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/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#pragma once
CCL_NAMESPACE_BEGIN
/* Vector Rotate */
ccl_device_noinline void svm_node_vector_rotate(ccl_private ShaderData *sd,
ccl_private float *stack,
uint input_stack_offsets,
uint axis_stack_offsets,
uint result_stack_offset)
{
uint type, vector_stack_offset, rotation_stack_offset, center_stack_offset, axis_stack_offset,
angle_stack_offset, invert;
svm_unpack_node_uchar4(
input_stack_offsets, &type, &vector_stack_offset, &rotation_stack_offset, &invert);
svm_unpack_node_uchar3(
axis_stack_offsets, ¢er_stack_offset, &axis_stack_offset, &angle_stack_offset);
if (stack_valid(result_stack_offset)) {
float3 vector = stack_load_float3(stack, vector_stack_offset);
float3 center = stack_load_float3(stack, center_stack_offset);
float3 result = make_float3(0.0f, 0.0f, 0.0f);
if (type == NODE_VECTOR_ROTATE_TYPE_EULER_XYZ) {
float3 rotation = stack_load_float3(stack, rotation_stack_offset); // Default XYZ.
Transform rotationTransform = euler_to_transform(rotation);
if (invert) {
result = transform_direction_transposed(&rotationTransform, vector - center) + center;
}
else {
result = transform_direction(&rotationTransform, vector - center) + center;
}
}
else {
float3 axis;
float axis_length;
switch (type) {
case NODE_VECTOR_ROTATE_TYPE_AXIS_X:
axis = make_float3(1.0f, 0.0f, 0.0f);
axis_length = 1.0f;
break;
case NODE_VECTOR_ROTATE_TYPE_AXIS_Y:
axis = make_float3(0.0f, 1.0f, 0.0f);
axis_length = 1.0f;
break;
case NODE_VECTOR_ROTATE_TYPE_AXIS_Z:
axis = make_float3(0.0f, 0.0f, 1.0f);
axis_length = 1.0f;
break;
default:
axis = stack_load_float3(stack, axis_stack_offset);
axis_length = len(axis);
break;
}
float angle = stack_load_float(stack, angle_stack_offset);
angle = invert ? -angle : angle;
result = (axis_length != 0.0f) ?
rotate_around_axis(vector - center, axis / axis_length, angle) + center :
vector;
}
stack_store_float3(stack, result_stack_offset, result);
}
}
CCL_NAMESPACE_END
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