Custom Particle Node UI and implementation
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blender/arm/material/arm_nodes/Custom_particle_node.py
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185
blender/arm/material/arm_nodes/Custom_particle_node.py
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from bpy.props import *
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from bpy.types import Node
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from arm.material.arm_nodes.arm_nodes import add_node
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from arm.material.shader import Shader
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from arm.material.cycles import *
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class CustomParticleNode(Node):
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"""Input data for paricles."""
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bl_idname = 'ArmCustomParticleNode'
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bl_label = 'Custom Particle'
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bl_icon = 'NONE'
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posX: BoolProperty(
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name = "",
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description="enable translation along x",
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default=False,
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)
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posY: BoolProperty(
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name = "",
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description="enable translation along y",
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default=False,
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)
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posZ: BoolProperty(
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name = "",
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description="enable translation along z",
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default=False,
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)
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rotX: BoolProperty(
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name = "",
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description="enable rotation along x",
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default=False,
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)
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rotY: BoolProperty(
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name = "",
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description="enable rotation along y",
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default=False,
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)
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rotZ: BoolProperty(
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name = "",
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description="enable rotation along z",
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default=False,
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)
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sclX: BoolProperty(
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name = "",
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description="enable scaling along x",
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default=False,
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)
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sclY: BoolProperty(
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name = "",
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description="enable scaling along y",
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default=False,
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)
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sclZ: BoolProperty(
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name = "",
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description="enable scaling along z",
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default=False,
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)
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billBoard: BoolProperty(
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name = "Bill Board",
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description = "Enable Bill Board",
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default = False,
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)
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def init(self, context):
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self.inputs.new('NodeSocketVector', 'Position')
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self.inputs.new('NodeSocketVector', 'Rotation')
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self.inputs.new('NodeSocketVector', 'Scale')
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def draw_buttons(self, context, layout):
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grid0 = layout.grid_flow(row_major=True, columns=4, align=False)
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grid0.label(text = "")
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grid0.label(text = " X")
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grid0.label(text = " Y")
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grid0.label(text = " Z")
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grid0.label(text = "Pos")
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grid0.prop(self,"posX")
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grid0.prop(self,"posY")
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grid0.prop(self,"posZ")
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grid0.label(text = "Rot")
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grid0.prop(self,"rotX")
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grid0.prop(self,"rotY")
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grid0.prop(self,"rotZ")
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grid0.label(text = "Scl")
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grid0.prop(self,"sclX")
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grid0.prop(self,"sclY")
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grid0.prop(self,"sclZ")
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layout.prop(self,"billBoard")
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def parse(self, vertshdr:Shader,part_con) -> str:
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if(self.sclX or self.sclY or self.sclZ):
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scl = parse_vector_input(self.inputs[2])
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if(self.sclX):
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vertshdr.write(f'spos.x *= {scl}.x;')
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if(self.sclY):
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vertshdr.write(f'spos.y *= {scl}.y;')
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if(self.sclX):
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vertshdr.write(f'spos.z *= {scl}.z;')
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if(self.billBoard):
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vertshdr.add_uniform('mat4 WV', '_worldViewMatrix')
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vertshdr.write('spos = mat4(transpose(mat3(WV))) * spos;')
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if(self.rotX or self.rotY or self.rotZ):
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rot = parse_vector_input(self.inputs[1])
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if(self.rotX and not self.rotY and not self.rotZ):
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vertshdr.write(f'mat3 part_rot_mat = mat3(1.0, 0.0, 0.0,')
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vertshdr.write(f' 0.0, cos({rot}.x), sin({rot}.x),')
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vertshdr.write(f' 0.0, -sin({rot}.x), cos({rot}.x));')
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if(not self.rotX and self.rotY and not self.rotZ):
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vertshdr.write(f'mat3 part_rot_mat = mat3(cos({rot}.y), 0.0, -sin({rot}.y),')
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vertshdr.write(f' 0.0, 1.0, 0.0,')
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vertshdr.write(f' sin({rot}.y), 0.0, cos({rot}.y));')
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if(not self.rotX and not self.rotY and self.rotZ):
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vertshdr.write(f'mat3 part_rot_mat = mat3(cos({rot}.z), sin({rot}.z), 0.0,')
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vertshdr.write(f' -sin({rot}.z), cos({rot}.z), 0.0,')
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vertshdr.write(f' 0.0, 0.0, 1.0);')
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if(self.rotX and self.rotY and not self.rotZ):
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vertshdr.write(f'mat3 part_rot_mat = mat3(cos({rot}.y), 0.0, -sin({rot}.y),')
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vertshdr.write(f' sin({rot}.y) * sin({rot}.x), cos({rot}.x), cos({rot}.y) * sin({rot}.x),')
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vertshdr.write(f' sin({rot}.y) * cos({rot}.x), -sin({rot}.x), cos({rot}.y) * cos({rot}.x));')
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if(self.rotX and not self.rotY and self.rotZ):
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vertshdr.write(f'mat3 part_rot_mat = mat3(cos({rot}.z), sin({rot}.z), 0.0,')
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vertshdr.write(f' -sin({rot}.z) * cos({rot}.x), cos({rot}.z) * cos({rot}.x), sin({rot}.x),')
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vertshdr.write(f' sin({rot}.z) * sin({rot}.x), -cos({rot}.z) * sin({rot}.x), cos({rot}.x));')
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if(not self.rotX and self.rotY and self.rotZ):
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vertshdr.write(f'mat3 part_rot_mat = mat3(cos({rot}.z) * cos({rot}.y), sin({rot}.z) * cos({rot}.y), -sin({rot}.y),')
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vertshdr.write(f' -sin({rot}.z) , cos({rot}.z), 0.0,')
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vertshdr.write(f' cos({rot}.z) * sin({rot}.y), sin({rot}.z) * sin({rot}.y), cos({rot}.y));')
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if(self.rotX and self.rotY and self.rotZ):
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vertshdr.write(f'mat3 part_rot_mat = mat3(cos({rot}.z) * cos({rot}.y), sin({rot}.z) * cos({rot}.y), -sin({rot}.y),')
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vertshdr.write(f' -sin({rot}.z) * cos({rot}.x) + cos({rot}.z) * sin({rot}.y) * sin({rot}.x), cos({rot}.z) * cos({rot}.x) + sin({rot}.z) * sin({rot}.y) * sin({rot}.x), cos({rot}.y) * sin({rot}.x),')
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vertshdr.write(f' sin({rot}.z) * sin({rot}.x) + cos({rot}.z) * sin({rot}.y) * cos({rot}.x), -cos({rot}.z) * sin({rot}.x) + sin({rot}.z) * sin({rot}.y) * cos({rot}.x), cos({rot}.y) * cos({rot}.x));')
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if(self.rotX or self.rotY or self.rotZ):
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vertshdr.write('spos.xyz = part_rot_mat * spos.xyz;')
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if((part_con.data['name'] == 'mesh' or 'translucent') and vertshdr.contains('wnormal')):
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vertshdr.write('wnormal = transpose(inverse(part_rot_mat)) * wnormal;')
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if(self.posX or self.posY or self.posZ):
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pos = parse_vector_input(self.inputs[0])
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if(self.posX):
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vertshdr.write(f'spos.x += {pos}.x;')
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if(self.posY):
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vertshdr.write(f'spos.y += {pos}.y;')
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if(self.posZ):
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vertshdr.write(f'spos.z += {pos}.z;')
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if(vertshdr.contains('vec3 disp')):
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vertshdr.write('wposition = vec4(W * spos).xyz;')
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add_node(CustomParticleNode, category='Armory')
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