/* * Copyright 2011-2014 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. */ #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_float3_float3( 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_float3_float3(vector, scale))); default: return make_float3(0.0f, 0.0f, 0.0f); } } CCL_NAMESPACE_END