80 lines
1.9 KiB
GLSL
80 lines
1.9 KiB
GLSL
#include "../math/rotate2d.glsl"
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#include "../math/rotate4d.glsl"
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/*
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contributors: Patricio Gonzalez Vivo
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description: rotate a 2D space by a radian r
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use: rotate(<vec3|vec2> v, float r [, vec2 c])
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options:
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- CENTER_2D
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- CENTER_3D
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- CENTER_4D
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examples:
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- https://raw.githubusercontent.com/patriciogonzalezvivo/lygia_examples/main/draw_shapes.frag
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license:
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- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
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- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
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*/
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#ifndef FNC_ROTATE
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#define FNC_ROTATE
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vec2 rotate(in vec2 v, in float r, in vec2 c) {
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return rotate2d(r) * (v - c) + c;
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}
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vec2 rotate(in vec2 v, in float r) {
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#ifdef CENTER_2D
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return rotate(v, r, CENTER_2D);
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#else
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return rotate(v, r, vec2(.5));
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#endif
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}
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vec2 rotate(vec2 v, vec2 x_axis) {
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#ifdef CENTER_2D
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v -= CENTER_2D;
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#endif
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vec2 rta = vec2( dot(v, vec2(-x_axis.y, x_axis.x)), dot(v, x_axis) );
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#ifdef CENTER_2D
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rta += CENTER_2D;
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#endif
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return rta;
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}
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vec3 rotate(in vec3 v, in float r, in vec3 axis, in vec3 c) {
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return (rotate4d(axis, r) * vec4(v - c, 1.)).xyz + c;
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}
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vec3 rotate(in vec3 v, in float r, in vec3 axis) {
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#ifdef CENTER_3D
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return rotate(v, r, axis, CENTER_3D);
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#else
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return rotate(v, r, axis, vec3(0.));
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#endif
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}
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vec4 rotate(in vec4 v, in float r, in vec3 axis, in vec4 c) {
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return rotate4d(axis, r) * (v - c) + c;
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}
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vec4 rotate(in vec4 v, in float r, in vec3 axis) {
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#ifdef CENTER_4D
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return rotate(v, r, axis, CENTER_4D);
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#else
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return rotate(v, r, axis, vec4(0.));
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#endif
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}
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#if defined(FNC_QUATMULT)
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vec3 rotate(QUAT q, vec3 v) {
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QUAT q_c = QUAT(-q.x, -q.y, -q.z, q.w);
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return quatMul(q, quatMul(vec4(v, 0), q_c)).xyz;
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}
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vec3 rotate(QUAT q, vec3 v, vec3 c) {
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vec3 dir = v - c;
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return c + rotate(q, dir);
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}
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#endif
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#endif
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