forked from bartvdbraak/blender
20a4cdfd70
This node provides the ability to rotate a vector around a `center` point using either `Axis Angle` , `Single Axis` or `Euler` methods. Reviewed By: #cycles, brecht Differential Revision: https://developer.blender.org/D3789
111 lines
2.6 KiB
C
111 lines
2.6 KiB
C
/*
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* Copyright 2011-2020 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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float safe_divide(float a, float b)
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{
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return (b != 0.0) ? a / b : 0.0;
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}
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vector safe_divide(vector a, vector b)
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{
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return vector((b[0] != 0.0) ? a[0] / b[0] : 0.0,
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(b[1] != 0.0) ? a[1] / b[1] : 0.0,
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(b[2] != 0.0) ? a[2] / b[2] : 0.0);
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}
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float safe_modulo(float a, float b)
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{
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return (b != 0.0) ? fmod(a, b) : 0.0;
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}
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float fract(float a)
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{
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return a - floor(a);
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}
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/* See: https://www.iquilezles.org/www/articles/smin/smin.htm. */
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float smoothmin(float a, float b, float c)
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{
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if (c != 0.0) {
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float h = max(c - abs(a - b), 0.0) / c;
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return min(a, b) - h * h * h * c * (1.0 / 6.0);
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}
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else {
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return min(a, b);
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}
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}
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float pingpong(float a, float b)
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{
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return (b != 0.0) ? abs(fract((a - b) / (b * 2.0)) * b * 2.0 - b) : 0.0;
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}
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float safe_sqrt(float a)
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{
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return (a > 0.0) ? sqrt(a) : 0.0;
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}
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float safe_log(float a, float b)
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{
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return (a > 0.0 && b > 0.0) ? log(a) / log(b) : 0.0;
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}
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vector project(vector v, vector v_proj)
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{
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float lenSquared = dot(v_proj, v_proj);
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return (lenSquared != 0.0) ? (dot(v, v_proj) / lenSquared) * v_proj : vector(0.0);
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}
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vector snap(vector a, vector b)
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{
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return floor(safe_divide(a, b)) * b;
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}
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/* Adapted from godotengine math_funcs.h. */
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float wrap(float value, float max, float min)
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{
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float range = max - min;
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return (range != 0.0) ? value - (range * floor((value - min) / range)) : min;
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}
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point wrap(point value, point max, point min)
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{
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return point(wrap(value[0], max[0], min[0]),
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wrap(value[1], max[1], min[1]),
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wrap(value[2], max[2], min[2]));
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}
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matrix euler_to_mat(point euler)
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{
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float cx = cos(euler[0]);
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float cy = cos(euler[1]);
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float cz = cos(euler[2]);
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float sx = sin(euler[0]);
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float sy = sin(euler[1]);
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float sz = sin(euler[2]);
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matrix mat = matrix(1.0);
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mat[0][0] = cy * cz;
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mat[0][1] = cy * sz;
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mat[0][2] = -sy;
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mat[1][0] = sy * sx * cz - cx * sz;
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mat[1][1] = sy * sx * sz + cx * cz;
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mat[1][2] = cy * sx;
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+mat[2][0] = sy * cx * cz + sx * sz;
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mat[2][1] = sy * cx * sz - sx * cz;
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mat[2][2] = cy * cx;
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return mat;
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}
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