本文整理汇总了C++中bl::RegionView3D::view_distance方法的典型用法代码示例。如果您正苦于以下问题:C++ RegionView3D::view_distance方法的具体用法?C++ RegionView3D::view_distance怎么用?C++ RegionView3D::view_distance使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类bl::RegionView3D
的用法示例。
在下文中一共展示了RegionView3D::view_distance方法的2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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: 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()));
}
示例2: 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()