Blender V4.3
uvproject.cc
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1/* SPDX-FileCopyrightText: 2023 Blender Authors
2 *
3 * SPDX-License-Identifier: GPL-2.0-or-later */
4
8
9#include <cmath>
10
11#include "MEM_guardedalloc.h"
12
13#include "DNA_camera_types.h"
14#include "DNA_object_types.h"
15
16#include "BLI_math_matrix.h"
17#include "BLI_math_rotation.h"
18#include "BLI_math_vector.h"
19#include "BLI_uvproject.h"
20
22 float camangle;
23 float camsize;
24 float xasp, yasp;
25 float shiftx, shifty;
26 float rotmat[4][4];
27 float caminv[4][4];
29};
30
31void BLI_uvproject_from_camera(float target[2], float source[3], ProjCameraInfo *uci)
32{
33 float pv4[4];
34
35 copy_v3_v3(pv4, source);
36 pv4[3] = 1.0;
37
38 /* rotmat is the object matrix in this case */
39 if (uci->do_rotmat) {
40 mul_m4_v4(uci->rotmat, pv4);
41 }
42
43 /* caminv is the inverse camera matrix */
44 mul_m4_v4(uci->caminv, pv4);
45
46 if (uci->do_pano) {
47 float angle = atan2f(pv4[0], -pv4[2]) / (float(M_PI) * 2.0f); /* angle around the camera */
48 if (uci->do_persp == false) {
49 target[0] = angle; /* no correct method here, just map to 0-1 */
50 target[1] = pv4[1] / uci->camsize;
51 }
52 else {
53 float vec2d[2]; /* 2D position from the camera */
54 vec2d[0] = pv4[0];
55 vec2d[1] = pv4[2];
56 target[0] = angle * (float(M_PI) / uci->camangle);
57 target[1] = pv4[1] / (len_v2(vec2d) * (uci->camsize * 2.0f));
58 }
59 }
60 else {
61 if (pv4[2] == 0.0f) {
62 pv4[2] = 0.00001f; /* don't allow div by 0 */
63 }
64
65 if (uci->do_persp == false) {
66 target[0] = (pv4[0] / uci->camsize);
67 target[1] = (pv4[1] / uci->camsize);
68 }
69 else {
70 target[0] = (-pv4[0] * ((1.0f / uci->camsize) / pv4[2])) / 2.0f;
71 target[1] = (-pv4[1] * ((1.0f / uci->camsize) / pv4[2])) / 2.0f;
72 }
73 }
74
75 target[0] *= uci->xasp;
76 target[1] *= uci->yasp;
77
78 /* adds camera shift + 0.5 */
79 target[0] += uci->shiftx;
80 target[1] += uci->shifty;
81}
82
83void BLI_uvproject_from_view(float target[2],
84 float source[3],
85 float persmat[4][4],
86 float rotmat[4][4],
87 float winx,
88 float winy)
89{
90 float pv4[4], x = 0.0, y = 0.0;
91
92 copy_v3_v3(pv4, source);
93 pv4[3] = 1.0;
94
95 /* rotmat is the object matrix in this case */
96 mul_m4_v4(rotmat, pv4);
97
98 /* almost ED_view3d_project_short */
99 mul_m4_v4(persmat, pv4);
100 if (fabsf(pv4[3]) > 0.00001f) { /* avoid division by zero */
101 target[0] = winx / 2.0f + (winx / 2.0f) * pv4[0] / pv4[3];
102 target[1] = winy / 2.0f + (winy / 2.0f) * pv4[1] / pv4[3];
103 }
104 else {
105 /* scaling is lost but give a valid result */
106 target[0] = winx / 2.0f + (winx / 2.0f) * pv4[0];
107 target[1] = winy / 2.0f + (winy / 2.0f) * pv4[1];
108 }
109
110 /* v3d->persmat seems to do this funky scaling */
111 if (winx > winy) {
112 y = (winx - winy) / 2.0f;
113 winy = winx;
114 }
115 else {
116 x = (winy - winx) / 2.0f;
117 winx = winy;
118 }
119
120 target[0] = (x + target[0]) / winx;
121 target[1] = (y + target[1]) / winy;
122}
123
125 const float rotmat[4][4],
126 float winx,
127 float winy)
128{
129 ProjCameraInfo uci;
130 const Camera *camera = static_cast<Camera *>(ob->data);
131
132 uci.do_pano = (camera->type == CAM_PANO);
133 uci.do_persp = (camera->type == CAM_PERSP);
134
135 uci.camangle = focallength_to_fov(camera->lens, camera->sensor_x) / 2.0f;
136 uci.camsize = uci.do_persp ? tanf(uci.camangle) : camera->ortho_scale;
137
138 /* account for scaled cameras */
139 copy_m4_m4(uci.caminv, ob->object_to_world().ptr());
140 normalize_m4(uci.caminv);
141
142 if (invert_m4(uci.caminv)) {
143 ProjCameraInfo *uci_pt;
144
145 /* normal projection */
146 if (rotmat) {
147 copy_m4_m4(uci.rotmat, rotmat);
148 uci.do_rotmat = true;
149 }
150 else {
151 uci.do_rotmat = false;
152 }
153
154 /* also make aspect ratio adjustment factors */
155 if (winx > winy) {
156 uci.xasp = 1.0f;
157 uci.yasp = winx / winy;
158 }
159 else {
160 uci.xasp = winy / winx;
161 uci.yasp = 1.0f;
162 }
163
164 /* include 0.5f here to move the UVs into the center */
165 uci.shiftx = 0.5f - (camera->shiftx * uci.xasp);
166 uci.shifty = 0.5f - (camera->shifty * uci.yasp);
167
168 uci_pt = static_cast<ProjCameraInfo *>(MEM_mallocN(sizeof(ProjCameraInfo), __func__));
169 *uci_pt = uci;
170 return uci_pt;
171 }
172
173 return nullptr;
174}
175
176void BLI_uvproject_from_view_ortho(float target[2], float source[3], const float rotmat[4][4])
177{
178 float pv[3];
179
180 mul_v3_m4v3(pv, rotmat, source);
181
182 /* ortho projection */
183 target[0] = -pv[0];
184 target[1] = pv[2];
185}
186
187void BLI_uvproject_camera_info_scale(ProjCameraInfo *uci, float scale_x, float scale_y)
188{
189 uci->xasp *= scale_x;
190 uci->yasp *= scale_y;
191}
#define M_PI
void copy_m4_m4(float m1[4][4], const float m2[4][4])
void mul_v3_m4v3(float r[3], const float mat[4][4], const float vec[3])
void mul_m4_v4(const float mat[4][4], float r[4])
bool invert_m4(float mat[4][4])
void normalize_m4(float R[4][4]) ATTR_NONNULL()
float focallength_to_fov(float focal_length, float sensor)
MINLINE float len_v2(const float v[2]) ATTR_WARN_UNUSED_RESULT
MINLINE void copy_v3_v3(float r[3], const float a[3])
@ CAM_PERSP
@ CAM_PANO
Object is a sort of wrapper for general info.
static double angle(const Eigen::Vector3d &v1, const Eigen::Vector3d &v2)
Definition IK_Math.h:125
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 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 or normal between camera
#define tanf(x)
#define atan2f(x, y)
#define fabsf(x)
draw_view in_light_buf[] float
GREAL2 vec2d[2]
Double vector 2D.
void *(* MEM_mallocN)(size_t len, const char *str)
Definition mallocn.cc:44
float rotmat[4][4]
Definition uvproject.cc:26
float caminv[4][4]
Definition uvproject.cc:27
void BLI_uvproject_from_view(float target[2], float source[3], float persmat[4][4], float rotmat[4][4], float winx, float winy)
Definition uvproject.cc:83
void BLI_uvproject_from_camera(float target[2], float source[3], ProjCameraInfo *uci)
Definition uvproject.cc:31
void BLI_uvproject_camera_info_scale(ProjCameraInfo *uci, float scale_x, float scale_y)
Definition uvproject.cc:187
void BLI_uvproject_from_view_ortho(float target[2], float source[3], const float rotmat[4][4])
Definition uvproject.cc:176
ProjCameraInfo * BLI_uvproject_camera_info(const Object *ob, const float rotmat[4][4], float winx, float winy)
Definition uvproject.cc:124