本文整理汇总了C++中bl::SpaceView3D类的典型用法代码示例。如果您正苦于以下问题:C++ SpaceView3D类的具体用法?C++ SpaceView3D怎么用?C++ SpaceView3D使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了SpaceView3D类的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: sync_render_layers
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Get render layer (by name, or first one if name is NULL)
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void BlenderSync::sync_render_layers(BL::SpaceView3D b_v3d, const char *layer) {
string layername;
// 3d view
if(b_v3d) {
PointerRNA oct_scene = RNA_pointer_get(&b_scene.ptr, "octane");
if(RNA_boolean_get(&oct_scene, "preview_active_layer")) {
BL::RenderLayers layers(b_scene.render().ptr);
layername = layers.active().name();
layer = layername.c_str();
}
else {
render_layer.use_localview = (b_v3d.local_view() ? true : false);
render_layer.scene_layer = get_layer(b_v3d.layers(), b_v3d.layers_local_view(), render_layer.use_localview);
render_layer.layer = render_layer.scene_layer;
render_layer.holdout_layer = 0;
render_layer.material_override = PointerRNA_NULL;
render_layer.use_background = true;
render_layer.use_viewport_visibility = true;
render_layer.samples = 0;
return;
}
}
// Render layer
BL::RenderSettings r = b_scene.render();
BL::RenderSettings::layers_iterator b_rlay;
bool first_layer = true;
uint layer_override = get_layer(b_engine.layer_override());
uint scene_layers = layer_override ? layer_override : get_layer(b_scene.layers());
for(r.layers.begin(b_rlay); b_rlay != r.layers.end(); ++b_rlay) {
if((!layer && first_layer) || (layer && b_rlay->name() == layer)) {
render_layer.name = b_rlay->name();
render_layer.holdout_layer = get_layer(b_rlay->layers_zmask());
render_layer.exclude_layer = get_layer(b_rlay->layers_exclude());
render_layer.scene_layer = scene_layers & ~render_layer.exclude_layer;
render_layer.scene_layer |= render_layer.exclude_layer & render_layer.holdout_layer;
render_layer.layer = get_layer(b_rlay->layers());
render_layer.layer |= render_layer.holdout_layer;
render_layer.material_override = b_rlay->material_override();
render_layer.use_background = b_rlay->use_sky();
render_layer.use_viewport_visibility = (b_v3d ? false : scene->use_viewport_hide);//false;
render_layer.use_localview = false;
render_layer.samples = b_rlay->samples();
}
first_layer = false;
}
} //sync_render_layers()
开发者ID:,项目名称:,代码行数:53,代码来源:
示例2: get_buffer_params
BufferParams BlenderSync::get_buffer_params(BL::Scene b_scene, BL::SpaceView3D b_v3d, BL::RegionView3D b_rv3d, Camera *cam, int width, int height)
{
BufferParams params;
bool use_border = false;
params.full_width = width;
params.full_height = height;
if(b_v3d && b_rv3d && b_rv3d.view_perspective() != BL::RegionView3D::view_perspective_CAMERA)
use_border = b_v3d.use_render_border();
else
use_border = b_scene.render().use_border();
if(use_border) {
/* border render */
params.full_x = cam->border.left*width;
params.full_y = cam->border.bottom*height;
params.width = (int)(cam->border.right*width) - params.full_x;
params.height = (int)(cam->border.top*height) - params.full_y;
/* survive in case border goes out of view or becomes too small */
params.width = max(params.width, 1);
params.height = max(params.height, 1);
}
else {
params.width = width;
params.height = height;
}
return params;
}
开发者ID:danielmarg,项目名称:blender-main,代码行数:31,代码来源:blender_camera.cpp
示例3: get_buffer_params
BufferParams BlenderSync::get_buffer_params(BL::RenderSettings b_render, BL::SpaceView3D b_v3d, BL::RegionView3D b_rv3d, Camera *cam, int width, int height)
{
BufferParams params;
bool use_border = false;
params.full_width = width;
params.full_height = height;
if(b_v3d && b_rv3d && b_rv3d.view_perspective() != BL::RegionView3D::view_perspective_CAMERA)
use_border = b_v3d.use_render_border();
else
use_border = b_render.use_border();
if(use_border) {
/* border render */
/* the viewport may offset the border outside the view */
BoundBox2D border = cam->border.clamp();
params.full_x = (int)(border.left * (float)width);
params.full_y = (int)(border.bottom * (float)height);
params.width = (int)(border.right * (float)width) - params.full_x;
params.height = (int)(border.top * (float)height) - params.full_y;
/* survive in case border goes out of view or becomes too small */
params.width = max(params.width, 1);
params.height = max(params.height, 1);
}
else {
params.width = width;
params.height = height;
}
return params;
}
开发者ID:Andrewson3D,项目名称:blender-for-vray,代码行数:33,代码来源:blender_camera.cpp
示例4: blender_camera_border
static void blender_camera_border(BlenderCamera *bcam, BL::RenderEngine b_engine, BL::RenderSettings b_render, BL::Scene b_scene, BL::SpaceView3D b_v3d,
BL::RegionView3D b_rv3d, int width, int height)
{
bool is_camera_view;
/* camera view? */
is_camera_view = b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_CAMERA;
if(!is_camera_view) {
/* for non-camera view check whether render border is enabled for viewport
* and if so use border from 3d viewport
* assume viewport has got correctly clamped border already
*/
if(b_v3d.use_render_border()) {
bcam->border.left = b_v3d.render_border_min_x();
bcam->border.right = b_v3d.render_border_max_x();
bcam->border.bottom = b_v3d.render_border_min_y();
bcam->border.top = b_v3d.render_border_max_y();
}
return;
}
BL::Object b_ob = (b_v3d.lock_camera_and_layers())? b_scene.camera(): b_v3d.camera();
if(!b_ob)
return;
/* Determine camera border inside the viewport. */
BoundBox2D full_border;
blender_camera_border_subset(b_engine,
b_render,
b_scene,
b_v3d,
b_rv3d,
b_ob,
width, height,
full_border,
&bcam->viewport_camera_border);
if(!b_render.use_border()) {
return;
}
bcam->border.left = b_render.border_min_x();
bcam->border.right = b_render.border_max_x();
bcam->border.bottom = b_render.border_min_y();
bcam->border.top = b_render.border_max_y();
/* Determine viewport subset matching camera border. */
blender_camera_border_subset(b_engine,
b_render,
b_scene,
b_v3d,
b_rv3d,
b_ob,
width, height,
bcam->border,
&bcam->border);
bcam->border.clamp();
}
开发者ID:Andrewson3D,项目名称:blender-for-vray,代码行数:60,代码来源:blender_camera.cpp
示例5: blender_camera_from_view
static void blender_camera_from_view(BlenderCamera *bcam, BL::RenderEngine b_engine, BL::Scene b_scene, BL::SpaceView3D b_v3d, BL::RegionView3D b_rv3d, int width, int height, bool skip_panorama = false)
{
/* 3d view parameters */
bcam->nearclip = b_v3d.clip_start();
bcam->farclip = b_v3d.clip_end();
bcam->lens = b_v3d.lens();
bcam->shuttertime = b_scene.render().motion_blur_shutter();
curvemapping_to_array(b_scene.render().motion_blur_shutter_curve(),
bcam->shutter_curve,
RAMP_TABLE_SIZE);
if(b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_CAMERA) {
/* camera view */
BL::Object b_ob = (b_v3d.lock_camera_and_layers())? b_scene.camera(): b_v3d.camera();
if(b_ob) {
blender_camera_from_object(bcam, b_engine, b_ob, skip_panorama);
if(!skip_panorama && bcam->type == CAMERA_PANORAMA) {
/* in panorama camera view, we map viewplane to camera border */
BoundBox2D view_box, cam_box;
blender_camera_view_subset(b_engine, b_scene.render(), b_scene, b_ob, b_v3d, b_rv3d, width, height,
&view_box, &cam_box);
bcam->pano_viewplane = view_box.make_relative_to(cam_box);
}
else {
/* magic zoom formula */
bcam->zoom = (float)b_rv3d.view_camera_zoom();
bcam->zoom = (1.41421f + bcam->zoom/50.0f);
bcam->zoom *= bcam->zoom;
bcam->zoom = 2.0f/bcam->zoom;
/* offset */
bcam->offset = get_float2(b_rv3d.view_camera_offset());
}
}
}
else if(b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_ORTHO) {
/* orthographic view */
bcam->farclip *= 0.5f;
bcam->nearclip = -bcam->farclip;
float sensor_size;
if(bcam->sensor_fit == BlenderCamera::VERTICAL)
sensor_size = bcam->sensor_height;
else
sensor_size = bcam->sensor_width;
bcam->type = CAMERA_ORTHOGRAPHIC;
bcam->ortho_scale = b_rv3d.view_distance() * sensor_size / b_v3d.lens();
}
bcam->zoom *= 2.0f;
/* 3d view transform */
bcam->matrix = transform_inverse(get_transform(b_rv3d.view_matrix()));
}
开发者ID:Brachi,项目名称:blender,代码行数:59,代码来源:blender_camera.cpp
示例6: blender_camera_border
static void blender_camera_border(BlenderCamera *bcam, BL::Scene b_scene, BL::SpaceView3D b_v3d,
BL::RegionView3D b_rv3d, int width, int height)
{
BL::RenderSettings r = b_scene.render();
bool is_camera_view;
/* camera view? */
is_camera_view = b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_CAMERA;
if(!is_camera_view) {
/* for non-camera view check whether render border is enabled for viewport
* and if so use border from 3d viewport
* assume viewport has got correctly clamped border already
*/
if(b_v3d.use_render_border()) {
bcam->border.left = b_v3d.render_border_min_x();
bcam->border.right = b_v3d.render_border_max_x();
bcam->border.bottom = b_v3d.render_border_min_y();
bcam->border.top = b_v3d.render_border_max_y();
return;
}
}
else if(!r.use_border())
return;
BL::Object b_ob = (b_v3d.lock_camera_and_layers())? b_scene.camera(): b_v3d.camera();
if(!b_ob)
return;
bcam->border.left = r.border_min_x();
bcam->border.right = r.border_max_x();
bcam->border.bottom = r.border_min_y();
bcam->border.top = r.border_max_y();
/* determine camera viewport subset */
BoundBox2D view_box, cam_box;
blender_camera_view_subset(b_scene, b_ob, b_v3d, b_rv3d, width, height,
&view_box, &cam_box);
/* determine viewport subset matching camera border */
cam_box = cam_box.make_relative_to(view_box);
bcam->border = cam_box.subset(bcam->border).clamp();
}
开发者ID:danielmarg,项目名称:blender-main,代码行数:46,代码来源:blender_camera.cpp
示例7: load_camera_from_view
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Fill the Octane Camera properties from Blender View data
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void BlenderSync::load_camera_from_view(Camera* cam, BL::Scene b_scene, BL::SpaceView3D b_v3d, BL::RegionView3D b_rv3d, int width, int height, float2& offset, bool skip_panorama) {
float zoom;
if(b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_CAMERA) {
BL::Object b_ob = (b_v3d.lock_camera_and_layers()) ? b_scene.camera() : b_v3d.camera();
if(b_ob) {
cam->matrix = scene->matrix * get_transform(b_ob.matrix_world());
// Magic zoom formula
zoom = (float) b_rv3d.view_camera_zoom();
zoom = (1.41421f + zoom/50.0f);
zoom *= zoom;
zoom = 2.0f/zoom;
zoom *= 2.0f;
cam->zoom = zoom;
offset = get_float2(b_rv3d.view_camera_offset());
load_camera_from_object(cam, b_ob, width, height, offset, skip_panorama);
}
} //if(b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_CAMERA)
else if(b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_ORTHO || b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_PERSP) {
cam->zoom = 2.0f;
cam->near_clip_depth = b_v3d.clip_start();
cam->far_clip_depth = b_v3d.clip_end();
cam->matrix = scene->matrix * transform_inverse(get_transform(b_rv3d.view_matrix()));
cam->type = CAMERA_PERSPECTIVE;
if(b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_ORTHO)
cam->ortho = true;
else
cam->ortho = false;
PointerRNA oct_camera = RNA_pointer_get(&b_scene.ptr, "oct_view_cam");
get_cam_settings(cam, oct_camera, true);
cam->lens_shift_x = 0;
cam->lens_shift_y = 0;
cam->sensorwidth = 32.0f;
cam->sensorheight = 18.0f;
cam->sensor_fit = Camera::AUTO;
if(cam->ortho) {
float ortho_scale;
get_viewport_ortho_scale(cam, b_rv3d.view_distance(), b_v3d.lens(), width, height, &ortho_scale);
cam->fov = ortho_scale * cam->zoom;
}
else {
float sensor_size;
get_camera_sensor_size(cam, width, height, &sensor_size);
cam->fov = 2.0f * atanf((0.5f * sensor_size * cam->zoom) / b_v3d.lens()) *180.0f / M_PI_F;
}
// Position
cam->look_at.x = cam->eye_point.x = cam->matrix.x.w;
cam->look_at.y = cam->eye_point.y = cam->matrix.y.w;
cam->look_at.z = cam->eye_point.z = cam->matrix.z.w;
if(cam->ortho) {
float3 dir = transform_direction(&cam->matrix, make_float3(0.0f, 0.0f, b_rv3d.view_distance()));
cam->eye_point.x = cam->eye_point.x + dir.x;
cam->eye_point.y = cam->eye_point.y + dir.y;
cam->eye_point.z = cam->eye_point.z + dir.z;
}
else {
float3 dir = transform_direction(&cam->matrix, make_float3(0.0f, 0.0f, -1.0f));
cam->look_at.x = cam->look_at.x + dir.x;
cam->look_at.y = cam->look_at.y + dir.y;
cam->look_at.z = cam->look_at.z + dir.z;
}
cam->up = normalize(transform_direction(&cam->matrix, make_float3(0.0f, 1.0f, 0.0f)));
} //else if(b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_ORTHO || b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_PERSP)
get_camera_border(cam, b_v3d, b_rv3d, width, height);
} //load_camera_from_view()
开发者ID:mistajuliax,项目名称:OctaneBlender,代码行数:84,代码来源:blender_camera.cpp
示例8: get_camera_border
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Sync rendered View from blender scene to Octane camera data
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void BlenderSync::get_camera_border(Camera *cam, BL::SpaceView3D b_v3d, BL::RegionView3D b_rv3d, int width, int height) {
BL::RenderSettings r = b_scene.render();
/* camera view? */
if(b_rv3d.view_perspective() != BL::RegionView3D::view_perspective_CAMERA) {
/* for non-camera view check whether render border is enabled for viewport
* and if so use border from 3d viewport assume viewport has got correctly clamped border already */
cam->use_border = b_v3d.use_render_border();
if(cam->use_border) {
cam->border.x = (uint32_t)(b_v3d.render_border_min_x() * (float)width);
cam->border.y = (uint32_t)((1.0f - b_v3d.render_border_max_y()) * (float)height);
cam->border.z = (uint32_t)(b_v3d.render_border_max_x() * (float)width);
cam->border.w = (uint32_t)((1.0f - b_v3d.render_border_min_y()) * (float)height);
return;
}
}
else {
cam->use_border = r.use_border();
if(!cam->use_border) return;
BL::Object b_ob = (b_v3d.lock_camera_and_layers()) ? b_scene.camera() : b_v3d.camera();
if(!b_ob) return;
float aspectratio, xaspect, yaspect;
bool horizontal_fit;
// Get View plane
float xratio = (float)width * cam->pixelaspect.x;
float yratio = (float)height * cam->pixelaspect.y;
if(cam->sensor_fit == Camera::AUTO) horizontal_fit = (xratio > yratio);
else if(cam->sensor_fit == Camera::HORIZONTAL) horizontal_fit = true;
else horizontal_fit = false;
if(horizontal_fit) {
aspectratio = xratio / yratio;
xaspect = aspectratio;
yaspect = 1.0f;
}
else {
aspectratio = yratio / xratio;
xaspect = 1.0f;
yaspect = aspectratio;
}
BoundBox2D view_box(-xaspect, xaspect, -yaspect, yaspect);
view_box = view_box * cam->zoom;
//float view_dx = 2.0f * (aspectratio * cam->lens_shift_x + cam->offset_x * xaspect * 2.0f);
//float view_dy = 2.0f * (aspectratio * cam->lens_shift_y + cam->offset_y * yaspect * 2.0f);
//view_box.left += view_dx;
//view_box.right += view_dx;
//view_box.bottom += view_dy;
//view_box.top += view_dy;
view_box = view_box / aspectratio;
// Get camera plane
BL::ID b_ob_data = b_ob.data();
BL::Camera b_camera(b_ob_data);
xratio = (float)r.resolution_x() * r.resolution_percentage() / 100;
yratio = (float)r.resolution_y() * r.resolution_percentage() / 100;
if(b_camera.sensor_fit() == BL::Camera::sensor_fit_AUTO) horizontal_fit = (xratio > yratio);
else if(b_camera.sensor_fit() == BL::Camera::sensor_fit_HORIZONTAL) horizontal_fit = true;
else horizontal_fit = false;
if(horizontal_fit) {
aspectratio = xratio / yratio;
xaspect = aspectratio;
yaspect = 1.0f;
}
else {
aspectratio = yratio / xratio;
xaspect = 1.0f;
yaspect = aspectratio;
}
BoundBox2D cam_box(-xaspect, xaspect, -yaspect, yaspect);
//float cam_dx = 2.0f * aspectratio * b_camera.shift_x();
//float cam_dy = 2.0f * aspectratio * b_camera.shift_y();
//cam_box.left += cam_dx;
//cam_box.right += cam_dx;
//cam_box.bottom += cam_dy;
//cam_box.top += cam_dy;
cam_box = cam_box / aspectratio;
// Get render region
cam_box = cam_box.make_relative_to(view_box);
BoundBox2D orig_border(r.border_min_x(), r.border_max_x(), r.border_min_y(), r.border_max_y());
BoundBox2D border = cam_box.subset(orig_border).clamp();
cam->border.x = (uint32_t)(border.left * (float)width);
cam->border.y = (uint32_t)((1.0f - border.top) * (float)height);
//.........这里部分代码省略.........
开发者ID:mistajuliax,项目名称:OctaneBlender,代码行数:101,代码来源:blender_camera.cpp
注:本文中的bl::SpaceView3D类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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