mathe/Library/PackageCache/com.unity.shadergraph@14.0.8/Documentation~/Rotate-About-Axis-Node.md
2024-09-20 20:30:10 +02:00

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);
}