This patch changes most of the reamining degrees usage in internal code into radians.
I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them.
WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly
in previous versions (a few angle properties would use radians values as degrees...).
Details:
- Data:
-- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such
(using getter/setter functions), still using radians internally.
-- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev.
- Modifiers:
-- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done.
- Postprocessing:
-- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done.
- BGE:
-- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type,
it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence
can be either distance or angle values, depending on the mode. Will leave this to BGE team.
-- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself,
as it seems this is the expected value here...).
-- bRadarSensor.angle: Done.
Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt
Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt
Thanks to all!
Differential Revision: http://developer.blender.org/D59
124 lines
4.3 KiB
C++
124 lines
4.3 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor:
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* Jeroen Bakker
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* Monique Dewanchand
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*/
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#include "COM_BokehImageOperation.h"
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#include "BLI_math.h"
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BokehImageOperation::BokehImageOperation() : NodeOperation()
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{
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this->addOutputSocket(COM_DT_COLOR);
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this->m_deleteData = false;
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}
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void BokehImageOperation::initExecution()
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{
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this->m_center[0] = getWidth() / 2;
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this->m_center[1] = getHeight() / 2;
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this->m_inverseRounding = 1.0f - this->m_data->rounding;
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this->m_circularDistance = getWidth() / 2;
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this->m_flapRad = (float)(M_PI * 2) / this->m_data->flaps;
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this->m_flapRadAdd = this->m_data->angle;
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while (this->m_flapRadAdd < 0.0f) {
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this->m_flapRadAdd += (float)(M_PI * 2.0);
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}
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while (this->m_flapRadAdd > (float)M_PI) {
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this->m_flapRadAdd -= (float)(M_PI * 2.0);
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}
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}
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void BokehImageOperation::detemineStartPointOfFlap(float r[2], int flapNumber, float distance)
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{
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r[0] = sinf(this->m_flapRad * flapNumber + this->m_flapRadAdd) * distance + this->m_center[0];
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r[1] = cosf(this->m_flapRad * flapNumber + this->m_flapRadAdd) * distance + this->m_center[1];
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}
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float BokehImageOperation::isInsideBokeh(float distance, float x, float y)
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{
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float insideBokeh = 0.0f;
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const float deltaX = x - this->m_center[0];
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const float deltaY = y - this->m_center[1];
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float closestPoint[2];
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float lineP1[2];
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float lineP2[2];
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float point[2];
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point[0] = x;
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point[1] = y;
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const float distanceToCenter = len_v2v2(point, this->m_center);
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const float bearing = (atan2f(deltaX, deltaY) + (float)(M_PI * 2.0));
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int flapNumber = (int)((bearing - this->m_flapRadAdd) / this->m_flapRad);
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detemineStartPointOfFlap(lineP1, flapNumber, distance);
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detemineStartPointOfFlap(lineP2, flapNumber + 1, distance);
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closest_to_line_v2(closestPoint, point, lineP1, lineP2);
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const float distanceLineToCenter = len_v2v2(this->m_center, closestPoint);
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const float distanceRoundingToCenter = this->m_inverseRounding * distanceLineToCenter + this->m_data->rounding * distance;
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const float catadioptricDistanceToCenter = distanceRoundingToCenter * this->m_data->catadioptric;
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if (distanceRoundingToCenter >= distanceToCenter && catadioptricDistanceToCenter <= distanceToCenter) {
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if (distanceRoundingToCenter - distanceToCenter < 1.0f) {
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insideBokeh = (distanceRoundingToCenter - distanceToCenter);
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}
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else if (this->m_data->catadioptric != 0.0f && distanceToCenter - catadioptricDistanceToCenter < 1.0f) {
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insideBokeh = (distanceToCenter - catadioptricDistanceToCenter);
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}
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else {
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insideBokeh = 1.0f;
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}
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}
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return insideBokeh;
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}
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void BokehImageOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
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{
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float shift = this->m_data->lensshift;
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float shift2 = shift / 2.0f;
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float distance = this->m_circularDistance;
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float insideBokehMax = isInsideBokeh(distance, x, y);
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float insideBokehMed = isInsideBokeh(distance - fabsf(shift2 * distance), x, y);
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float insideBokehMin = isInsideBokeh(distance - fabsf(shift * distance), x, y);
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if (shift < 0) {
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output[0] = insideBokehMax;
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output[1] = insideBokehMed;
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output[2] = insideBokehMin;
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}
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else {
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output[0] = insideBokehMin;
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output[1] = insideBokehMed;
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output[2] = insideBokehMax;
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}
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output[3] = (insideBokehMax + insideBokehMed + insideBokehMin) / 3.0f;
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}
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void BokehImageOperation::deinitExecution()
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{
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if (this->m_deleteData) {
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if (this->m_data) {
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delete this->m_data;
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this->m_data = NULL;
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}
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}
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}
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void BokehImageOperation::determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2])
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{
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resolution[0] = COM_BLUR_BOKEH_PIXELS;
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resolution[1] = COM_BLUR_BOKEH_PIXELS;
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}
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