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Diffstat (limited to 'intern/cycles/kernel/osl/shaders/node_vector_rotate.osl')
-rw-r--r--intern/cycles/kernel/osl/shaders/node_vector_rotate.osl49
1 files changed, 49 insertions, 0 deletions
diff --git a/intern/cycles/kernel/osl/shaders/node_vector_rotate.osl b/intern/cycles/kernel/osl/shaders/node_vector_rotate.osl
new file mode 100644
index 00000000000..e99bf7d81b0
--- /dev/null
+++ b/intern/cycles/kernel/osl/shaders/node_vector_rotate.osl
@@ -0,0 +1,49 @@
+/*
+ * 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 "node_math.h"
+#include "stdcycles.h"
+
+shader node_vector_rotate(int invert = 0,
+ string rotate_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 (rotate_type == "euler_xyz") {
+ matrix rmat = (invert) ? transpose(euler_to_mat(Rotation)) : euler_to_mat(Rotation);
+ VectorOut = transform(rmat, VectorIn - Center) + Center;
+ }
+ else {
+ float a = (invert) ? -Angle : Angle;
+ if (rotate_type == "x_axis") {
+ VectorOut = rotate(VectorIn - Center, a, point(0.0), vector(1.0, 0.0, 0.0)) + Center;
+ }
+ else if (rotate_type == "y_axis") {
+ VectorOut = rotate(VectorIn - Center, a, point(0.0), vector(0.0, 1.0, 0.0)) + Center;
+ }
+ else if (rotate_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;
+ }
+ }
+}