Custom Particle Node UI and implementation

This commit is contained in:
QuantumCoderQC 2020-09-16 23:30:20 +02:00
parent 822775b9cc
commit 5cf598bdf4

View file

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