12 uint input_stack_offsets,
13 uint axis_stack_offsets,
14 uint result_stack_offset)
16 uint type, vector_stack_offset, rotation_stack_offset, center_stack_offset, axis_stack_offset,
17 angle_stack_offset,
invert;
20 input_stack_offsets, &
type, &vector_stack_offset, &rotation_stack_offset, &
invert);
22 axis_stack_offsets, ¢er_stack_offset, &axis_stack_offset, &angle_stack_offset);
58 axis_length =
len(axis);
63 result = (axis_length != 0.0f) ?
@ NODE_VECTOR_ROTATE_TYPE_AXIS_Z
@ NODE_VECTOR_ROTATE_TYPE_AXIS_X
@ NODE_VECTOR_ROTATE_TYPE_EULER_XYZ
@ NODE_VECTOR_ROTATE_TYPE_AXIS_Y
NSNotificationCenter * center
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum type
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a vector
SIMD_FORCE_INLINE btScalar angle(const btVector3 &v) const
Return the angle between this and another vector.
#define ccl_device_noinline
#define CCL_NAMESPACE_END
CCL_NAMESPACE_BEGIN ccl_device float invert(float color, float factor)
ccl_device_inline void stack_store_float3(ccl_private float *stack, uint a, float3 f)
CCL_NAMESPACE_BEGIN ccl_device_inline float3 stack_load_float3(ccl_private float *stack, uint a)
ccl_device_forceinline void svm_unpack_node_uchar3(uint i, ccl_private uint *x, ccl_private uint *y, ccl_private uint *z)
ccl_device_inline float stack_load_float(ccl_private float *stack, uint a)
ccl_device_forceinline void svm_unpack_node_uchar4(uint i, ccl_private uint *x, ccl_private uint *y, ccl_private uint *z, ccl_private uint *w)
ccl_device_inline bool stack_valid(uint a)
ccl_device_inline float3 rotate_around_axis(float3 p, float3 axis, float angle)
CCL_NAMESPACE_BEGIN 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)