33 #define INIT_GP_TYPE(typeName) \
34 (types[eGpencilModifierType_##typeName] = &modifierType_Gpencil_##typeName)
67 const int gpl_passindex,
80 if (mlayername[0] !=
'\0') {
98 if (ma_md_orig != ma_gps_orig) {
103 if (ma_md_orig == ma_gps_orig) {
109 if (gpl_passindex > 0) {
122 if (mpassindex > 0) {
124 if (gp_style->
index != mpassindex) {
129 if (gp_style->
index == mpassindex) {
135 if ((minpoints > 0) && (gps->
totpoints < minpoints)) {
146 if ((dvert !=
NULL) && (def_nr != -1)) {
148 weight = dw ? dw->
weight : -1.0f;
149 if ((weight >= 0.0f) && (
inverse)) {
150 return 1.0f - weight;
153 if ((weight < 0.0f) && (!
inverse)) {
158 if ((weight < 0.0f) && (
inverse)) {
164 if ((dvert ==
NULL) && (def_nr != -1)) {
189 bake_cb(md,
depsgraph, ob, gpl, gpf, gps);
General operations, lookup, etc. for materials.
struct Material * BKE_gpencil_material(struct Object *ob, short act)
void BKE_scene_graph_update_for_newframe(struct Depsgraph *depsgraph)
#define LISTBASE_FOREACH(type, var, list)
struct Depsgraph Depsgraph
float DEG_get_ctime(const Depsgraph *graph)
struct ID * DEG_get_original_id(struct ID *id)
struct Scene * DEG_get_evaluated_scene(const struct Depsgraph *graph)
Object is a sort of wrapper for general info.
float get_modifier_point_weight(MDeformVert *dvert, bool inverse, int def_nr)
#define INIT_GP_TYPE(typeName)
void generic_bake_deform_stroke(Depsgraph *depsgraph, GpencilModifierData *md, Object *ob, const bool retime, gpBakeCb bake_cb)
bool is_stroke_affected_by_modifier(Object *ob, char *mlayername, Material *material, const int mpassindex, const int gpl_passindex, const int minpoints, bGPDlayer *gpl, bGPDstroke *gps, const bool inv1, const bool inv2, const bool inv3, const bool inv4)
void gpencil_modifier_type_init(GpencilModifierTypeInfo *types[])
void(* gpBakeCb)(struct GpencilModifierData *md_, struct Depsgraph *depsgraph_, struct Object *ob_, struct bGPDlayer *gpl_, struct bGPDframe *gpf_, struct bGPDstroke *gps_)
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 or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Return a random value or color based on an input seed Float Map an input float to a curve and outputs a float value Separate Color
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 Texture
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 or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color or the default fallback if none is specified Separate Split a vector into its and Z components Generates normals with round corners and may slow down renders Vector Displace the surface along an arbitrary direction White Noise
btMatrix3x3 inverse() const
Return the inverse of the matrix.
const Depsgraph * depsgraph
MIKK_INLINE float Length(const SVec3 v)
void Multiply(const JntArray &src, const double &factor, JntArray &dest)
struct MaterialGPencilStyle * gp_style