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author | Campbell Barton <ideasman42@gmail.com> | 2009-12-27 04:32:58 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2009-12-27 04:32:58 +0300 |
commit | fde4686d77dd72ccfa88febdea360136bfd17a36 (patch) | |
tree | 52a715e72488c70457f5c29a74e24c0e3977e470 /source/blender/blenlib/BLI_math_rotation.h | |
parent | 9c82e1efc32bdff04c3136ef5a2959ed73711ca7 (diff) |
barycentric transform utility geometry function.
From 2 triangles and 1 point, the relative position between the point and the first triangle is applied to the second triangle to find the target point.
the barycentric weights are calculated in 2D space with a signed area so values outside the triangle bounds are supported.
wrapped by python:
pt_to = Geometry.BarycentricTransform(pt_from, t1a, t1b, t1c, t2a, t1b, t1c)
NOTE:
- moved some barycentric weight functions out of projection painting into the math lib.
- ended up making some of the math functions use const args.
TODO:
- support exceptional cases. zero area tries and similar.
Diffstat (limited to 'source/blender/blenlib/BLI_math_rotation.h')
-rw-r--r-- | source/blender/blenlib/BLI_math_rotation.h | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/blenlib/BLI_math_rotation.h b/source/blender/blenlib/BLI_math_rotation.h index b221d89487f..b640cf6dc3c 100644 --- a/source/blender/blenlib/BLI_math_rotation.h +++ b/source/blender/blenlib/BLI_math_rotation.h @@ -70,7 +70,8 @@ void mat3_to_quat(float q[4], float mat[3][3]); void mat4_to_quat(float q[4], float mat[4][4]); void tri_to_quat(float q[4], float a[3], float b[3], float c[3]); void vec_to_quat(float q[4], float vec[3], short axis, short upflag); -void rotation_between_vecs_to_quat(float q[4], float v1[3], float v2[3]); +/* note: v1 and v2 must be normalized */ +void rotation_between_vecs_to_quat(float q[4], const float v1[3], const float v2[3]); /* TODO: don't what this is, but it's not the same as mat3_to_quat */ void mat3_to_quat_is_ok(float q[4], float mat[3][3]); |