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
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vec3 rotate_around_axis(vec3 p, vec3 axis, float angle)
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{
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float costheta = cos(angle);
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float sintheta = sin(angle);
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vec3 r;
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r.x = ((costheta + (1.0 - costheta) * axis.x * axis.x) * p.x) +
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(((1.0 - costheta) * axis.x * axis.y - axis.z * sintheta) * p.y) +
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(((1.0 - costheta) * axis.x * axis.z + axis.y * sintheta) * p.z);
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r.y = (((1.0 - costheta) * axis.x * axis.y + axis.z * sintheta) * p.x) +
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((costheta + (1.0 - costheta) * axis.y * axis.y) * p.y) +
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(((1.0 - costheta) * axis.y * axis.z - axis.x * sintheta) * p.z);
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r.z = (((1.0 - costheta) * axis.x * axis.z - axis.y * sintheta) * p.x) +
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(((1.0 - costheta) * axis.y * axis.z + axis.x * sintheta) * p.y) +
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((costheta + (1.0 - costheta) * axis.z * axis.z) * p.z);
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return r;
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}
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void node_vector_rotate_axis_angle(
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vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
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{
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vec = (length(axis) != 0.0) ?
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rotate_around_axis(vector_in - center, normalize(axis), angle) + center :
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vector_in;
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}
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void node_vector_rotate_axis_x(
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vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
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{
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vec = rotate_around_axis(vector_in - center, vec3(1.0, 0.0, 0.0), angle) + center;
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}
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void node_vector_rotate_axis_y(
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vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
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{
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vec = rotate_around_axis(vector_in - center, vec3(0.0, 1.0, 0.0), angle) + center;
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}
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void node_vector_rotate_axis_z(
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vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
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{
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vec = rotate_around_axis(vector_in - center, vec3(0.0, 0.0, 1.0), angle) + center;
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}
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void node_vector_rotate_euler_xyz(
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vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
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{
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vec = euler_to_mat3(rotation) * (vector_in - center) + center;
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}
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void node_vector_rotate_euler_xzy(
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vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
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{
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vec = euler_to_mat3(-rotation.xzy) * (vector_in - center) + center;
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}
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void node_vector_rotate_euler_yxz(
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vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
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{
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vec = euler_to_mat3(-rotation.yxz) * (vector_in - center) + center;
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}
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void node_vector_rotate_euler_yzx(
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vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
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{
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vec = euler_to_mat3(rotation.yzx) * (vector_in - center) + center;
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}
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void node_vector_rotate_euler_zxy(
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vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
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{
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vec = euler_to_mat3(rotation.zxy) * (vector_in - center) + center;
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}
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void node_vector_rotate_euler_zyx(
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vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
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{
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vec = euler_to_mat3(-rotation.zyx) * (vector_in - center) + center;
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}
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