1#ifndef GIM_CONTACT_H_INCLUDED
2#define GIM_CONTACT_H_INCLUDED
42#ifndef NORMAL_CONTACT_AVERAGE
43#define NORMAL_CONTACT_AVERAGE 1
46#ifndef CONTACT_DIFF_EPSILON
47#define CONTACT_DIFF_EPSILON 0.00001f
50#ifndef BT_CONTACT_H_STRUCTS_INCLUDED
104 _hash += (*_uitmp) << 4;
106 _hash += (*_uitmp) << 8;
113 for (
GUINT i = 0; i < normal_count; i++)
115 vec_sum += normals[i];
118 GREAL vec_sum_len = vec_sum.length2();
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 Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture 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 point
#define SIMD_FORCE_INLINE
Very simple array container with fast access and simd memory.
#define GIM_INV_SQRT(va, isva)