using System.Reflection; using UnityEngine; using UnityEditor.ShaderGraph.Drawing.Controls; using UnityEditor.Graphing; namespace UnityEditor.ShaderGraph { [Title("Math", "Vector", "Rotate About Axis")] class RotateAboutAxisNode : CodeFunctionNode { [SerializeField] private RotationUnit m_Unit = RotationUnit.Radians; [EnumControl("Unit")] public RotationUnit unit { get { return m_Unit; } set { if (m_Unit == value) return; m_Unit = value; Dirty(ModificationScope.Graph); } } public RotateAboutAxisNode() { name = "Rotate About Axis"; } protected override MethodInfo GetFunctionToConvert() { if (m_Unit == RotationUnit.Radians) return GetType().GetMethod("Unity_Rotate_About_Axis_Radians", BindingFlags.Static | BindingFlags.NonPublic); else return GetType().GetMethod("Unity_Rotate_About_Axis_Degrees", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Rotate_About_Axis_Degrees( [Slot(0, Binding.None)] Vector3 In, [Slot(1, Binding.None)] Vector3 Axis, [Slot(2, Binding.None)] Vector1 Rotation, [Slot(3, Binding.None)] out Vector3 Out) { Out = In; return @" { Rotation = radians(Rotation); $precision s = sin(Rotation); $precision c = cos(Rotation); $precision one_minus_c = 1.0 - c; Axis = normalize(Axis); $precision3x3 rot_mat = { one_minus_c * Axis.x * Axis.x + c, one_minus_c * Axis.x * Axis.y - Axis.z * s, one_minus_c * Axis.z * Axis.x + Axis.y * s, one_minus_c * Axis.x * Axis.y + Axis.z * s, one_minus_c * Axis.y * Axis.y + c, one_minus_c * Axis.y * Axis.z - Axis.x * s, one_minus_c * Axis.z * Axis.x - Axis.y * s, one_minus_c * Axis.y * Axis.z + Axis.x * s, one_minus_c * Axis.z * Axis.z + c }; Out = mul(rot_mat, In); } "; } static string Unity_Rotate_About_Axis_Radians( [Slot(0, Binding.None)] Vector3 In, [Slot(1, Binding.None)] Vector3 Axis, [Slot(2, Binding.None)] Vector1 Rotation, [Slot(3, Binding.None)] out Vector3 Out) { Out = In; return @" { $precision s = sin(Rotation); $precision c = cos(Rotation); $precision one_minus_c = 1.0 - c; Axis = normalize(Axis); $precision3x3 rot_mat = { one_minus_c * Axis.x * Axis.x + c, one_minus_c * Axis.x * Axis.y - Axis.z * s, one_minus_c * Axis.z * Axis.x + Axis.y * s, one_minus_c * Axis.x * Axis.y + Axis.z * s, one_minus_c * Axis.y * Axis.y + c, one_minus_c * Axis.y * Axis.z - Axis.x * s, one_minus_c * Axis.z * Axis.x - Axis.y * s, one_minus_c * Axis.y * Axis.z + Axis.x * s, one_minus_c * Axis.z * Axis.z + c }; Out = mul(rot_mat, In); } "; } } }