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); }
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)); }