Add Rotate Vector node to Visject Surface graphs

This commit is contained in:
Wojciech Figat
2022-03-28 15:02:32 +02:00
parent 446a6f22fa
commit c41a446ae9
5 changed files with 33 additions and 6 deletions

View File

@@ -427,6 +427,20 @@ namespace FlaxEditor.Surface.Archetypes
NodeElementArchetype.Factory.Output(0, string.Empty, typeof(float), 4),
}
},
new NodeArchetype
{
TypeID = 49,
Title = "Rotate Vector",
Description = "Rotates given vector using the Quaternion",
Flags = NodeFlags.AllGraphs,
Size = new Vector2(200, 40),
Elements = new[]
{
NodeElementArchetype.Factory.Input(0, "Quaternion", true, typeof(Quaternion), 0),
NodeElementArchetype.Factory.Input(1, "Vector", true, typeof(Vector3), 1),
NodeElementArchetype.Factory.Output(0, string.Empty, typeof(Vector3), 2),
}
},
};
}
}

View File

@@ -409,10 +409,17 @@ void ShaderGenerator::ProcessGroupMath(Box* box, Node* node, Value& value)
const auto rangeA = tryGetValue(node->GetBox(1), node->Values[1].AsVector2());
const auto rangeB = tryGetValue(node->GetBox(2), node->Values[2].AsVector2());
const auto clamp = tryGetValue(node->GetBox(3), node->Values[3]).AsBool();
const auto mapFunc = String::Format(TEXT("{2}.x + ({0} - {1}.x) * ({2}.y - {2}.x) / ({1}.y - {1}.x)"), inVal.Value, rangeA.Value, rangeB.Value);
value = writeLocal(ValueType::Float, String::Format(TEXT("{2} ? clamp({0}, {1}.x, {1}.y) : {0}"), mapFunc, rangeB.Value, clamp.Value), node);
break;
}
// Rotate Vector
case 49:
{
const Value quaternion = tryGetValue(node->GetBox(0), Value::InitForZero(VariantType::Quaternion)).Cast(VariantType::Quaternion);
const Value vector = tryGetValue(node->GetBox(1), Vector3::Forward).Cast(VariantType::Vector3);
value = writeLocal(ValueType::Vector3, String::Format(TEXT("QuatRotateVector({0}, {1})"), quaternion.Value, vector.Value), node);
break;
}
default:
break;

View File

@@ -130,7 +130,7 @@ ShaderGraphValue ShaderGraphValue::InitForZero(VariantType::Types type)
CRASH;
v = nullptr;
}
return ShaderGraphValue(type, String(v));
return ShaderGraphValue(type, v);
}
ShaderGraphValue ShaderGraphValue::InitForHalf(VariantType::Types type)
@@ -309,7 +309,7 @@ ShaderGraphValue ShaderGraphValue::Cast(const ShaderGraphValue& v, VariantType::
format = TEXT("{0}.xyz");
break;
case VariantType::Types::Quaternion:
format = TEXT("QuatRotateVector(float3(0, 0, 1), {0})");
format = TEXT("QuatRotateVector({0}, float3(0, 0, 1))"); // Returns direction vector
break;
}
break;

View File

@@ -405,11 +405,17 @@ void VisjectExecutor::ProcessGroupMath(Box* box, Node* node, Value& value)
const Vector2 rangeA = tryGetValue(node->GetBox(1), node->Values[1]).AsVector2();
const Vector2 rangeB = tryGetValue(node->GetBox(2), node->Values[2]).AsVector2();
const bool clamp = tryGetValue(node->GetBox(3), node->Values[3]).AsBool;
auto mapFunc = Math::Remap(inVal, rangeA.X, rangeA.Y, rangeB.X, rangeB.Y);
value = clamp ? Math::Clamp(mapFunc, rangeB.X, rangeB.Y) : mapFunc;
break;
}
// Rotate Vector
case 49:
{
const Quaternion quaternion = (Quaternion)tryGetValue(node->GetBox(0), Quaternion::Identity);
const Vector3 vector = (Vector3)tryGetValue(node->GetBox(1), Vector3::Forward);
value = quaternion * vector;
break;
}
default:
break;

View File

@@ -211,7 +211,7 @@ float4 QuatMultiply(float4 q1, float4 q2)
}
// Vector rotation with a quaternion (http://mathworld.wolfram.com/Quaternion.html)
float3 QuatRotateVector(float3 v, float4 q)
float3 QuatRotateVector(float4 q, float3 v)
{
float4 nq = q * float4(-1, -1, -1, 1);
return QuatMultiply(q, QuatMultiply(float4(v, 0), nq)).xyz;