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100 行
3.4 KiB
100 行
3.4 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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[Title("Math", "Vector", "Rotate About Axis")]
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public class RotateAboutAxisNode : 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 RotateAboutAxisNode()
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{
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name = "Rotate About Axis";
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}
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public override string documentationURL
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{
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get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Rotate-About-Axis-Node"; }
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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_About_Axis_Radians", BindingFlags.Static | BindingFlags.NonPublic);
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else
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return GetType().GetMethod("Unity_Rotate_About_Axis_Degrees", BindingFlags.Static | BindingFlags.NonPublic);
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}
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static string Unity_Rotate_About_Axis_Degrees(
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[Slot(0, Binding.None)] Vector3 In,
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[Slot(1, Binding.None)] Vector3 Axis,
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[Slot(2, Binding.None)] Vector1 Rotation,
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[Slot(3, Binding.None)] out Vector3 Out)
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{
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Out = In;
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return
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@"
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{
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{precision} s = sin(Rotation);
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{precision} c = cos(Rotation);
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{precision} one_minus_c = 1.0 - c;
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Axis = normalize(Axis);
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{precision}3x3 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,
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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,
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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
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};
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Out = mul(rot_mat, In);
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}
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";
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}
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static string Unity_Rotate_About_Axis_Radians(
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[Slot(0, Binding.None)] Vector3 In,
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[Slot(1, Binding.None)] Vector3 Axis,
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[Slot(2, Binding.None)] Vector1 Rotation,
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[Slot(3, Binding.None)] out Vector3 Out)
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{
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Out = In;
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return
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@"
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{
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Rotation = radians(Rotation);
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{precision} s = sin(Rotation);
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{precision} c = cos(Rotation);
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{precision} one_minus_c = 1.0 - c;
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Axis = normalize(Axis);
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{precision}3x3 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,
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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,
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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
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};
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Out = mul(rot_mat, In);
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}
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";
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}
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}
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}
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