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/*
* 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 "stdosl.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 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 (type == "point") {
VectorOut = transform(euler_to_mat(Rotation), (VectorIn * Scale)) + Location;
}
else if (type == "texture") {
VectorOut = safe_divide(transform(transpose(euler_to_mat(Rotation)), (VectorIn - Location)),
Scale);
}
else if (type == "vector") {
VectorOut = transform(euler_to_mat(Rotation), (VectorIn * Scale));
}
else if (type == "normal") {
VectorOut = normalize(transform(euler_to_mat(Rotation), safe_divide(VectorIn, Scale)));
}
else {
warning("%s", "Unknown Mapping vector type!");
}
}
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