diff options
author | Campbell Barton <ideasman42@gmail.com> | 2014-04-20 14:56:09 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2014-04-20 14:56:40 +0400 |
commit | f77207b1c384ecb693b8f24fc07c22862d65d909 (patch) | |
tree | e9b93d28c2070bfb3d8b9657bb20a44320b62eb0 /source/blender/blenlib | |
parent | b4cb46735960c2f3c8842a06571eca168b6dcb8a (diff) |
Math Lib: faster version of rotation_between_vecs_to_mat3
Use axis/angle calculation but avoid calls to sin/cos
Diffstat (limited to 'source/blender/blenlib')
-rw-r--r-- | source/blender/blenlib/BLI_math_rotation.h | 2 | ||||
-rw-r--r-- | source/blender/blenlib/intern/math_rotation.c | 78 |
2 files changed, 43 insertions, 37 deletions
diff --git a/source/blender/blenlib/BLI_math_rotation.h b/source/blender/blenlib/BLI_math_rotation.h index 6c63217e0ba..905889a33d7 100644 --- a/source/blender/blenlib/BLI_math_rotation.h +++ b/source/blender/blenlib/BLI_math_rotation.h @@ -107,6 +107,8 @@ void print_qt(const char *str, const float q[4]); void axis_angle_normalized_to_quat(float r[4], const float axis[3], const float angle); void axis_angle_to_quat(float r[4], const float axis[3], const float angle); void axis_angle_to_mat3(float R[3][3], const float axis[3], const float angle); +void axis_angle_normalized_to_mat3_ex(float mat[3][3], const float axis[3], + const float angle_sin, const float angle_cos); void axis_angle_normalized_to_mat3(float R[3][3], const float axis[3], const float angle); void axis_angle_to_mat4(float R[4][4], const float axis[3], const float angle); diff --git a/source/blender/blenlib/intern/math_rotation.c b/source/blender/blenlib/intern/math_rotation.c index b356904ce65..de9272144d4 100644 --- a/source/blender/blenlib/intern/math_rotation.c +++ b/source/blender/blenlib/intern/math_rotation.c @@ -402,40 +402,30 @@ float normalize_qt_qt(float r[4], const float q[4]) /** * Calculate a rotation matrix from 2 normalized vectors. - * - * \note faster then using axis/angle functions. */ void rotation_between_vecs_to_mat3(float m[3][3], const float v1[3], const float v2[3]) { float axis[3]; + /* avoid calculating the angle */ + float angle_sin; + float angle_cos; BLI_ASSERT_UNIT_V3(v1); BLI_ASSERT_UNIT_V3(v2); cross_v3_v3v3(axis, v1, v2); - if (normalize_v3(axis) > FLT_EPSILON) { - float m1[3][3], m2[3][3]; + angle_sin = normalize_v3(axis); + angle_cos = dot_v3v3(v1, v2); + if (angle_sin > FLT_EPSILON) { axis_calc: BLI_ASSERT_UNIT_V3(axis); - - copy_v3_v3(m1[0], v1); - copy_v3_v3(m2[0], v2); - - copy_v3_v3(m1[1], axis); - copy_v3_v3(m2[1], axis); - - cross_v3_v3v3(m1[2], m1[1], m1[0]); - cross_v3_v3v3(m2[2], m2[1], m2[0]); - - transpose_m3(m1); - mul_m3_m3m3(m, m2, m1); - + axis_angle_normalized_to_mat3_ex(m, axis, angle_sin, angle_cos); BLI_ASSERT_UNIT_M3(m); } else { - if (dot_v3v3(v1, v2) > 0.0f) { + if (angle_cos > 0.0f) { /* Same vectors, zero rotation... */ unit_m3(m); } @@ -443,6 +433,8 @@ axis_calc: /* Colinear but opposed vectors, 180 rotation... */ ortho_v3_v3(axis, v1); normalize_v3(axis); + angle_sin = 0.0f; /* sin(M_PI) */ + angle_cos = -1.0f; /* cos(M_PI) */ goto axis_calc; } } @@ -878,39 +870,51 @@ void eulO_to_axis_angle(float axis[3], float *angle, const float eul[3], const s quat_to_axis_angle(axis, angle, q); } -/* axis angle to 3x3 matrix - note: requires that axis is normalized */ -void axis_angle_normalized_to_mat3(float mat[3][3], const float nor[3], const float angle) +/** + * axis angle to 3x3 matrix + * + * This takes the angle with sin/cos applied so we can avoid calculating it in some cases. + * + * \param axis rotation axis (must be normalized). + * \param co cos(angle) + * \param si sin(angle) + */ +void axis_angle_normalized_to_mat3_ex(float mat[3][3], const float axis[3], + const float angle_sin, const float angle_cos) { - float nsi[3], co, si, ico; + float nsi[3], ico; float n_00, n_01, n_11, n_02, n_12, n_22; - BLI_ASSERT_UNIT_V3(nor); + BLI_ASSERT_UNIT_V3(axis); /* now convert this to a 3x3 matrix */ - co = cosf(angle); - si = sinf(angle); - ico = (1.0f - co); - nsi[0] = nor[0] * si; - nsi[1] = nor[1] * si; - nsi[2] = nor[2] * si; + ico = (1.0f - angle_cos); + nsi[0] = axis[0] * angle_sin; + nsi[1] = axis[1] * angle_sin; + nsi[2] = axis[2] * angle_sin; - n_00 = (nor[0] * nor[0]) * ico; - n_01 = (nor[0] * nor[1]) * ico; - n_11 = (nor[1] * nor[1]) * ico; - n_02 = (nor[0] * nor[2]) * ico; - n_12 = (nor[1] * nor[2]) * ico; - n_22 = (nor[2] * nor[2]) * ico; + n_00 = (axis[0] * axis[0]) * ico; + n_01 = (axis[0] * axis[1]) * ico; + n_11 = (axis[1] * axis[1]) * ico; + n_02 = (axis[0] * axis[2]) * ico; + n_12 = (axis[1] * axis[2]) * ico; + n_22 = (axis[2] * axis[2]) * ico; - mat[0][0] = n_00 + co; + mat[0][0] = n_00 + angle_cos; mat[0][1] = n_01 + nsi[2]; mat[0][2] = n_02 - nsi[1]; mat[1][0] = n_01 - nsi[2]; - mat[1][1] = n_11 + co; + mat[1][1] = n_11 + angle_cos; mat[1][2] = n_12 + nsi[0]; mat[2][0] = n_02 + nsi[1]; mat[2][1] = n_12 - nsi[0]; - mat[2][2] = n_22 + co; + mat[2][2] = n_22 + angle_cos; +} + +void axis_angle_normalized_to_mat3(float mat[3][3], const float axis[3], const float angle) +{ + axis_angle_normalized_to_mat3_ex(mat, axis, sinf(angle), cosf(angle)); } |