float3>(
72 "Rotate Euler by AxisAngle/Object",
74 float input_mat[3][3];
84 static auto local_euler_rot = mf::build::SI2_SO<float3, float3, float3>(
86 float input_mat[3][3];
96 static auto local_AA_rot = mf::build::SI3_SO<float3, float3, float, float3>(
98 float input_mat[3][3];
112 static_cast<const mf::MultiFunction *
>(&obj_AA_rot) :
117 static_cast<const mf::MultiFunction *
>(&obj_euler_rot) :
135 ntype.
ui_name =
"Rotate Euler";
136 ntype.
ui_description =
"Apply a secondary Euler rotation to a given Euler rotation";
#define NODE_CLASS_CONVERTER
#define FN_NODE_ROTATE_EULER
#define BLI_assert_unreachable()
void * BLI_findlink(const ListBase *listbase, int number) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL(1)
void mul_m3_m3m3(float R[3][3], const float A[3][3], const float B[3][3])
void eul_to_mat3(float mat[3][3], const float eul[3])
void mat3_to_eul(float eul[3], const float mat[3][3])
void axis_angle_to_mat3(float R[3][3], const float axis[3], float angle)
@ FN_NODE_ROTATE_EULER_TYPE_EULER
@ FN_NODE_ROTATE_EULER_TYPE_AXIS_ANGLE
@ FN_NODE_ROTATE_EULER_SPACE_OBJECT
static double angle(const Eigen::Vector3d &v1, const Eigen::Vector3d &v2)
#define NOD_REGISTER_NODE(REGISTER_FUNC)
void set_matching_fn(const mf::MultiFunction *fn)
void make_available(bNode &node) const
void node_register_type(bNodeType &ntype)
void node_set_socket_availability(bNodeTree &ntree, bNodeSocket &sock, bool is_available)
static void node_build_multi_function(NodeMultiFunctionBuilder &builder)
static const mf::MultiFunction * get_multi_function(const bNode &bnode)
static void node_update(bNodeTree *ntree, bNode *node)
static void node_register()
static void node_declare(NodeDeclarationBuilder &b)
static void node_layout(uiLayout *layout, bContext *, PointerRNA *ptr)
VecBase< float, 3 > float3
void fn_node_type_base(blender::bke::bNodeType *ntype, std::string idname, const std::optional< int16_t > legacy_type)
std::string ui_description
NodeMultiFunctionBuildFunction build_multi_function
const char * deprecation_notice
const char * enum_name_legacy
void(* draw_buttons)(uiLayout *, bContext *C, PointerRNA *ptr)
NodeDeclareFunction declare
void(* updatefunc)(bNodeTree *ntree, bNode *node)
void prop(PointerRNA *ptr, PropertyRNA *prop, int index, int value, eUI_Item_Flag flag, std::optional< blender::StringRef > name_opt, int icon, std::optional< blender::StringRef > placeholder=std::nullopt)