2020-02-17 15:15:46 +00:00
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/*
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* Copyright 2011-2020 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "node_math.h"
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2020-03-19 09:33:03 +01:00
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#include "stdcycles.h"
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2020-02-17 15:15:46 +00:00
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2020-02-25 14:52:01 +00:00
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shader node_vector_rotate(int invert = 0,
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string rotate_type = "axis",
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2020-02-17 15:15:46 +00:00
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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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2020-02-25 14:52:01 +00:00
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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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2020-02-17 15:15:46 +00:00
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}
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2020-02-25 14:52:01 +00:00
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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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2020-02-17 15:15:46 +00:00
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}
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}
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