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authorCharlie Jolly <mistajolly@gmail.com>2020-02-25 17:52:01 +0300
committerCharlie Jolly <mistajolly@gmail.com>2020-03-02 15:49:19 +0300
commit847c091ae838a0e5268fc327dac931c810d88d9b (patch)
tree0284badd5653d67447fc692bd61230bfc9def8b6 /intern/cycles/kernel/shaders
parent493c99078a8fbd8807f137401c11d401b85ba0e7 (diff)
Shading: Add invert option to Vector Rotate Node
Checkbox to invert rotation angle, suggested by @simonthommes Differential Revision: https://developer.blender.org/D6932
Diffstat (limited to 'intern/cycles/kernel/shaders')
-rw-r--r--intern/cycles/kernel/shaders/node_vector_rotate.osl34
1 files changed, 19 insertions, 15 deletions
diff --git a/intern/cycles/kernel/shaders/node_vector_rotate.osl b/intern/cycles/kernel/shaders/node_vector_rotate.osl
index 533aa7bbe13..d32733b0966 100644
--- a/intern/cycles/kernel/shaders/node_vector_rotate.osl
+++ b/intern/cycles/kernel/shaders/node_vector_rotate.osl
@@ -17,7 +17,8 @@
#include "stdcycles.h"
#include "node_math.h"
-shader node_vector_rotate(string type = "axis",
+shader node_vector_rotate(int invert = 0,
+ 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),
@@ -26,20 +27,23 @@ shader node_vector_rotate(string type = "axis",
output vector VectorOut = vector(0.0, 0.0, 0.0))
{
if (type == "euler_xyz") {
- VectorOut = transform(euler_to_mat(Rotation), VectorIn - Center) + Center;
+ matrix rmat = (invert) ? transpose(euler_to_mat(Rotation)) : euler_to_mat(Rotation);
+ VectorOut = transform(rmat, 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;
+ else {
+ float a = (invert) ? -Angle : Angle;
+ if (type == "x_axis") {
+ VectorOut = rotate(VectorIn - Center, a, point(0.0), vector(1.0, 0.0, 0.0)) + Center;
+ }
+ else if (type == "y_axis") {
+ VectorOut = rotate(VectorIn - Center, a, point(0.0), vector(0.0, 1.0, 0.0)) + Center;
+ }
+ else if (type == "z_axis") {
+ VectorOut = rotate(VectorIn - Center, a, point(0.0), vector(0.0, 0.0, 1.0)) + Center;
+ }
+ else { // axis
+ VectorOut = (length(Axis) != 0.0) ? rotate(VectorIn - Center, a, point(0.0), Axis) + Center :
+ VectorIn;
+ }
}
}