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authorJoshua Leung <aligorith@gmail.com>2009-09-02 14:45:11 +0400
committerJoshua Leung <aligorith@gmail.com>2009-09-02 14:45:11 +0400
commit01b4caa701c21b88b4447d7d4fd5570b05fa5979 (patch)
tree390563ce8d6c55d105a603bd1d9341e8eaf033b6 /source/blender/blenlib/BLI_arithb.h
parent0763627e394bf4b634584a11f1b15dca33d94258 (diff)
2.5 - Rotation order is now taken into account for constraints
* Added a 'rotOrder' parameter for constraint evaluation objects and constraint targets, which describes the rotation mode used for the matrices there. Todos: * Constraint targets default to using XYZ only for now. This will need be be addressed eventually. * Copy Rotation constraint currently cannot use the new rotation order code for the target matrix. What's surprising is that even though it's just using XYZ as the old code did, it doesn't work, and yet everything else works nicely. Silly constraint! (it is almost impossible to improve this constraint further without breaking a rig out there)
Diffstat (limited to 'source/blender/blenlib/BLI_arithb.h')
-rw-r--r--source/blender/blenlib/BLI_arithb.h7
1 files changed, 5 insertions, 2 deletions
diff --git a/source/blender/blenlib/BLI_arithb.h b/source/blender/blenlib/BLI_arithb.h
index 5f3622e8aa5..2ab60c6a8d0 100644
--- a/source/blender/blenlib/BLI_arithb.h
+++ b/source/blender/blenlib/BLI_arithb.h
@@ -202,6 +202,8 @@ void Mat3ToEulO(float Mat[3][3], float eul[3], short order);
void Mat4ToEulO(float Mat[4][4], float eul[3], short order);
void Mat3ToCompatibleEulO(float mat[3][3], float eul[3], float oldrot[3], short order);
+
+void eulerO_rot(float beul[3], float ang, char axis, short order);
/**
* @section Euler conversion routines (Blender XYZ)
@@ -484,8 +486,9 @@ void Mat4ToSize(float mat[][4], float *size);
void triatoquat(float *v1, float *v2, float *v3, float *quat);
-void LocEulSizeToMat4(float mat[][4], float loc[3], float eul[3], float size[3]);
-void LocQuatSizeToMat4(float mat[][4], float loc[3], float quat[4], float size[3]);
+void LocEulSizeToMat4(float mat[4][4], float loc[3], float eul[3], float size[3]);
+void LocEulOSizeToMat4(float mat[4][4], float loc[3], float eul[3], float size[3], short rotOrder);
+void LocQuatSizeToMat4(float mat[4][4], float loc[3], float quat[4], float size[3]);
void tubemap(float x, float y, float z, float *u, float *v);
void spheremap(float x, float y, float z, float *u, float *v);