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using UnityEngine;
using UnityEngine.VFX;
namespace UnityEditor.VFX.Operator
{
[VFXHelpURL("Operator-Rotate3D")]
[VFXInfo(category = "Math/Vector")]
class Rotate3D : VFXOperator
{
public class InputProperties
{
[Tooltip("Position to Rotate")]
public Position Position = new Position() { position = Vector3.forward };
[Tooltip("Rotation Center")]
public Position RotationCenter = new Position() { position = Vector3.zero };
[Tooltip("Rotation Axis")]
public DirectionType RotationAxis = DirectionType.defaultValue;
[Tooltip("Angle in Radians")]
public float Angle;
}
public class OutputProperties
{
[Tooltip("Rotated Position")]
public Position Position;
}
override public string name { get { return "Rotate 3D"; } }
protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression)
{
var pos = inputExpression[0];
var center = inputExpression[1];
var wAxis = inputExpression[2];
var angle = inputExpression[3];
var projPoint = center + (wAxis * VFXOperatorUtility.CastFloat(VFXOperatorUtility.Dot(wAxis, pos - center), VFXValueType.Float3));
var uAxis = pos - projPoint;
var vAxis = VFXOperatorUtility.Cross(uAxis, wAxis);
var sinAngle = VFXOperatorUtility.CastFloat(new VFXExpressionSin(angle), VFXValueType.Float3);
var cosAngle = VFXOperatorUtility.CastFloat(new VFXExpressionCos(angle), VFXValueType.Float3);
return new[] { projPoint + (uAxis * cosAngle) + (vAxis * sinAngle) };
}
}
}