#include "../global.h" void vector_rotate_node_init() { vector_rotate_node_def = GC_ALLOC_INIT(ui_node_t, {.id = 0, .name = _tr("Vector Rotate"), .type = "VECT_ROTATE", .x = 0, .y = 0, .color = 0xff62676d, .inputs = any_array_create_from_raw( (void *[]){ GC_ALLOC_INIT(ui_node_socket_t, {.id = 0, .node_id = 0, .name = _tr("Vector"), .type = "VECTOR", .color = 0xff6363c7, .default_value = f32_array_create_xyz(0.0, 0.0, 0.0), .min = 0.0, .max = 1.0, .precision = 100, .display = 1}), GC_ALLOC_INIT(ui_node_socket_t, {.id = 0, .node_id = 0, .name = _tr("Center"), .type = "VECTOR", .color = 0xff6363c7, .default_value = f32_array_create_xyz(0.0, 0.0, 0.0), .min = 0.0, .max = 1.0, .precision = 100, .display = 1}), GC_ALLOC_INIT(ui_node_socket_t, {.id = 0, .node_id = 0, .name = _tr("Axis"), .type = "VECTOR", .color = 0xff6363c7, .default_value = f32_array_create_xyz(0.0, 0.0, 1.0), .min = 0.0, .max = 1.0, .precision = 100, .display = 1}), GC_ALLOC_INIT(ui_node_socket_t, {.id = 0, .node_id = 0, .name = _tr("Angle"), .type = "VALUE", .color = 0xffa1a1a1, .default_value = f32_array_create_x(0.0), .min = -3.14159265, .max = 3.14159265, .precision = 100, .display = 0}), }, 4), .outputs = any_array_create_from_raw( (void *[]){ GC_ALLOC_INIT(ui_node_socket_t, {.id = 0, .node_id = 0, .name = _tr("Vector"), .type = "VECTOR", .color = 0xff6363c7, .default_value = f32_array_create_xyz(0.0, 0.0, 0.0), .min = 0.0, .max = 1.0, .precision = 100, .display = 0}), }, 1), .buttons = any_array_create_from_raw((void *[]){}, 0), .width = 0, .flags = 0}); gc_root(vector_rotate_node_def); any_array_push(nodes_material_utilities, vector_rotate_node_def); any_map_set(parser_material_node_vectors, "VECT_ROTATE", vector_rotate_node_vector); } char *vector_rotate_node_vector(ui_node_t *node, ui_node_socket_t *socket) { char *vec = parser_material_parse_vector_input(node->inputs->buffer[0]); char *center = parser_material_parse_vector_input(node->inputs->buffer[1]); char *axis = parser_material_parse_vector_input(node->inputs->buffer[2]); char *angle = parser_material_parse_value_input(node->inputs->buffer[3], false); char *name = parser_material_store_var_name(node); char *v = string("%s_v", name); char *ax = string("%s_ax", name); char *cosA = string("%s_cosA", name); char *sinA = string("%s_sinA", name); parser_material_write(parser_material_kong, string("var %s: float3 = %s - %s;", v, vec, center)); parser_material_write(parser_material_kong, string("var %s: float3 = normalize(%s);", ax, axis)); parser_material_write(parser_material_kong, string("var %s: float = cos(%s);", cosA, angle)); parser_material_write(parser_material_kong, string("var %s: float = sin(%s);", sinA, angle)); return string("(%s * %s + cross(%s, %s) * %s + %s * dot(%s, %s) * (1.0 - %s) + %s)", v, cosA, ax, v, sinA, ax, ax, v, cosA, center); }