// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda using UnityEditor; using System; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "Rotate About Axis", "Vector Operators", "Rotates a vector around a normalized axis" )] public class RotateAboutAxisNode : ParentNode { private const string FunctionHeader = "float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )"; private const string FunctionCall = "RotateAroundAxis( {0}, {1}, {2}, {3} )"; private readonly string[] FunctionBody = { "float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )\n", "{\n", "\toriginal -= center;\n", "\tfloat C = cos( angle );\n", "\tfloat S = sin( angle );\n", "\tfloat t = 1 - C;\n", "\tfloat m00 = t * u.x * u.x + C;\n", "\tfloat m01 = t * u.x * u.y - S * u.z;\n", "\tfloat m02 = t * u.x * u.z + S * u.y;\n", "\tfloat m10 = t * u.x * u.y + S * u.z;\n", "\tfloat m11 = t * u.y * u.y + C;\n", "\tfloat m12 = t * u.y * u.z - S * u.x;\n", "\tfloat m20 = t * u.x * u.z - S * u.y;\n", "\tfloat m21 = t * u.y * u.z + S * u.x;\n", "\tfloat m22 = t * u.z * u.z + C;\n", "\tfloat3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );\n", "\treturn mul( finalMatrix, original ) + center;\n", "}\n" }; private const string NormalizeAxisLabel = "Rotation Axis"; private const string NonNormalizeAxisLabel = "Normalized Rotation Axis"; private const string NormalizeAxisStr = "Normalize Axis"; [UnityEngine.SerializeField] private bool m_normalizeAxis = false; protected override void CommonInit( int uniqueId ) { base.CommonInit( uniqueId ); AddInputPort( WirePortDataType.FLOAT3, false, m_normalizeAxis? NormalizeAxisLabel: NonNormalizeAxisLabel ); AddInputPort( WirePortDataType.FLOAT, false, "Rotation Angle" ); AddInputPort( WirePortDataType.FLOAT3, false, "Pivot Point" ); AddInputPort( WirePortDataType.FLOAT3, false, "Position" ); AddOutputPort( WirePortDataType.FLOAT3, Constants.EmptyPortValue ); m_useInternalPortData = true; m_autoWrapProperties = true; } public override void DrawProperties() { base.DrawProperties(); EditorGUI.BeginChangeCheck(); m_normalizeAxis = EditorGUILayoutToggle( NormalizeAxisStr, m_normalizeAxis ); if( EditorGUI.EndChangeCheck() ) { m_inputPorts[ 0 ].Name = (m_normalizeAxis ? NormalizeAxisLabel : NonNormalizeAxisLabel); } } public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar ) { if( m_outputPorts[ 0 ].IsLocalValue( dataCollector.PortCategory ) ) return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ); string normalizeRotAxis = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector ); if( m_normalizeAxis ) { normalizeRotAxis = string.Format( "normalize( {0} )", normalizeRotAxis ); } string rotationAngle = m_inputPorts[ 1 ].GeneratePortInstructions( ref dataCollector ); string pivotPoint = m_inputPorts[ 2 ].GeneratePortInstructions( ref dataCollector ); string position = m_inputPorts[ 3 ].GeneratePortInstructions( ref dataCollector ); dataCollector.AddFunction( FunctionHeader, FunctionBody, false ); RegisterLocalVariable( 0, string.Format( FunctionCall, pivotPoint, position, normalizeRotAxis, rotationAngle ), ref dataCollector, "rotatedValue" + OutputId ); return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ); } public override void ReadFromString( ref string[] nodeParams ) { base.ReadFromString( ref nodeParams ); m_normalizeAxis = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) ); } public override void WriteToString( ref string nodeInfo, ref string connectionsInfo ) { base.WriteToString( ref nodeInfo, ref connectionsInfo ); IOUtils.AddFieldValueToString( ref nodeInfo, m_normalizeAxis ); } } }