9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
2.3 KiB
2.3 KiB
Rotate About Axis Node
Description
Rotates the input vector In around the axis Axis by the value of Rotation. The unit for rotation angle can be selected by the parameter Unit.
Ports
Name | Direction | Type | Binding | Description |
---|---|---|---|---|
In | Input | Vector 3 | None | Input value |
Axis | Input | Vector 3 | None | Axis to rotate around |
Rotation | Input | Float | None | Amount of rotation to apply |
Out | Output | Vector 3 | None | Output value |
Controls
Name | Type | Options | Description |
---|---|---|---|
Unit | Dropdown | Radians, Degrees | Switches the unit for input Rotation |
Generated Code Example
The following example code represents one possible outcome of this node per Unit mode.
Radians
void Unity_RotateAboutAxis_Radians_float(float3 In, float3 Axis, float Rotation, out float3 Out)
{
float s = sin(Rotation);
float c = cos(Rotation);
float one_minus_c = 1.0 - c;
Axis = normalize(Axis);
float3x3 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);
}
Degrees
void Unity_RotateAboutAxis_Degrees_float(float3 In, float3 Axis, float Rotation, out float3 Out)
{
Rotation = radians(Rotation);
float s = sin(Rotation);
float c = cos(Rotation);
float one_minus_c = 1.0 - c;
Axis = normalize(Axis);
float3x3 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);
}