46 target[1] = pv4[1] / uci->
camsize;
62 target[0] = (pv4[0] / uci->
camsize);
63 target[1] = (pv4[1] / uci->
camsize);
66 target[0] = (-pv4[0] * ((1.0f / uci->
camsize) / pv4[2])) / 2.0f;
67 target[1] = (-pv4[1] * ((1.0f / uci->
camsize) / pv4[2])) / 2.0f;
71 target[0] *= uci->
xasp;
72 target[1] *= uci->
yasp;
86 float pv4[4],
x = 0.0,
y = 0.0;
96 if (
fabsf(pv4[3]) > 0.00001f) {
97 target[0] = winx / 2.0f + (winx / 2.0f) * pv4[0] / pv4[3];
98 target[1] = winy / 2.0f + (winy / 2.0f) * pv4[1] / pv4[3];
102 target[0] = winx / 2.0f + (winx / 2.0f) * pv4[0];
103 target[1] = winy / 2.0f + (winy / 2.0f) * pv4[1];
108 y = (winx - winy) / 2.0f;
112 x = (winy - winx) / 2.0f;
116 target[0] = (
x + target[0]) / winx;
117 target[1] = (
y + target[1]) / winy;
150 uci.
yasp = winx / winy;
153 uci.
xasp = winy / winx;
182 uci->
xasp *= scale_x;
183 uci->
yasp *= scale_y;
typedef float(TangentPoint)[2]
bool invert_m4(float R[4][4])
void mul_m4_v4(const float M[4][4], float r[4])
void copy_m4_m4(float m1[4][4], const float m2[4][4])
void mul_v3_m4v3(float r[3], const float M[4][4], const float v[3])
void normalize_m4(float R[4][4]) ATTR_NONNULL()
float focallength_to_fov(float focal_length, float sensor)
MINLINE void copy_v3_v3(float r[3], const float a[3])
MINLINE float len_v2(const float a[2]) ATTR_WARN_UNUSED_RESULT
Object is a sort of wrapper for general info.
_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 const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint y
Read Guarded memory(de)allocation.
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 or normal between camera
SIMD_FORCE_INLINE btScalar angle(const btVector3 &v) const
Return the angle between this and another vector.
GREAL2 vec2d[2]
Double vector 2D.
void *(* MEM_mallocN)(size_t len, const char *str)
void BLI_uvproject_from_view(float target[2], float source[3], float persmat[4][4], float rotmat[4][4], float winx, float winy)
void BLI_uvproject_from_camera(float target[2], float source[3], ProjCameraInfo *uci)
void BLI_uvproject_camera_info_scale(ProjCameraInfo *uci, float scale_x, float scale_y)
struct ProjCameraInfo ProjCameraInfo
void BLI_uvproject_from_view_ortho(float target[2], float source[3], const float rotmat[4][4])
ProjCameraInfo * BLI_uvproject_camera_info(Object *ob, float rotmat[4][4], float winx, float winy)