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100 行
3.4 KiB

using System.Reflection;
using UnityEngine;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
[Title("Math", "Vector", "Rotate About Axis")]
public 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";
}
public override string documentationURL
{
get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Rotate-About-Axis-Node"; }
}
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
@"
{
{precision} s = sin(Rotation);
{precision} c = cos(Rotation);
{precision} one_minus_c = 1.0 - c;
Axis = normalize(Axis);
{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,
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
@"
{
Rotation = radians(Rotation);
{precision} s = sin(Rotation);
{precision} c = cos(Rotation);
{precision} one_minus_c = 1.0 - c;
Axis = normalize(Axis);
{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,
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);
}
";
}
}
}