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authorCharlie Jolly <charlie>2020-02-17 18:15:46 +0300
committerCharlie Jolly <mistajolly@gmail.com>2020-02-17 18:43:18 +0300
commit20a4cdfd700d3722fdcaa3b3952ccea1b0e6ee47 (patch)
tree16eee69e8e1d3bdfb902e05df15b055f7141fd4d /intern/cycles/kernel/shaders/node_vector_rotate.osl
parentab3a6e050c856345d10f8e36155913288559e4dc (diff)
Cycles: Vector Rotate Node using Axis and Angle method
This node provides the ability to rotate a vector around a `center` point using either `Axis Angle` , `Single Axis` or `Euler` methods. Reviewed By: #cycles, brecht Differential Revision: https://developer.blender.org/D3789
Diffstat (limited to 'intern/cycles/kernel/shaders/node_vector_rotate.osl')
-rw-r--r--intern/cycles/kernel/shaders/node_vector_rotate.osl70
1 files changed, 70 insertions, 0 deletions
diff --git a/intern/cycles/kernel/shaders/node_vector_rotate.osl b/intern/cycles/kernel/shaders/node_vector_rotate.osl
new file mode 100644
index 00000000000..a049ee92dbc
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+++ b/intern/cycles/kernel/shaders/node_vector_rotate.osl
@@ -0,0 +1,70 @@
+/*
+ * Copyright 2011-2020 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "stdcycles.h"
+#include "node_math.h"
+
+shader node_vector_rotate(string type = "axis",
+ vector VectorIn = vector(0.0, 0.0, 0.0),
+ point Center = point(0.0, 0.0, 0.0),
+ point Rotation = point(0.0, 0.0, 0.0),
+ vector Axis = vector(0.0, 0.0, 1.0),
+ float Angle = 0.0,
+ output vector VectorOut = vector(0.0, 0.0, 0.0))
+{
+ if (type == "euler_xyz") {
+ VectorOut = transform(euler_to_mat(Rotation), VectorIn - Center) + Center;
+ }
+ else if (type == "euler_xzy") {
+ VectorOut = transform(euler_to_mat(point(-Rotation[0], -Rotation[2], -Rotation[1])),
+ VectorIn - Center) +
+ Center;
+ }
+ else if (type == "euler_yxz") {
+ VectorOut = transform(euler_to_mat(point(-Rotation[1], -Rotation[0], -Rotation[2])),
+ VectorIn - Center) +
+ Center;
+ }
+ else if (type == "euler_yzx") {
+ VectorOut = transform(euler_to_mat(point(Rotation[1], Rotation[2], Rotation[0])),
+ VectorIn - Center) +
+ Center;
+ }
+ else if (type == "euler_zxy") {
+ VectorOut = transform(euler_to_mat(point(Rotation[2], Rotation[0], Rotation[1])),
+ VectorIn - Center) +
+ Center;
+ }
+ else if (type == "euler_zyx") {
+ VectorOut = transform(euler_to_mat(point(-Rotation[2], -Rotation[1], -Rotation[0])),
+ VectorIn - Center) +
+ Center;
+ }
+ else if (type == "x_axis") {
+ VectorOut = rotate(VectorIn - Center, Angle, point(0.0), vector(1.0, 0.0, 0.0)) + Center;
+ }
+ else if (type == "y_axis") {
+ VectorOut = rotate(VectorIn - Center, Angle, point(0.0), vector(0.0, 1.0, 0.0)) + Center;
+ }
+ else if (type == "z_axis") {
+ VectorOut = rotate(VectorIn - Center, Angle, point(0.0), vector(0.0, 0.0, 1.0)) + Center;
+ }
+ else { // axis
+ VectorOut = (length(Axis) != 0.0) ?
+ rotate(VectorIn - Center, Angle, point(0.0), Axis) + Center :
+ VectorIn;
+ }
+}