/* * Copyright 2011-2013 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "stdcycles.h" point safe_divide(point a, point b) { return point((b[0] != 0.0) ? a[0] / b[0] : 0.0, (b[1] != 0.0) ? a[1] / b[1] : 0.0, (b[2] != 0.0) ? a[2] / b[2] : 0.0); } matrix euler_to_mat(point euler) { float cx = cos(euler[0]); float cy = cos(euler[1]); float cz = cos(euler[2]); float sx = sin(euler[0]); float sy = sin(euler[1]); float sz = sin(euler[2]); matrix mat = matrix(1.0); mat[0][0] = cy * cz; mat[0][1] = cy * sz; mat[0][2] = -sy; mat[1][0] = sy * sx * cz - cx * sz; mat[1][1] = sy * sx * sz + cx * cz; mat[1][2] = cy * sx; mat[2][0] = sy * cx * cz + sx * sz; mat[2][1] = sy * cx * sz - sx * cz; mat[2][2] = cy * cx; return mat; } shader node_mapping(string mapping_type = "point", point VectorIn = point(0.0, 0.0, 0.0), point Location = point(0.0, 0.0, 0.0), point Rotation = point(0.0, 0.0, 0.0), point Scale = point(1.0, 1.0, 1.0), output point VectorOut = point(0.0, 0.0, 0.0)) { if (mapping_type == "point") { VectorOut = transform(euler_to_mat(Rotation), (VectorIn * Scale)) + Location; } else if (mapping_type == "texture") { VectorOut = safe_divide(transform(transpose(euler_to_mat(Rotation)), (VectorIn - Location)), Scale); } else if (mapping_type == "vector") { VectorOut = transform(euler_to_mat(Rotation), (VectorIn * Scale)); } else if (mapping_type == "normal") { VectorOut = normalize((vector)transform(euler_to_mat(Rotation), safe_divide(VectorIn, Scale))); } else { warning("%s", "Unknown Mapping vector type!"); } }