/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #pragma once CCL_NAMESPACE_BEGIN ccl_device float3 svm_mapping(NodeMappingType type, float3 vector, float3 location, float3 rotation, float3 scale) { Transform rotationTransform = euler_to_transform(rotation); switch (type) { case NODE_MAPPING_TYPE_POINT: return transform_direction(&rotationTransform, (vector * scale)) + location; case NODE_MAPPING_TYPE_TEXTURE: return safe_divide(transform_direction_transposed(&rotationTransform, (vector - location)), scale); case NODE_MAPPING_TYPE_VECTOR: return transform_direction(&rotationTransform, (vector * scale)); case NODE_MAPPING_TYPE_NORMAL: return safe_normalize(transform_direction(&rotationTransform, safe_divide(vector, scale))); default: return make_float3(0.0f, 0.0f, 0.0f); } } CCL_NAMESPACE_END