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// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
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 );
}
}
}