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authorCampbell Barton <ideasman42@gmail.com>2010-10-22 07:56:50 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-10-22 07:56:50 +0400
commit2fe940f8df9c4513ad1ad0674f49818417450984 (patch)
tree973e55b1f0ea46b3018c0993efeaa3b22f1173dc /source/blender/blenlib/BLI_math_matrix.h
parentbcac1def4c1b459e116ae1957e8ac4e20a7d9192 (diff)
Fix for snapping pose bones with axis-angle rotation.
- armature_mat_pose_to_bone() was missing axis-angle check. - added loc_axisangle_size_to_mat4() for completeness. - use 'const' prefix where possible in math rotation functions.
Diffstat (limited to 'source/blender/blenlib/BLI_math_matrix.h')
-rw-r--r--source/blender/blenlib/BLI_math_matrix.h12
1 files changed, 7 insertions, 5 deletions
diff --git a/source/blender/blenlib/BLI_math_matrix.h b/source/blender/blenlib/BLI_math_matrix.h
index 6b3d8bf9d0b..e4f477238f5 100644
--- a/source/blender/blenlib/BLI_math_matrix.h
+++ b/source/blender/blenlib/BLI_math_matrix.h
@@ -135,8 +135,8 @@ void scale_m4_fl(float R[4][4], float scale);
float mat3_to_scale(float M[3][3]);
float mat4_to_scale(float M[4][4]);
-void size_to_mat3(float R[3][3], float size[3]);
-void size_to_mat4(float R[4][4], float size[3]);
+void size_to_mat3(float R[3][3], const float size[3]);
+void size_to_mat4(float R[4][4], const float size[3]);
void mat3_to_size(float r[3], float M[3][3]);
void mat4_to_size(float r[3], float M[4][4]);
@@ -145,11 +145,13 @@ void translate_m4(float mat[4][4], float tx, float ty, float tz);
void rotate_m4(float mat[4][4], char axis, float angle);
void loc_eul_size_to_mat4(float R[4][4],
- float loc[3], float eul[3], float size[3]);
+ const float loc[3], const float eul[3], const float size[3]);
void loc_eulO_size_to_mat4(float R[4][4],
- float loc[3], float eul[3], float size[3], short order);
+ const float loc[3], const float eul[3], const float size[3], const short order);
void loc_quat_size_to_mat4(float R[4][4],
- float loc[3], float quat[4], float size[3]);
+ const float loc[3], const float quat[4], const float size[3]);
+void loc_axisangle_size_to_mat4(float R[4][4],
+ const float loc[3], const float axis[4], const float angle, const float size[3]);
void blend_m3_m3m3(float R[3][3], float A[3][3], float B[3][3], float t);
void blend_m4_m4m4(float R[4][4], float A[4][4], float B[4][4], float t);