52 const float parent_matrix[3][3],
53 const float parent_inverse_matrix[3][3])
71 td2d->
loc[0] *= asp[0];
72 td2d->
loc[1] *= asp[1];
80 td->center[0] *= asp[0];
81 td->center[1] *= asp[1];
112 const bool is_prop_edit,
118 float parent_matrix[3][3], parent_inverse_matrix[3][3];
123 if (is_prop_edit || is_sel_point) {
128 for (
int i = 0; i < 3; i++) {
137 td2d->
loc[0] *= asp[0];
138 td2d->
loc[1] *= asp[1];
146 td->center[0] *= asp[0];
147 td->center[1] *= asp[1];
193 parent_inverse_matrix);
208 parent_inverse_matrix);
230 parent_inverse_matrix);
256 int count = 0, countsel = 0;
269 for (masklay =
mask->masklayers.first; masklay; masklay = masklay->
next) {
279 for (i = 0; i < spline->
tot_point; i++) {
321 "TransObData2D(Mask Editing)");
323 "TransDataMasking(Mask Editing)");
327 for (masklay =
mask->masklayers.first; masklay; masklay = masklay->
next) {
337 for (i = 0; i < spline->
tot_point; i++) {
385 float asp[2], inv[2];
390 inv[0] = 1.0f / asp[0];
391 inv[1] = 1.0f / asp[1];
450 if (
t->scene->nodetree) {
struct Scene * CTX_data_scene(const bContext *C)
struct Mask * CTX_data_edit_mask(const bContext *C)
#define MASKPOINT_ISSEL_ANY(p)
@ MASK_WHICH_HANDLE_RIGHT
@ MASK_WHICH_HANDLE_STICK
#define MASKPOINT_ISSEL_KNOT(p)
void BKE_mask_point_set_handle(struct MaskSplinePoint *point, eMaskWhichHandle which_handle, float loc[2], bool keep_direction, float orig_handle[2], float orig_vec[3][3])
void BKE_mask_point_handle(const struct MaskSplinePoint *point, eMaskWhichHandle which_handle, float r_handle[2])
void BKE_mask_point_parent_matrix_get(struct MaskSplinePoint *point, float ctime, float parent_matrix[3][3])
eMaskhandleMode BKE_mask_point_handles_mode_get(const struct MaskSplinePoint *point)
void copy_m3_m3(float m1[3][3], const float m2[3][3])
void unit_m3(float m[3][3])
void mul_m3_v2(const float m[3][3], float r[2])
bool invert_m3_m3(float R[3][3], const float A[3][3])
void mul_v2_m3v2(float r[2], const float m[3][3], const float v[2])
MINLINE void copy_v2_v2(float r[2], const float a[2])
MINLINE void copy_v3_v3(float r[3], const float a[3])
void DEG_id_tag_update(struct ID *id, int flag)
struct Mask * ED_space_clip_get_mask(struct SpaceClip *sc)
struct Mask * ED_space_image_get_mask(const struct SpaceImage *sima)
#define IS_AUTOKEY_ON(scene)
void ED_mask_get_aspect(struct ScrArea *area, struct ARegion *region, float *aspx, float *aspy)
bool ED_maskedit_mask_visible_splines_poll(struct bContext *C)
bool ED_mask_layer_shape_auto_key_select(struct Mask *mask, int frame)
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble GLdouble GLdouble zFar _GL_VOID_RET _GL_UINT GLdouble *equation _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLenum GLfloat *v _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLfloat *values _GL_VOID_RET _GL_VOID GLushort *values _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLenum GLdouble *params _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_BOOL GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLushort pattern _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble u2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLdouble GLdouble v2 _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLdouble GLdouble nz _GL_VOID_RET _GL_VOID GLfloat GLfloat nz _GL_VOID_RET _GL_VOID GLint GLint nz _GL_VOID_RET _GL_VOID GLshort GLshort nz _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const GLfloat *values _GL_VOID_RET _GL_VOID GLsizei const GLushort *values _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID const GLuint const GLclampf *priorities _GL_VOID_RET _GL_VOID GLdouble y _GL_VOID_RET _GL_VOID GLfloat y _GL_VOID_RET _GL_VOID GLint y _GL_VOID_RET _GL_VOID GLshort y _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLfloat GLfloat z _GL_VOID_RET _GL_VOID GLint GLint z _GL_VOID_RET _GL_VOID GLshort GLshort z _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble w _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat w _GL_VOID_RET _GL_VOID GLint GLint GLint w _GL_VOID_RET _GL_VOID GLshort GLshort GLshort w _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble y2 _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat y2 _GL_VOID_RET _GL_VOID GLint GLint GLint y2 _GL_VOID_RET _GL_VOID GLshort GLshort GLshort y2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLuint *buffer _GL_VOID_RET _GL_VOID GLdouble t _GL_VOID_RET _GL_VOID GLfloat t _GL_VOID_RET _GL_VOID GLint t _GL_VOID_RET _GL_VOID GLshort t _GL_VOID_RET _GL_VOID GLdouble t
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 Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise 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 point
void *(* MEM_callocN)(size_t len, const char *str)
ccl_device_inline float4 mask(const int4 &mask, const float4 &a)
TransCustomDataContainer custom
eMaskWhichHandle which_handle
struct MaskSplinePoint * point
float parent_inverse_matrix[3][3]
float parent_matrix[3][3]
void WM_event_add_notifier(const bContext *C, uint type, void *reference)