tahoma2d/toonz/sources/stdfx/igs_motion_wind.h

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#pragma once
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#ifndef igs_motion_wind_h
#define igs_motion_wind_h
#ifndef IGS_MOTION_WIND_EXPORT
#define IGS_MOTION_WIND_EXPORT
#endif
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namespace igs {
namespace motion_wind {
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IGS_MOTION_WIND_EXPORT void change(
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unsigned char *in
,
const int hh, const int ww, const int cc, const int bb
,
const unsigned char *ref
,
const int rh, const int rw, const int rc, const int rb
//, const int rz
,
const int ref_mode /* 0=R,1=G,2=B,3=A,4=Luminance,5=Nothing */
,
const int direction = 0 // 0(LtoR),1(BtoT),2(RtoL),3(TtoB)
,
const bool blow_dark_sw = false // false,true
,
const bool blow_alpha_sw = true // false,true
,
const unsigned long length_random_seed = 0 // 0...
,
const double length_min = 0.0, const double length_max = 18.0,
const double length_bias = 0.0 // ...-1.0...0.0...1.0..
,
const bool length_ref_sw = false // false,true
,
const unsigned long force_random_seed = 0 // 0...
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const double force_min = 0.0, const double force_max = 1.0,
const double force_bias = 0.0 // ...-1.0...0.0...1.0..
,
const bool force_ref_sw = false // false,true
,
const unsigned long density_random_seed = 0 // 0...
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const double density_min = 0.0, const double density_max = 1.0,
const double density_bias = 0.0 // ...-1.0...0.0...1.0..
,
const bool density_ref_sw = false // false,true
);
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}
}
#endif /* !igs_motion_wind_h */