static float blender_camera_focal_distance(BL::Object b_ob, BL::Camera b_camera)
{
	BL::Object b_dof_object = b_camera.dof_object();

	if(!b_dof_object)
		return b_camera.dof_distance();
	
	/* for dof object, return distance along camera Z direction */
	Transform obmat = transform_clear_scale(get_transform(b_ob.matrix_world()));
	Transform dofmat = get_transform(b_dof_object.matrix_world());
	Transform mat = transform_inverse(obmat) * dofmat;

	return fabsf(transform_get_column(&mat, 3).z);
}
static float blender_camera_focal_distance(BL::RenderEngine b_engine, BL::Object b_ob, BL::Camera b_camera)
{
	BL::Object b_dof_object = b_camera.dof_object();

	if(!b_dof_object)
		return b_camera.dof_distance();
	
	/* for dof object, return distance along camera Z direction */
	BL::Array<float, 16> b_ob_matrix;
	b_engine.camera_model_matrix(b_ob, b_ob_matrix);
	Transform obmat = get_transform(b_ob_matrix);
	Transform dofmat = get_transform(b_dof_object.matrix_world());
	Transform mat = transform_inverse(obmat) * dofmat;

	return fabsf(transform_get_column(&mat, 3).z);
}
Exemple #3
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static float blender_camera_focal_distance(BL::RenderEngine b_engine, BL::Object b_ob, BL::Camera b_camera)
{
	BL::Object b_dof_object = b_camera.dof_object();

	if(!b_dof_object)
		return b_camera.dof_distance();
	
	/* for dof object, return distance along camera Z direction */
	BL::Array<float, 16> b_ob_matrix;
	b_engine.camera_model_matrix(b_ob, b_ob_matrix);
	Transform obmat = get_transform(b_ob_matrix);
	Transform dofmat = get_transform(b_dof_object.matrix_world());
	float3 view_dir = normalize(transform_get_column(&obmat, 2));
	float3 dof_dir = transform_get_column(&obmat, 3) - transform_get_column(&dofmat, 3);
	return fabsf(dot(view_dir, dof_dir));
}