15 #include "../geometry/Geom.h"
17 #include "../python/Director.h"
19 #include "../scene_graph/FrsMaterial.h"
21 #include "../system/Exception.h"
22 #include "../system/Precision.h"
24 #ifdef WITH_CXX_GUARDEDALLOC
80 return "UnaryFunction0D";
94 #ifdef WITH_CXX_GUARDEDALLOC
95 MEM_CXX_CLASS_ALLOC_FUNCS(
"Freestyle:UnaryFunction0D")
100 %feature(
"director") UnaryFunction0D<
void>;
101 %feature("director") UnaryFunction0D<
unsigned>;
102 %feature("director") UnaryFunction0D<
float>;
103 %feature("director") UnaryFunction0D<
double>;
104 %feature("director") UnaryFunction0D<
Vec2f>;
105 %feature("director") UnaryFunction0D<
Vec3f>;
106 %feature("director") UnaryFunction0D<Id>;
108 %template(UnaryFunction0DVoid) UnaryFunction0D<
void>;
109 %template(UnaryFunction0DUnsigned) UnaryFunction0D<
unsigned>;
110 %template(UnaryFunction0DFloat) UnaryFunction0D<
float>;
111 %template(UnaryFunction0DDouble) UnaryFunction0D<
double>;
112 %template(UnaryFunction0DVec2f) UnaryFunction0D<
Vec2f>;
113 %template(UnaryFunction0DVec3f) UnaryFunction0D<
Vec3f>;
114 %template(UnaryFunction0DId) UnaryFunction0D<Id>;
115 %template(UnaryFunction0DViewShape) UnaryFunction0D<ViewShape*>;
116 %template(UnaryFunction0DVectorViewShape) UnaryFunction0D<
std::
vector<ViewShape*> >;
125 namespace Functions0D {
188 return "GetProjectedXF0D";
206 return "GetProjectedYF0D";
224 return "GetProjectedZF0D";
242 return "GetCurvilinearAbscissaF0D";
260 return "GetParameterF0D";
281 return "VertexOrientation2DF0D";
298 return "VertexOrientation3DF0D";
315 return "Curvature2DAngleF0D";
333 return "ZDiscontinuityF0D";
350 return "Normal2DF0D";
371 return "MaterialF0D";
411 return "QuantitativeInvisibilityF0D";
425 return "CurveNatureF0D";
439 return "GetShapeF0D";
453 return "GetOccludersF0D";
467 return "GetOccludeeF0D";
int Director_BPy_UnaryFunction0D___call__(void *uf0D, void *py_uf0D, Interface0DIterator &if0D_it)
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 vector
int operator()(Interface0DIterator &iter)
int operator()(Interface0DIterator &iter)
int operator()(Interface0DIterator &iter)
int operator()(Interface0DIterator &iter)
int operator()(Interface0DIterator &iter)
int operator()(Interface0DIterator &iter)
int operator()(Interface0DIterator &iter)
int operator()(Interface0DIterator &iter)
virtual real getProjectedX() const
virtual real getZ() const
virtual real getY() const
virtual real getProjectedZ() const
virtual real getX() const
virtual real getProjectedY() const
virtual ~UnaryFunction0D()
virtual string getName() const
virtual int operator()(Interface0DIterator &iter)
ViewShape * getShapeF0D(Interface0DIterator &it)
void getOccludersF0D(Interface0DIterator &it, std::set< ViewShape * > &oOccluders)
ViewShape * getOccludeeF0D(Interface0DIterator &it)
void getFEdges(Interface0DIterator &it, FEdge *&fe1, FEdge *&fe2)
FEdge * getFEdge(Interface0D &it1, Interface0D &it2)
void getViewEdges(Interface0DIterator &it, ViewEdge *&ve1, ViewEdge *&ve2)
VecMat::Vec2< float > Vec2f