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authorCampbell Barton <ideasman42@gmail.com>2019-02-25 15:14:48 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-02-25 15:18:55 +0300
commit213ac7b1aceea3b5a210e86a07402d4415c9a6b6 (patch)
tree8be3e42eb746e074974e393e8b913d66b924c014 /source/blender/blenlib/intern/math_rotation.c
parent54a5059fe93d7e43177ac2f903a6c28e5db8d978 (diff)
Cleanup: use const args for BLI_math_rotation
Diffstat (limited to 'source/blender/blenlib/intern/math_rotation.c')
-rw-r--r--source/blender/blenlib/intern/math_rotation.c53
1 files changed, 29 insertions, 24 deletions
diff --git a/source/blender/blenlib/intern/math_rotation.c b/source/blender/blenlib/intern/math_rotation.c
index c8d4ce9690b..a8629e93483 100644
--- a/source/blender/blenlib/intern/math_rotation.c
+++ b/source/blender/blenlib/intern/math_rotation.c
@@ -291,7 +291,7 @@ void quat_to_mat4(float m[4][4], const float q[4])
m[3][3] = 1.0f;
}
-void mat3_normalized_to_quat(float q[4], float mat[3][3])
+void mat3_normalized_to_quat(float q[4], const float mat[3][3])
{
double tr, s;
@@ -339,7 +339,7 @@ void mat3_normalized_to_quat(float q[4], float mat[3][3])
normalize_qt(q);
}
-void mat3_to_quat(float q[4], float m[3][3])
+void mat3_to_quat(float q[4], const float m[3][3])
{
float unit_mat[3][3];
@@ -349,7 +349,7 @@ void mat3_to_quat(float q[4], float m[3][3])
mat3_normalized_to_quat(q, unit_mat);
}
-void mat4_normalized_to_quat(float q[4], float m[4][4])
+void mat4_normalized_to_quat(float q[4], const float m[4][4])
{
float mat3[3][3];
@@ -357,7 +357,7 @@ void mat4_normalized_to_quat(float q[4], float m[4][4])
mat3_normalized_to_quat(q, mat3);
}
-void mat4_to_quat(float q[4], float m[4][4])
+void mat4_to_quat(float q[4], const float m[4][4])
{
float mat3[3][3];
@@ -365,7 +365,7 @@ void mat4_to_quat(float q[4], float m[4][4])
mat3_to_quat(q, mat3);
}
-void mat3_to_quat_is_ok(float q[4], float wmat[3][3])
+void mat3_to_quat_is_ok(float q[4], const float wmat[3][3])
{
float mat[3][3], matr[3][3], matn[3][3], q1[4], q2[4], angle, si, co, nor[3];
@@ -1033,7 +1033,7 @@ void axis_angle_to_mat4(float mat[4][4], const float axis[3], const float angle)
}
/* 3x3 matrix to axis angle */
-void mat3_normalized_to_axis_angle(float axis[3], float *angle, float mat[3][3])
+void mat3_normalized_to_axis_angle(float axis[3], float *angle, const float mat[3][3])
{
float q[4];
@@ -1042,7 +1042,7 @@ void mat3_normalized_to_axis_angle(float axis[3], float *angle, float mat[3][3])
mat3_normalized_to_quat(q, mat);
quat_to_axis_angle(axis, angle, q);
}
-void mat3_to_axis_angle(float axis[3], float *angle, float mat[3][3])
+void mat3_to_axis_angle(float axis[3], float *angle, const float mat[3][3])
{
float q[4];
@@ -1053,7 +1053,7 @@ void mat3_to_axis_angle(float axis[3], float *angle, float mat[3][3])
}
/* 4x4 matrix to axis angle */
-void mat4_normalized_to_axis_angle(float axis[3], float *angle, float mat[4][4])
+void mat4_normalized_to_axis_angle(float axis[3], float *angle, const float mat[4][4])
{
float q[4];
@@ -1064,7 +1064,7 @@ void mat4_normalized_to_axis_angle(float axis[3], float *angle, float mat[4][4])
}
/* 4x4 matrix to axis angle */
-void mat4_to_axis_angle(float axis[3], float *angle, float mat[4][4])
+void mat4_to_axis_angle(float axis[3], float *angle, const float mat[4][4])
{
float q[4];
@@ -1279,7 +1279,7 @@ static void mat3_normalized_to_eul2(const float mat[3][3], float eul1[3], float
}
/* XYZ order */
-void mat3_normalized_to_eul(float eul[3], float mat[3][3])
+void mat3_normalized_to_eul(float eul[3], const float mat[3][3])
{
float eul1[3], eul2[3];
@@ -1293,7 +1293,7 @@ void mat3_normalized_to_eul(float eul[3], float mat[3][3])
copy_v3_v3(eul, eul1);
}
}
-void mat3_to_eul(float eul[3], float mat[3][3])
+void mat3_to_eul(float eul[3], const float mat[3][3])
{
float unit_mat[3][3];
normalize_m3_m3(unit_mat, mat);
@@ -1301,13 +1301,13 @@ void mat3_to_eul(float eul[3], float mat[3][3])
}
/* XYZ order */
-void mat4_normalized_to_eul(float eul[3], float m[4][4])
+void mat4_normalized_to_eul(float eul[3], const float m[4][4])
{
float mat3[3][3];
copy_m3_m4(mat3, m);
mat3_normalized_to_eul(eul, mat3);
}
-void mat4_to_eul(float eul[3], float m[4][4])
+void mat4_to_eul(float eul[3], const float m[4][4])
{
float mat3[3][3];
copy_m3_m4(mat3, m);
@@ -1576,7 +1576,7 @@ void eulO_to_mat3(float M[3][3], const float e[3], const short order)
}
/* returns two euler calculation methods, so we can pick the best */
-static void mat3_normalized_to_eulo2(float mat[3][3], float eul1[3], float eul2[3], const short order)
+static void mat3_normalized_to_eulo2(const float mat[3][3], float eul1[3], float eul2[3], const short order)
{
const RotOrderInfo *R = get_rotation_order_info(order);
short i = R->axis[0], j = R->axis[1], k = R->axis[2];
@@ -1620,7 +1620,7 @@ void eulO_to_mat4(float mat[4][4], const float e[3], const short order)
}
/* Convert 3x3 matrix to Euler angles (in radians). */
-void mat3_normalized_to_eulO(float eul[3], const short order, float m[3][3])
+void mat3_normalized_to_eulO(float eul[3], const short order, const float m[3][3])
{
float eul1[3], eul2[3];
float d1, d2;
@@ -1638,7 +1638,7 @@ void mat3_normalized_to_eulO(float eul[3], const short order, float m[3][3])
copy_v3_v3(eul, eul1);
}
}
-void mat3_to_eulO(float eul[3], const short order, float m[3][3])
+void mat3_to_eulO(float eul[3], const short order, const float m[3][3])
{
float unit_mat[3][3];
normalize_m3_m3(unit_mat, m);
@@ -1646,7 +1646,7 @@ void mat3_to_eulO(float eul[3], const short order, float m[3][3])
}
/* Convert 4x4 matrix to Euler angles (in radians). */
-void mat4_normalized_to_eulO(float eul[3], const short order, float m[4][4])
+void mat4_normalized_to_eulO(float eul[3], const short order, const float m[4][4])
{
float mat3[3][3];
@@ -1655,7 +1655,7 @@ void mat4_normalized_to_eulO(float eul[3], const short order, float m[4][4])
mat3_normalized_to_eulO(eul, order, mat3);
}
-void mat4_to_eulO(float eul[3], const short order, float m[4][4])
+void mat4_to_eulO(float eul[3], const short order, const float m[4][4])
{
float mat3[3][3];
copy_m3_m4(mat3, m);
@@ -1665,7 +1665,8 @@ void mat4_to_eulO(float eul[3], const short order, float m[4][4])
/* uses 2 methods to retrieve eulers, and picks the closest */
-void mat3_normalized_to_compatible_eulO(float eul[3], float oldrot[3], const short order, float mat[3][3])
+void mat3_normalized_to_compatible_eulO(
+ float eul[3], const float oldrot[3], const short order, const float mat[3][3])
{
float eul1[3], eul2[3];
float d1, d2;
@@ -1686,7 +1687,8 @@ void mat3_normalized_to_compatible_eulO(float eul[3], float oldrot[3], const sho
copy_v3_v3(eul, eul1);
}
}
-void mat3_to_compatible_eulO(float eul[3], float oldrot[3], const short order, float mat[3][3])
+void mat3_to_compatible_eulO(
+ float eul[3], const float oldrot[3], const short order, const float mat[3][3])
{
float unit_mat[3][3];
@@ -1694,7 +1696,8 @@ void mat3_to_compatible_eulO(float eul[3], float oldrot[3], const short order, f
mat3_normalized_to_compatible_eulO(eul, oldrot, order, unit_mat);
}
-void mat4_normalized_to_compatible_eulO(float eul[3], float oldrot[3], const short order, float m[4][4])
+void mat4_normalized_to_compatible_eulO(
+ float eul[3], const float oldrot[3], const short order, const float m[4][4])
{
float mat3[3][3];
@@ -1702,7 +1705,8 @@ void mat4_normalized_to_compatible_eulO(float eul[3], float oldrot[3], const sho
copy_m3_m4(mat3, m);
mat3_normalized_to_compatible_eulO(eul, oldrot, order, mat3);
}
-void mat4_to_compatible_eulO(float eul[3], float oldrot[3], const short order, float m[4][4])
+void mat4_to_compatible_eulO(
+ float eul[3], const float oldrot[3], const short order, const float m[4][4])
{
float mat3[3][3];
@@ -1712,7 +1716,8 @@ void mat4_to_compatible_eulO(float eul[3], float oldrot[3], const short order, f
mat3_normalized_to_compatible_eulO(eul, oldrot, order, mat3);
}
-void quat_to_compatible_eulO(float eul[3], float oldrot[3], const short order, const float quat[4])
+void quat_to_compatible_eulO(
+ float eul[3], const float oldrot[3], const short order, const float quat[4])
{
float unit_mat[3][3];
@@ -1801,7 +1806,7 @@ void eulO_to_gimbal_axis(float gmat[3][3], const float eul[3], const short order
* - added support for scaling
*/
-void mat4_to_dquat(DualQuat *dq, float basemat[4][4], float mat[4][4])
+void mat4_to_dquat(DualQuat *dq, const float basemat[4][4], const float mat[4][4])
{
float *t, *q, dscale[3], scale[3], basequat[4], mat3[3][3];
float baseRS[4][4], baseinv[4][4], baseR[4][4], baseRinv[4][4];