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192
leenkx/blender/lnx/material/lnx_nodes/custom_particle_node.py
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192
leenkx/blender/lnx/material/lnx_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 lnx.material.lnx_nodes.lnx_nodes import add_node
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from lnx.material.shader import Shader
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from lnx.material.cycles import *
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if lnx.is_reload(__name__):
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import lnx
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lnx.material.lnx_nodes.lnx_nodes = lnx.reload_module(lnx.material.lnx_nodes.lnx_nodes)
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from lnx.material.lnx_nodes.lnx_nodes import add_node
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lnx.material.shader = lnx.reload_module(lnx.material.shader)
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from lnx.material.shader import Shader
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lnx.material.cycles = lnx.reload_module(lnx.material.cycles)
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from lnx.material.cycles import *
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else:
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lnx.enable_reload(__name__)
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class CustomParticleNode(Node):
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"""Input data for paricles."""
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bl_idname = 'LnxCustomParticleNode'
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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) -> None:
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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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vertshdr.write('spos.xyz = part_rot_mat * spos.xyz;')
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if (part_con.data['name'] == 'mesh' or part_con.data['name'] == 'translucent' or part_con.data['name'] == 'refraction'):
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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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vertshdr.write('wposition = vec4(W * spos).xyz;')
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add_node(CustomParticleNode, category='Leenkx')
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