A game about forced loneliness, made by TACStudios
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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);
}