AVSphericalMapping

This structure describes how to handle spherical videos, outlining information about projection, initial layout, and any other view modifier.

@note The struct must be allocated with av_spherical_alloc() and its size is not a part of the public ABI.

Members

Variables

bound_bottom
uint bound_bottom;

< Distance from the bottom edge

bound_left
uint bound_left;

* @name Bounding rectangle * @anchor bounding * @{ * These fields indicate the location of the current tile, and where * it should be mapped relative to the original surface. They are * exported as 0.32 fixed point, and can be converted to classic * pixel values with av_spherical_bounds(). * * @code{.unparsed} * +----------------+----------+ * | |bound_top | * | +--------+ | * | bound_left |tile | | * +<---------->| |<--->+bound_right * | +--------+ | * | | | * | bound_bottom| | * +----------------+----------+ * @endcode * * If needed, the original video surface dimensions can be derived * by adding the current stream or frame size to the related bounds, * like in the following example: * * @code{c} * original_width = tile->width + bound_left + bound_right; * original_height = tile->height + bound_top + bound_bottom; * @endcode * * @note These values are valid only for the tiled equirectangular * projection type (@ref AV_SPHERICAL_EQUIRECTANGULAR_TILE), * and should be ignored in all other cases. *////< Distance from the left edg

bound_right
uint bound_right;

< Distance from the right edge

bound_top
uint bound_top;

< Distance from the top edge

padding
uint padding;

Number of pixels to pad from the edge of each cube face.

pitch
int pitch;

< Rotation around the right vector [-90, 90].

projection
AVSphericalProjection projection;

Projection type.

roll
int roll;

< Rotation around the forward vector [-180, 180].

yaw
int yaw;

* @name Initial orientation * @{ * There fields describe additional rotations applied to the sphere after * the video frame is mapped onto it. The sphere is rotated around the * viewer, who remains stationary. The order of transformation is always * yaw, followed by pitch, and finally by roll. * * The coordinate system matches the one defined in OpenGL, where the * forward vector (z) is coming out of screen, and it is equivalent to * a rotation matrix of R = r_y(yaw) * r_x(pitch) * r_z(roll). * * A positive yaw rotates the portion of the sphere in front of the viewer * toward their right. A positive pitch rotates the portion of the sphere * in front of the viewer upwards. A positive roll tilts the portion of * the sphere in front of the viewer to the viewer's right. * * These values are exported as 16.16 fixed point. * * See this equirectangular projection as example: * * @code{.unparsed} * Yaw * -180 0 180 * 90 +-------------+-------------+ 180 * | | | up * P | | | y| forward * i | ^ | | /z * t 0 +-------------X-------------+ 0 Roll | / * c | | | | / * h | | | 0|/_____right * | | | x * -90 +-------------+-------------+ -180 * * X - the default camera center * ^ - the default up vector * @endcode *////< Rotation around the up vector [-180, 180]

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