30#define BG_SOLID_CHECKER 4
53#define OVERLAY_GRID_STEPS_LEN 8
56#define WIRE_WIDTH_COMPRESSION 16.0
70# define EDIT_CURVES_NURBS_CONTROL_POINT (1u)
71# define EDIT_CURVES_BEZIER_HANDLE (1u << 1)
72# define EDIT_CURVES_ACTIVE_HANDLE (1u << 2)
73# define EDIT_CURVES_HANDLE_TYPES_SHIFT (4u)
75# define ACTIVE_NURB (1u << 2)
76# define BEZIER_HANDLE (1u << 3)
77# define EVEN_U_BIT (1u << 4)
78# define COLOR_SHIFT 5u
81# define CURVE_HANDLE_SELECTED 0u
82# define CURVE_HANDLE_ALL 1u
84# define GP_EDIT_POINT_SELECTED 1u
85# define GP_EDIT_STROKE_SELECTED 2u
86# define GP_EDIT_MULTIFRAME 4u
87# define GP_EDIT_STROKE_START 8u
88# define GP_EDIT_STROKE_END 16u
89# define GP_EDIT_POINT_DIMMED 32u
91# define MOTIONPATH_VERT_SEL (1u << 0)
92# define MOTIONPATH_VERT_KEY (1u << 1)
216#if !defined(GPU_SHADER) && defined(__cplusplus)
217 ExtraInstanceData(
const float4x4 &object_to_world,
const float4 &color,
float draw_size)
219 this->color_ =
color;
220 this->object_to_world_ = object_to_world;
221 this->object_to_world_[3][3] = draw_size;
239 this->color_ =
color;
240 this->object_to_world_ = object_to_world;
241 this->object_to_world_[0][3] = angle_min_x;
242 this->object_to_world_[1][3] = angle_min_z;
243 this->object_to_world_[2][3] = angle_max_x;
244 this->object_to_world_[3][3] = angle_max_z;
258#define PARTICLE_SHAPE_CIRCLE_RESOLUTION 7
261#define PART_SHAPE_AXIS 1
262#define PART_SHAPE_CIRCLE 2
263#define PART_SHAPE_CROSS 3
290 : head_sphere(head_sphere),
291 tail_sphere(tail_sphere),
292 bone_color_and_wire_width(bone_color),
293 state_color(state_color),
299 float4 &color_and_wire_width,
301 : head_sphere(head_sphere),
302 tail_sphere(tail_sphere),
303 bone_color_and_wire_width(color_and_wire_width),
308 : head_sphere(head_sphere), tail_sphere(tail_sphere), x_axis(x_axis){};
#define BLI_STATIC_ASSERT(a, msg)
#define BLI_STATIC_ASSERT_ALIGN(st, align)
#define ENUM_OPERATORS(_type, _max)
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a color
static void copy(bNodeTree *dest_ntree, bNode *dest_node, const bNode *src_node)
#define OVERLAY_GRID_STEPS_LEN
struct ExtraInstanceData ExtraInstanceData
BoneEnvelopeData()=default
BoneEnvelopeData(float4 &head_sphere, float4 &tail_sphere, float3 &bone_color, float3 &state_color, float3 &x_axis)
BoneEnvelopeData(float4 &head_sphere, float4 &tail_sphere, float3 &x_axis)
BoneEnvelopeData(float4 &head_sphere, float4 &tail_sphere, float4 &color_and_wire_width, float3 &x_axis)
float4 bone_color_and_wire_width
BoneStickData(float3 &bone_start, float3 &bone_end, float4 &wire_color, float4 &bone_color, float4 &head_color, float4 &tail_color)
float4 steps[OVERLAY_GRID_STEPS_LEN]
float4 color_bone_pose_active_unsel
float4 color_edge_face_select
float4 color_face_mode_select
float4 color_bundle_solid
float4 color_grid_emphasis
float4 color_mball_radius
float4 color_checker_primary
float4 color_bone_ik_line
float4 color_bone_pose_ik
float4 color_face_freestyle
float4 color_bone_active_unsel
float4 color_mball_radius_select
float4 color_bone_ik_line_no_target
float4 color_checker_secondary
float4 color_handle_sel_autoclamp
float4 color_bone_pose_active
float4 color_handle_sel_align
float4 color_edge_mode_select
float4 color_nurb_sel_uline
float4 color_vertex_missing_data
float4 color_edge_freestyle
float4 color_clipping_border
float4 color_nurb_sel_vline
float4 color_handle_align
float4 color_bone_pose_spline_ik
float4 color_mball_stiffness
float4 color_vertex_select
float4 color_bone_pose_constraint
float4 color_gpencil_vertex_select
float4 color_handle_sel_vect
float4 color_edit_mesh_middle
float4 color_light_no_alpha
float4 color_edge_bweight
float4 color_handle_autoclamp
float4 color_mball_stiffness_select
float4 color_library_select
float4 color_background_gradient
float4 color_handle_sel_free
float4 color_edit_mesh_active
float4 color_handle_sel_auto
float4 color_current_frame
float4 color_vertex_unreferenced
float4 color_bone_pose_no_target
float4 color_gpencil_vertex
float4 color_active_spline
float4 color_bone_ik_line_spline