38 lines
1.4 KiB
Plaintext
38 lines
1.4 KiB
Plaintext
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#include "node_math.h"
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#include "stdcycles.h"
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shader node_vector_rotate(int invert = 0,
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string rotate_type = "axis",
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vector VectorIn = vector(0.0, 0.0, 0.0),
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point Center = point(0.0, 0.0, 0.0),
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point Rotation = point(0.0, 0.0, 0.0),
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vector Axis = vector(0.0, 0.0, 1.0),
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float Angle = 0.0,
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output vector VectorOut = vector(0.0, 0.0, 0.0))
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{
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if (rotate_type == "euler_xyz") {
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matrix rmat = (invert) ? transpose(euler_to_mat(Rotation)) : euler_to_mat(Rotation);
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VectorOut = transform(rmat, VectorIn - Center) + Center;
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}
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else {
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float a = (invert) ? -Angle : Angle;
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if (rotate_type == "x_axis") {
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VectorOut = rotate(VectorIn - Center, a, point(0.0), vector(1.0, 0.0, 0.0)) + Center;
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}
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else if (rotate_type == "y_axis") {
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VectorOut = rotate(VectorIn - Center, a, point(0.0), vector(0.0, 1.0, 0.0)) + Center;
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}
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else if (rotate_type == "z_axis") {
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VectorOut = rotate(VectorIn - Center, a, point(0.0), vector(0.0, 0.0, 1.0)) + Center;
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}
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else { // axis
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VectorOut = (length(Axis) != 0.0) ? rotate(VectorIn - Center, a, point(0.0), Axis) + Center :
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VectorIn;
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}
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}
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}
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