Refactor geometry generation to standardize Blender object coordinates
- Unified the canonical local frame for generated geometries (Plane, Depth Plane, Relief Plane, Cutout, Depth Cutout) to align with Blender's object coordinate system, setting X as horizontal, Z as up, and +Y as depth. - Removed the `Depth Axis` parameter from `O Image Cutout` and `O Image Depth Cutout`, simplifying the geometry generation process. - Updated the depth direction defaults to use +Y instead of -Z for `O Image Relief Plane` and Depth Symmetry. - Adjusted the geometry nodes to ensure thickness, projection, and shell displacements operate along the Y-axis. - Implemented new capabilities for handling object space normals to align with the new canonical frame. - Enhanced the Depth Symmetry functionality to mirror across the canonical Y-axis and perform a final rotation to maintain the correct orientation. - Added tests to validate the new coordinate system and ensure compatibility with existing assets.
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33
tools/nodes/common/direction.py
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33
tools/nodes/common/direction.py
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"""Build nodes that decode legacy Direction parameters into canonical space."""
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def legacy_direction_to_canonical(group, legacy):
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nodes = group.nodes
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links = group.links
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axes = nodes.new("ShaderNodeSeparateXYZ")
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links.new(legacy, axes.inputs[0])
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negative_x = nodes.new("ShaderNodeMath")
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negative_x.operation = "MULTIPLY"
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negative_x.inputs[1].default_value = -1.0
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links.new(axes.outputs["X"], negative_x.inputs[0])
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negative_y = nodes.new("ShaderNodeMath")
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negative_y.operation = "MULTIPLY"
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negative_y.inputs[1].default_value = -1.0
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links.new(axes.outputs["Y"], negative_y.inputs[0])
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direction = nodes.new("ShaderNodeCombineXYZ")
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links.new(negative_x.outputs[0], direction.inputs["X"])
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links.new(axes.outputs["Z"], direction.inputs["Y"])
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links.new(negative_y.outputs[0], direction.inputs["Z"])
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return direction.outputs["Vector"]
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def symmetry_legacy_direction_to_canonical(group, legacy):
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nodes = group.nodes
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links = group.links
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axes = nodes.new("ShaderNodeSeparateXYZ")
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links.new(legacy, axes.inputs[0])
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direction = nodes.new("ShaderNodeCombineXYZ")
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links.new(axes.outputs["X"], direction.inputs["X"])
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links.new(axes.outputs["Z"], direction.inputs["Y"])
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links.new(axes.outputs["Y"], direction.inputs["Z"])
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return direction.outputs["Vector"]
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