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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){
matrix mat = matrix(1.0);
float c1, c2, c3, s1, s2, s3;
c1 = cos(euler[0]);
c2 = cos(euler[1]);
c3 = cos(euler[2]);
s1 = sin(euler[0]);
s2 = sin(euler[1]);
s3 = sin(euler[2]);
mat[0][0] = c2 * c3;
mat[0][1] = c1 * s3 + c3 * s1 * s2;
mat[0][2] = s1 * s3 - c1 * c3 * s2;
mat[1][0] = -c2 * s3;
mat[1][1] = c1 * c3 - s1 * s2 * s3;
mat[1][2] = c3 * s1 + c1 * s2 * s3;
mat[2][0] = s2;
mat[2][1] = -c2 * s1;
mat[2][2] = c1 * c2;
return mat;
}
shader node_mapping(string type = "point",
point Vector = 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 Result = point(0.0, 0.0, 0.0))
{
if (type == "point") {
Result = transform(euler_to_mat(Rotation), (Vector * Scale)) + Location;
} else if (type == "texture") {
Result = safe_divide(transform(euler_to_mat(-Rotation), (Vector - Location)), Scale);
} else if (type == "vector") {
Result = transform(euler_to_mat(Rotation), (Vector * Scale));
} else if (type == "normal") {
Result = normalize(transform(euler_to_mat(Rotation), safe_divide(Vector, Scale)));
} else {
warning("%s", "Unknown Mapping vector type!");
}
}
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