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blender-archive/source/blender/blenlib/intern/uvproject.c
Sergey Sharybin f17fbf8065 Refactor: Rename Object->obmat to Object->object_to_world
Motivation is to disambiguate on the naming level what the matrix
actually means. It is very easy to understand the meaning backwards,
especially since in Python the name goes the opposite way (it is
called `world_matrix` in the Python API).

It is important to disambiguate the naming without making developers
to look into the comment in the header file (which is also not super
clear either). Additionally, more clear naming facilitates the unit
verification (or, in this case, space validation) when reading an
expression.

This patch calls the matrix `object_to_world` which makes it clear
from the local code what is it exactly going on. This is only done
on DNA level, and a lot of local variables still follow the old
naming.

A DNA rename is setup in a way that there is no change on the file
level, so there should be no regressions at all.

The possibility is to add `_matrix` or `_mat` suffix to the name
to make it explicit that it is a matrix. Although, not sure if it
really helps the readability, or is it something redundant.

Differential Revision: https://developer.blender.org/D16328
2022-11-01 10:48:18 +01:00

185 lines
4.4 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bli
*/
#include <math.h>
#include "MEM_guardedalloc.h"
#include "DNA_camera_types.h"
#include "DNA_object_types.h"
#include "BLI_math.h"
#include "BLI_uvproject.h"
typedef struct ProjCameraInfo {
float camangle;
float camsize;
float xasp, yasp;
float shiftx, shifty;
float rotmat[4][4];
float caminv[4][4];
bool do_persp, do_pano, do_rotmat;
} ProjCameraInfo;
void BLI_uvproject_from_camera(float target[2], float source[3], ProjCameraInfo *uci)
{
float pv4[4];
copy_v3_v3(pv4, source);
pv4[3] = 1.0;
/* rotmat is the object matrix in this case */
if (uci->do_rotmat) {
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]) / ((float)M_PI * 2.0f); /* angle around the camera */
if (uci->do_persp == false) {
target[0] = angle; /* no correct method here, just map to 0-1 */
target[1] = pv4[1] / uci->camsize;
}
else {
float vec2d[2]; /* 2D position from the camera */
vec2d[0] = pv4[0];
vec2d[1] = pv4[2];
target[0] = angle * ((float)M_PI / uci->camangle);
target[1] = pv4[1] / (len_v2(vec2d) * (uci->camsize * 2.0f));
}
}
else {
if (pv4[2] == 0.0f) {
pv4[2] = 0.00001f; /* don't allow div by 0 */
}
if (uci->do_persp == false) {
target[0] = (pv4[0] / uci->camsize);
target[1] = (pv4[1] / uci->camsize);
}
else {
target[0] = (-pv4[0] * ((1.0f / uci->camsize) / pv4[2])) / 2.0f;
target[1] = (-pv4[1] * ((1.0f / uci->camsize) / pv4[2])) / 2.0f;
}
}
target[0] *= uci->xasp;
target[1] *= uci->yasp;
/* adds camera shift + 0.5 */
target[0] += uci->shiftx;
target[1] += uci->shifty;
}
void BLI_uvproject_from_view(float target[2],
float source[3],
float persmat[4][4],
float rotmat[4][4],
float winx,
float winy)
{
float pv4[4], x = 0.0, y = 0.0;
copy_v3_v3(pv4, source);
pv4[3] = 1.0;
/* rotmat is the object matrix in this case */
mul_m4_v4(rotmat, pv4);
/* almost ED_view3d_project_short */
mul_m4_v4(persmat, pv4);
if (fabsf(pv4[3]) > 0.00001f) { /* avoid division by zero */
target[0] = winx / 2.0f + (winx / 2.0f) * pv4[0] / pv4[3];
target[1] = winy / 2.0f + (winy / 2.0f) * pv4[1] / pv4[3];
}
else {
/* scaling is lost but give a valid result */
target[0] = winx / 2.0f + (winx / 2.0f) * pv4[0];
target[1] = winy / 2.0f + (winy / 2.0f) * pv4[1];
}
/* v3d->persmat seems to do this funky scaling */
if (winx > winy) {
y = (winx - winy) / 2.0f;
winy = winx;
}
else {
x = (winy - winx) / 2.0f;
winx = winy;
}
target[0] = (x + target[0]) / winx;
target[1] = (y + target[1]) / winy;
}
ProjCameraInfo *BLI_uvproject_camera_info(Object *ob, float rotmat[4][4], float winx, float winy)
{
ProjCameraInfo uci;
Camera *camera = ob->data;
uci.do_pano = (camera->type == CAM_PANO);
uci.do_persp = (camera->type == CAM_PERSP);
uci.camangle = focallength_to_fov(camera->lens, camera->sensor_x) / 2.0f;
uci.camsize = uci.do_persp ? tanf(uci.camangle) : camera->ortho_scale;
/* account for scaled cameras */
copy_m4_m4(uci.caminv, ob->object_to_world);
normalize_m4(uci.caminv);
if (invert_m4(uci.caminv)) {
ProjCameraInfo *uci_pt;
/* normal projection */
if (rotmat) {
copy_m4_m4(uci.rotmat, rotmat);
uci.do_rotmat = true;
}
else {
uci.do_rotmat = false;
}
/* 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.xasp);
uci.shifty = 0.5f - (camera->shifty * uci.yasp);
uci_pt = MEM_mallocN(sizeof(ProjCameraInfo), "ProjCameraInfo");
*uci_pt = uci;
return uci_pt;
}
return NULL;
}
void BLI_uvproject_from_view_ortho(float target[2], float source[3], const float rotmat[4][4])
{
float pv[3];
mul_v3_m4v3(pv, rotmat, source);
/* ortho projection */
target[0] = -pv[0];
target[1] = pv[2];
}
void BLI_uvproject_camera_info_scale(ProjCameraInfo *uci, float scale_x, float scale_y)
{
uci->xasp *= scale_x;
uci->yasp *= scale_y;
}