23 uint input_stack_offsets,
24 uint axis_stack_offsets,
25 uint result_stack_offset)
27 uint type, vector_stack_offset, rotation_stack_offset, center_stack_offset, axis_stack_offset,
28 angle_stack_offset,
invert;
31 input_stack_offsets, &
type, &vector_stack_offset, &rotation_stack_offset, &
invert);
33 axis_stack_offsets, ¢er_stack_offset, &axis_stack_offset, &angle_stack_offset);
@ 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
SIMD_FORCE_INLINE btScalar angle(const btVector3 &v) const
Return the angle between this and another vector.
CCL_NAMESPACE_BEGIN ccl_device_inline float3 stack_load_float3(float *stack, uint a)
ccl_device_inline float stack_load_float(float *stack, uint a)
ccl_device_forceinline void svm_unpack_node_uchar3(uint i, uint *x, uint *y, uint *z)
ccl_device_inline void stack_store_float3(float *stack, uint a, float3 f)
ccl_device_forceinline void svm_unpack_node_uchar4(uint i, uint *x, uint *y, uint *z, uint *w)
ccl_device_inline bool stack_valid(uint a)
#define CCL_NAMESPACE_END
#define make_float3(x, y, z)
std::vector< ElementType, Eigen::aligned_allocator< ElementType > > vector
CCL_NAMESPACE_BEGIN ccl_device float invert(float color, float factor)
CCL_NAMESPACE_BEGIN ccl_device void svm_node_vector_rotate(ShaderData *sd, float *stack, uint input_stack_offsets, uint axis_stack_offsets, uint result_stack_offset)
ccl_device_inline float3 rotate_around_axis(float3 p, float3 axis, float angle)
ccl_device_inline float2 normalize(const float2 &a)
ccl_device_inline float len_squared(const float3 a)