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109 行
2.6 KiB
109 行
2.6 KiB
using System.Reflection;
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using UnityEngine;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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using UnityEditor.Graphing;
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namespace UnityEditor.ShaderGraph
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{
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enum RotationUnit
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{
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Radians,
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Degrees
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};
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[Title("UV", "Rotate")]
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class RotateNode : CodeFunctionNode
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{
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[SerializeField]
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private RotationUnit m_Unit = RotationUnit.Radians;
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[EnumControl("Unit")]
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public RotationUnit unit
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{
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get { return m_Unit; }
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set
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{
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if (m_Unit == value)
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return;
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m_Unit = value;
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Dirty(ModificationScope.Graph);
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}
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}
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public RotateNode()
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{
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name = "Rotate";
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}
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protected override MethodInfo GetFunctionToConvert()
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{
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if (m_Unit == RotationUnit.Radians)
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return GetType().GetMethod("Unity_Rotate_Radians", BindingFlags.Static | BindingFlags.NonPublic);
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else
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return GetType().GetMethod("Unity_Rotate_Degrees", BindingFlags.Static | BindingFlags.NonPublic);
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}
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static string Unity_Rotate_Radians(
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[Slot(0, Binding.MeshUV0)] Vector2 UV,
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[Slot(1, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector2 Center,
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[Slot(2, Binding.None)] Vector1 Rotation,
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[Slot(3, Binding.None)] out Vector2 Out)
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{
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Out = Vector2.zero;
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return
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@"
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{
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//rotation matrix
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UV -= Center;
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$precision s = sin(Rotation);
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$precision c = cos(Rotation);
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//center rotation matrix
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$precision2x2 rMatrix = $precision2x2(c, -s, s, c);
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rMatrix *= 0.5;
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rMatrix += 0.5;
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rMatrix = rMatrix*2 - 1;
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//multiply the UVs by the rotation matrix
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UV.xy = mul(UV.xy, rMatrix);
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UV += Center;
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Out = UV;
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}";
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}
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static string Unity_Rotate_Degrees(
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[Slot(0, Binding.MeshUV0)] Vector2 UV,
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[Slot(1, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector2 Center,
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[Slot(2, Binding.None)] Vector1 Rotation,
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[Slot(3, Binding.None)] out Vector2 Out)
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{
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Out = Vector2.zero;
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return @"
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{
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//rotation matrix
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Rotation = Rotation * (3.1415926f/180.0f);
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UV -= Center;
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$precision s = sin(Rotation);
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$precision c = cos(Rotation);
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//center rotation matrix
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$precision2x2 rMatrix = $precision2x2(c, -s, s, c);
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rMatrix *= 0.5;
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rMatrix += 0.5;
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rMatrix = rMatrix*2 - 1;
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//multiply the UVs by the rotation matrix
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UV.xy = mul(UV.xy, rMatrix);
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UV += Center;
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Out = UV;
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}";
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}
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}
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}
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