Revision: 27707
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=27707
Author:   campbellbarton
Date:     2010-03-24 10:09:25 +0100 (Wed, 24 Mar 2010)

Log Message:
-----------
missed these with the merge "svn merge 
https://svn.blender.org/svnroot/bf-blender/trunk/blender -r27666:27705"

Added Paths:
-----------
    branches/render25/source/blender/blenlib/BLI_uvproject.h
    branches/render25/source/blender/blenlib/intern/uvproject.c

Added: branches/render25/source/blender/blenlib/BLI_uvproject.h
===================================================================
--- branches/render25/source/blender/blenlib/BLI_uvproject.h                    
        (rev 0)
+++ branches/render25/source/blender/blenlib/BLI_uvproject.h    2010-03-24 
09:09:25 UTC (rev 27707)
@@ -0,0 +1,40 @@
+/**
+ *     
+ * $Id:
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+#ifndef BKE_UVPROJECT_H
+#define BKE_UVPROJECT_H
+
+struct UvCameraInfo;
+
+/* create uv info from the camera, needs to be freed */
+struct UvCameraInfo *project_camera_info(struct Object *ob, float 
rotmat[4][4], float winx, float winy);
+
+/* apply uv from uvinfo (camera) */
+void project_from_camera(float target[2], float source[3], struct UvCameraInfo 
*uci);
+
+/* apply uv from perspective matrix */
+void project_from_view(float target[2], float source[3], float persmat[4][4], 
float rotmat[4][4], float winx, float winy);
+
+/* apply ortho uv's */
+void project_from_view_ortho(float target[2], float source[3], float 
rotmat[4][4]);
+
+#endif
\ No newline at end of file

Added: branches/render25/source/blender/blenlib/intern/uvproject.c
===================================================================
--- branches/render25/source/blender/blenlib/intern/uvproject.c                 
        (rev 0)
+++ branches/render25/source/blender/blenlib/intern/uvproject.c 2010-03-24 
09:09:25 UTC (rev 27707)
@@ -0,0 +1,174 @@
+/**
+ * $Id:
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include <math.h>
+
+#include "MEM_guardedalloc.h"
+
+#include "DNA_camera_types.h"
+#include "DNA_object_types.h"
+
+#include "BLI_math.h"
+
+typedef struct UvCameraInfo {
+       float camangle;
+       float camsize;
+       float xasp, yasp;
+       float shiftx, shifty;
+       float rotmat[4][4];
+       float caminv[4][4];
+       short do_persp, do_pano;
+} UvCameraInfo;
+
+void project_from_camera(float target[2], float source[3], UvCameraInfo *uci)
+{
+       float pv4[4];
+
+       copy_v3_v3(pv4, source);
+       pv4[3]= 1.0;
+
+       /* rotmat is the object matrix in this case */
+       mul_m4_v4(uci->rotmat, pv4);
+
+       /* caminv is the inverse camera matrix */
+       mul_m4_v4(uci->caminv, pv4);
+
+       if(uci->do_pano) {
+               float angle= atan2f(pv4[0], -pv4[2]) / (M_PI * 2.0); /* angle 
around the camera */
+               if (uci->do_persp==0) {
+                       target[0] = angle; /* no correct method here, just map 
to  0-1 */
+                       target[1] = pv4[1] / uci->camsize;
+               }
+               else {
+                       float vec2d[2]= {pv4[0], pv4[2]}; /* 2D position from 
the camera */
+                       target[0] = angle * (M_PI / uci->camangle);
+                       target[1] = pv4[1] / (len_v2(vec2d) * uci->camsize);
+               }
+       }
+       else {
+               if (pv4[2]==0.0f) pv4[2]= 0.00001f; /* don't allow div by 0 */
+
+               if (uci->do_persp==0) {
+                       target[0]=(pv4[0]/uci->camsize) * uci->xasp;
+                       target[1]=(pv4[1]/uci->camsize) * uci->yasp;
+               }
+               else {
+                       
target[0]=(-pv4[0]*((1.0f/uci->camsize)/pv4[2])*uci->xasp) / 2.0f;
+                       
target[1]=(-pv4[1]*((1.0f/uci->camsize)/pv4[2])*uci->yasp) / 2.0f;
+               }
+       }
+
+       /* adds camera shift + 0.5 */
+       target[0] += uci->shiftx;
+       target[1] += uci->shifty;
+}
+
+/* could rv3d->persmat */
+void project_from_view(float target[2], float source[3], float persmat[4][4], 
float rotmat[4][4], float winx, float winy)
+{
+       float pv[3], pv4[4], x= 0.0, y= 0.0;
+
+       mul_m4_v3(rotmat, pv);
+
+       copy_v3_v3(pv4, source);
+       pv4[3]= 1.0;
+
+       /* rotmat is the object matrix in this case */
+       mul_m4_v4(rotmat, pv4); 
+
+       /* almost project_short */
+       mul_m4_v4(persmat, pv4);
+       if(fabs(pv4[3]) > 0.00001) { /* avoid division by zero */
+               target[0] = winx/2.0 + (winx/2.0) * pv4[0] / pv4[3];
+               target[1] = winy/2.0 + (winy/2.0) * pv4[1] / pv4[3];
+       }
+       else {
+               /* scaling is lost but give a valid result */
+               target[0] = winx/2.0 + (winx/2.0) * pv4[0];
+               target[1] = winy/2.0 + (winy/2.0) * pv4[1];
+       }
+
+       /* v3d->persmat seems to do this funky scaling */ 
+       if(winx > winy) {
+               y= (winx - winy)/2.0;
+               winy = winx;
+       }
+       else {
+               x= (winy - winx)/2.0;
+               winx = winy;
+       }
+
+       target[0]= (x + target[0]) / winx;
+       target[1]= (y + target[1]) / winy;
+}
+
+/* 'rotmat' can be obedit->obmat when uv project is used.
+ * 'winx' and 'winy' can be from scene->r.xsch/ysch */ 
+UvCameraInfo *project_camera_info(Object *ob, float rotmat[4][4], float winx, 
float winy)
+{
+       UvCameraInfo uci;
+       Camera *camera= ob->data;
+
+       uci.do_pano = (camera->flag & CAM_PANORAMA);
+       uci.do_persp = (camera->type==CAM_PERSP);
+
+       uci.camangle= DEG2RAD(camera->angle)/2.0f;
+       uci.camsize=  uci.do_persp ?  uci.camsize= tanf(uci.camangle) : 
camera->ortho_scale;
+
+       if (invert_m4_m4(uci.caminv, ob->obmat)) {
+               UvCameraInfo *uci_pt;
+
+               /* normal projection */
+               copy_m4_m4(uci.rotmat, rotmat);
+
+               /* also make aspect ratio adjustment factors */
+               if (winx > winy) {
+                       uci.xasp= 1.0f;
+                       uci.yasp= winx / winy;
+               }
+               else {
+                       uci.xasp= winy / winx;
+                       uci.yasp= 1.0f;
+               }
+               
+               /* include 0.5f here to move the UVs into the center */
+               uci.shiftx = 0.5f - camera->shiftx;
+               uci.shifty = 0.5f - camera->shifty;
+               
+               uci_pt= MEM_mallocN(sizeof(UvCameraInfo), "UvCameraInfo");
+               *uci_pt= uci;
+               return uci_pt;
+       }
+
+       return NULL;
+}
+
+void project_from_view_ortho(float target[2], float source[3], float 
rotmat[4][4])
+{
+       float pv[3];
+
+       mul_m4_v3(rotmat, pv);
+
+       /* ortho projection */
+       target[0] = -pv[0];
+       target[1] = pv[2];
+}


_______________________________________________
Bf-blender-cvs mailing list
[email protected]
http://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to