/* SPDX-FileCopyrightText: 2023 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ #pragma once /** \file * \ingroup bke */ namespace blender { struct Object; struct ProjCameraInfo; /** * Create UV info from the camera, needs to be freed. * * \param rotmat: can be `obedit->object_to_world().ptr()` when uv project is used. * \param winx, winy: can be from `scene->r.xsch / ysch`. */ struct ProjCameraInfo *BKE_uvproject_camera_info(const struct Object *ob, const float rotmat[4][4], float winx, float winy); /** * Apply UV from #ProjCameraInfo (camera). */ void BKE_uvproject_from_camera(float target[2], const float source[3], const struct ProjCameraInfo *uci); /** * Apply uv from perspective matrix. * \param persmat: Can be `rv3d->persmat`. */ void BKE_uvproject_from_view(float target[2], const float source[3], const float persmat[4][4], const float rotmat[4][4], float winx, float winy); /** * Apply orthographic UVs. */ void BKE_uvproject_from_view_ortho(float target[2], const float source[3], const float rotmat[4][4]); /** * So we can adjust scale with keeping the struct private. */ void BKE_uvproject_camera_info_scale(ProjCameraInfo *uci, float scale_x, float scale_y); /* * Free info. */ void BKE_uvproject_camera_info_free(ProjCameraInfo *uci); } // namespace blender