Implement vector rotate node

Should now be fully supported
This commit is contained in:
Alexander Kleemann 2021-03-23 21:56:14 +01:00
parent 07741abc55
commit 5c1f8fe128
2 changed files with 79 additions and 0 deletions

View file

@ -465,4 +465,53 @@ float map_range_smootherstep(const float value, const float fromMin, const float
return float(0.0);
}
}
"""
str_rotate_around_axis = """
vec3 rotate_around_axis(const vec3 p, const vec3 axis, const float angle)
{
float costheta = cos(angle);
float sintheta = sin(angle);
vec3 r;
r.x = ((costheta + (1.0 - costheta) * axis.x * axis.x) * p.x) +
(((1.0 - costheta) * axis.x * axis.y - axis.z * sintheta) * p.y) +
(((1.0 - costheta) * axis.x * axis.z + axis.y * sintheta) * p.z);
r.y = (((1.0 - costheta) * axis.x * axis.y + axis.z * sintheta) * p.x) +
((costheta + (1.0 - costheta) * axis.y * axis.y) * p.y) +
(((1.0 - costheta) * axis.y * axis.z - axis.x * sintheta) * p.z);
r.z = (((1.0 - costheta) * axis.x * axis.z - axis.y * sintheta) * p.x) +
(((1.0 - costheta) * axis.y * axis.z + axis.x * sintheta) * p.y) +
((costheta + (1.0 - costheta) * axis.z * axis.z) * p.z);
return r;
}
"""
str_euler_to_mat3 = """
mat3 euler_to_mat3(vec3 euler)
{
float cx = cos(euler.x);
float cy = cos(euler.y);
float cz = cos(euler.z);
float sx = sin(euler.x);
float sy = sin(euler.y);
float sz = sin(euler.z);
mat3 mat;
mat[0][0] = cy * cz;
mat[0][1] = cy * sz;
mat[0][2] = -sy;
mat[1][0] = sy * sx * cz - cx * sz;
mat[1][1] = sy * sx * sz + cx * cz;
mat[1][2] = cy * sx;
mat[2][0] = sy * cx * cz + sx * sz;
mat[2][1] = sy * cx * sz - sx * cz;
mat[2][2] = cy * cx;
return mat;
}
"""

View file

@ -141,3 +141,33 @@ def parse_displacement(node: bpy.types.ShaderNodeDisplacement, out_socket: bpy.t
scale = c.parse_value_input(node.inputs[2])
nor = c.parse_vector_input(node.inputs[3])
return f'(vec3({height}) * {scale})'
def parse_vectorrotate(node: bpy.types.ShaderNodeVectorRotate, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:
type = node.rotation_type
input_vector: bpy.types.NodeSocket = c.parse_vector_input(node.inputs[0])
input_center: bpy.types.NodeSocket = c.parse_vector_input(node.inputs[1])
input_axis: bpy.types.NodeSocket = c.parse_vector_input(node.inputs[2])
input_angle: bpy.types.NodeSocket = c.parse_value_input(node.inputs[3])
input_rotation: bpy.types.NodeSocket = c.parse_vector_input(node.inputs[4])
if node.invert:
input_invert = "0"
else:
input_invert = "1"
state.curshader.add_function(c_functions.str_rotate_around_axis)
if type == 'AXIS_ANGLE':
return f'vec3( (length({input_axis}) != 0.0) ? rotate_around_axis({input_vector} - {input_center}, normalize({input_axis}), {input_angle} * {input_invert}) + {input_center} : {input_vector} )'
elif type == 'X_AXIS':
return f'vec3( rotate_around_axis({input_vector} - {input_center}, vec3(1.0, 0.0, 0.0), {input_angle} * {input_invert}) + {input_center} )'
elif type == 'Y_AXIS':
return f'vec3( rotate_around_axis({input_vector} - {input_center}, vec3(0.0, 1.0, 0.0), {input_angle} * {input_invert}) + {input_center} )'
elif type == 'Z_AXIS':
return f'vec3( rotate_around_axis({input_vector} - {input_center}, vec3(0.0, 0.0, 1.0), {input_angle} * {input_invert}) + {input_center} )'
elif type == 'EULER_XYZ':
state.curshader.add_function(c_functions.str_euler_to_mat3)
return f'vec3( mat3(({input_invert} < 0.0) ? transpose(euler_to_mat3({input_rotation})) : euler_to_mat3({input_rotation})) * ({input_vector} - {input_center}) + {input_center})'
return f'(vec3(1.0, 0.0, 0.0))'