Files
2026-07-13 13:13:17 +08:00

82 lines
2.4 KiB
C#

using T3.Core.DataTypes.ShaderGraph;
using T3.Core.Utils;
namespace Lib.field.space;
[Guid("7d9e1b37-5b44-40a3-bd81-281397e76e1a")]
internal sealed class RotateAxis : Instance<RotateAxis>
,IGraphNodeOp
{
[Output(Guid = "b1730fd1-dbf9-4415-b2ad-e53b3e9c7a96")]
public readonly Slot<ShaderGraphNode> Result = new();
public RotateAxis()
{
ShaderNode = new ShaderGraphNode(this, null, InputField);
Result.Value = ShaderNode;
Result.UpdateAction += Update;
}
private void Update(EvaluationContext context)
{
ShaderNode.Update(context);
var axis = Axis.GetEnumValue<AxisTypes>(context);
var templateChanged = axis != _axis;
if (!templateChanged)
return;
_axis = axis;
ShaderNode.FlagCodeChanged();
}
public ShaderGraphNode ShaderNode { get; }
void IGraphNodeOp.AddDefinitions(CodeAssembleContext c)
{
c.Globals["pRotateAxis"] = """
// Rotate around a coordinate axis (i.e. in a plane perpendicular to that axis) by angle <a>.
// Read like this: R(p.xz, a) rotates "x towards z".
// This is fast if <a> is a compile-time constant and slower (but still practical) if not.
void pRotateAxis(inout float2 p, float a) {
p = cos(a)*p + sin(a) * float2(p.y, -p.x);
}
""";
}
void IGraphNodeOp.GetPreShaderCode(CodeAssembleContext c, int inputIndex)
{
var axi = _axisCodes0[(int)_axis];
c.AppendCall($"pRotateAxis(p{c}.{axi}, {ShaderNode}Rotation / 180 * 3.141578);");
}
private readonly string[] _axisCodes0 =
[
"zy",
"zx",
"yx",
];
private AxisTypes _axis;
private enum AxisTypes
{
X,
Y,
Z,
}
[Input(Guid = "6204058c-ab34-46ad-af85-db3eeb718970")]
public readonly InputSlot<ShaderGraphNode> InputField = new();
[GraphParam]
[Input(Guid = "5e037357-1a5c-4011-98ed-df061ea890ac")]
public readonly InputSlot<float> Rotation = new();
[Input(Guid = "c4ed2ce7-8f83-4999-ae7a-d3bd53ac1ab9", MappedType = typeof(AxisTypes))]
public readonly InputSlot<int> Axis = new();
}