fuckingtech/public/assets/glsl/lygia/space/rotate.glsl
Elias Rhouzlane bf76c6b086 fix: code
2025-04-06 17:23:52 +02:00

80 lines
1.9 KiB
GLSL

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