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/*
* 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;
}
}
}
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