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authorCampbell Barton <ideasman42@gmail.com>2015-10-23 23:02:51 +0300
committerCampbell Barton <ideasman42@gmail.com>2015-10-23 23:02:51 +0300
commitfbca69c69afb370ddc5a0b52e10d9db61c025752 (patch)
tree8dde2bedbc44a98af31d06bf2fa80a1fb04432e7 /source/blender
parent3a98426ed6d37a204b1d55834e0590dcb7990b47 (diff)
BLI_math: add mat3_normalized_to_* functions
Many uses of matrices for rotation keep them normalized, so no need to normalize each time.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/blenkernel/intern/armature.c10
-rw-r--r--source/blender/blenkernel/intern/constraint.c2
-rw-r--r--source/blender/blenkernel/intern/object.c14
-rw-r--r--source/blender/blenlib/BLI_math_rotation.h23
-rw-r--r--source/blender/blenlib/intern/math_matrix.c12
-rw-r--r--source/blender/blenlib/intern/math_rotation.c200
-rw-r--r--source/blender/editors/space_view3d/view3d_edit.c2
-rw-r--r--source/blender/editors/space_view3d/view3d_view.c14
-rw-r--r--source/blender/python/mathutils/mathutils_Matrix.c18
-rw-r--r--source/blender/python/mathutils/mathutils_Quaternion.c4
10 files changed, 198 insertions, 101 deletions
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c
index 6afe7f1abe9..fde25784c22 100644
--- a/source/blender/blenkernel/intern/armature.c
+++ b/source/blender/blenkernel/intern/armature.c
@@ -1325,18 +1325,20 @@ void BKE_armature_mat_pose_to_bone_ex(Object *ob, bPoseChannel *pchan, float inm
/* same as BKE_object_mat3_to_rot() */
void BKE_pchan_mat3_to_rot(bPoseChannel *pchan, float mat[3][3], bool use_compat)
{
+ BLI_ASSERT_UNIT_M3(mat);
+
switch (pchan->rotmode) {
case ROT_MODE_QUAT:
- mat3_to_quat(pchan->quat, mat);
+ mat3_normalized_to_quat(pchan->quat, mat);
break;
case ROT_MODE_AXISANGLE:
- mat3_to_axis_angle(pchan->rotAxis, &pchan->rotAngle, mat);
+ mat3_normalized_to_axis_angle(pchan->rotAxis, &pchan->rotAngle, mat);
break;
default: /* euler */
if (use_compat)
- mat3_to_compatible_eulO(pchan->eul, pchan->eul, pchan->rotmode, mat);
+ mat3_normalized_to_compatible_eulO(pchan->eul, pchan->eul, pchan->rotmode, mat);
else
- mat3_to_eulO(pchan->eul, pchan->rotmode, mat);
+ mat3_normalized_to_eulO(pchan->eul, pchan->rotmode, mat);
break;
}
}
diff --git a/source/blender/blenkernel/intern/constraint.c b/source/blender/blenkernel/intern/constraint.c
index 03406c6c2a0..906a9e4e484 100644
--- a/source/blender/blenkernel/intern/constraint.c
+++ b/source/blender/blenkernel/intern/constraint.c
@@ -3863,7 +3863,7 @@ static void pivotcon_evaluate(bConstraint *con, bConstraintOb *cob, ListBase *ta
/* correct the pivot by the rotation axis otherwise the pivot translates when it shouldnt */
- mat3_to_axis_angle(axis, &angle, rotMat);
+ mat3_normalized_to_axis_angle(axis, &angle, rotMat);
if (angle) {
float dvec[3];
sub_v3_v3v3(vec, pivot, cob->matrix[3]);
diff --git a/source/blender/blenkernel/intern/object.c b/source/blender/blenkernel/intern/object.c
index 61c4073a2fd..4ec41373116 100644
--- a/source/blender/blenkernel/intern/object.c
+++ b/source/blender/blenkernel/intern/object.c
@@ -1945,11 +1945,13 @@ void BKE_object_rot_to_mat3(Object *ob, float mat[3][3], bool use_drot)
void BKE_object_mat3_to_rot(Object *ob, float mat[3][3], bool use_compat)
{
+ BLI_ASSERT_UNIT_M3(mat);
+
switch (ob->rotmode) {
case ROT_MODE_QUAT:
{
float dquat[4];
- mat3_to_quat(ob->quat, mat);
+ mat3_normalized_to_quat(ob->quat, mat);
normalize_qt_qt(dquat, ob->dquat);
invert_qt_normalized(dquat);
mul_qt_qtqt(ob->quat, dquat, ob->quat);
@@ -1961,7 +1963,7 @@ void BKE_object_mat3_to_rot(Object *ob, float mat[3][3], bool use_compat)
float dquat[4];
/* without drot we could apply 'mat' directly */
- mat3_to_quat(quat, mat);
+ mat3_normalized_to_quat(quat, mat);
axis_angle_to_quat(dquat, ob->drotAxis, ob->drotAngle);
invert_qt_normalized(dquat);
mul_qt_qtqt(quat, dquat, quat);
@@ -1972,18 +1974,16 @@ void BKE_object_mat3_to_rot(Object *ob, float mat[3][3], bool use_compat)
{
float quat[4];
float dquat[4];
- float tmat[3][3];
/* without drot we could apply 'mat' directly */
- mat3_to_quat(quat, mat);
+ mat3_normalized_to_quat(quat, mat);
eulO_to_quat(dquat, ob->drot, ob->rotmode);
invert_qt_normalized(dquat);
mul_qt_qtqt(quat, dquat, quat);
- quat_to_mat3(tmat, quat);
/* end drot correction */
- if (use_compat) mat3_to_compatible_eulO(ob->rot, ob->rot, ob->rotmode, tmat);
- else mat3_to_eulO(ob->rot, ob->rotmode, tmat);
+ if (use_compat) quat_to_compatible_eulO(ob->rot, ob->rot, ob->rotmode, quat);
+ else quat_to_eulO(ob->rot, ob->rotmode, quat);
break;
}
}
diff --git a/source/blender/blenlib/BLI_math_rotation.h b/source/blender/blenlib/BLI_math_rotation.h
index 4c4e305c965..24c20ee7b50 100644
--- a/source/blender/blenlib/BLI_math_rotation.h
+++ b/source/blender/blenlib/BLI_math_rotation.h
@@ -79,6 +79,8 @@ void add_qt_qtqt(float q[4], const float a[4], const float b[4], const float t);
void quat_to_mat3(float mat[3][3], const float q[4]);
void quat_to_mat4(float mat[4][4], const float q[4]);
+void mat3_normalized_to_quat(float q[4], float mat[3][3]);
+void mat4_normalized_to_quat(float q[4], float mat[4][4]);
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_ex(float quat[4], const float v1[3], const float v2[3], const float v3[3],
@@ -114,9 +116,11 @@ void axis_angle_normalized_to_mat3_ex(float mat[3][3], const float axis[3],
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);
-void quat_to_axis_angle(float axis[3], float *angle, const float q[4]);
+void mat3_normalized_to_axis_angle(float axis[3], float *angle, float M[3][3]);
+void mat4_normalized_to_axis_angle(float axis[3], float *angle, float M[4][4]);
void mat3_to_axis_angle(float axis[3], float *angle, float M[3][3]);
void mat4_to_axis_angle(float axis[3], float *angle, float M[4][4]);
+void quat_to_axis_angle(float axis[3], float *angle, const float q[4]);
void axis_angle_to_mat3_single(float R[3][3], const char axis, const float angle);
void angle_to_mat2(float R[2][2], const float angle);
@@ -134,12 +138,16 @@ void eul_to_quat(float quat[4], const float eul[3]);
void eul_to_mat3(float mat[3][3], const float eul[3]);
void eul_to_mat4(float mat[4][4], const float eul[3]);
-void quat_to_eul(float eul[3], const float quat[4]);
+void mat3_normalized_to_eul(float eul[3], float mat[3][3]);
+void mat4_normalized_to_eul(float eul[3], float mat[4][4]);
void mat3_to_eul(float eul[3], float mat[3][3]);
void mat4_to_eul(float eul[3], float mat[4][4]);
+void quat_to_eul(float eul[3], const float quat[4]);
-void compatible_eul(float eul[3], const float old[3]);
+void mat3_normalized_to_compatible_eul(float eul[3], const float old[3], float mat[3][3]);
void mat3_to_compatible_eul(float eul[3], const float old[3], float mat[3][3]);
+void quat_to_compatible_eul(float eul[3], const float oldrot[3], const float quat[4]);
+void compatible_eul(float eul[3], const float old[3]);
void rotate_eul(float eul[3], const char axis, const float angle);
@@ -164,14 +172,19 @@ void eulO_to_mat3(float mat[3][3], const float eul[3], const short order);
void eulO_to_mat4(float mat[4][4], const float eul[3], const short order);
void eulO_to_axis_angle(float axis[3], float *angle, const float eul[3], const short order);
void eulO_to_gimbal_axis(float gmat[3][3], const float eul[3], const short order);
-
-void quat_to_eulO(float eul[3], const short order, const float quat[4]);
+
+void mat3_normalized_to_eulO(float eul[3], const short order, float mat[3][3]);
+void mat4_normalized_to_eulO(float eul[3], const short order, float mat[4][4]);
void mat3_to_eulO(float eul[3], const short order, float mat[3][3]);
void mat4_to_eulO(float eul[3], const short order, float mat[4][4]);
+void quat_to_eulO(float eul[3], const short order, const float quat[4]);
void axis_angle_to_eulO(float eul[3], const short order, const float axis[3], const float angle);
+void mat3_normalized_to_compatible_eulO(float eul[3], float old[3], const short order, float mat[3][3]);
+void mat4_normalized_to_compatible_eulO(float eul[3], float old[3], const short order, float mat[4][4]);
void mat3_to_compatible_eulO(float eul[3], float old[3], const short order, float mat[3][3]);
void mat4_to_compatible_eulO(float eul[3], float old[3], const short order, float mat[4][4]);
+void quat_to_compatible_eulO(float eul[3], float old[3], const short order, const float quat[4]);
void rotate_eulO(float eul[3], const short order, char axis, float angle);
diff --git a/source/blender/blenlib/intern/math_matrix.c b/source/blender/blenlib/intern/math_matrix.c
index 4bf6d162970..19d116928fd 100644
--- a/source/blender/blenlib/intern/math_matrix.c
+++ b/source/blender/blenlib/intern/math_matrix.c
@@ -1549,7 +1549,7 @@ void mat4_to_loc_quat(float loc[3], float quat[4], float wmat[4][4])
negate_m3(mat3_n);
}
- mat3_to_quat(quat, mat3_n);
+ mat3_normalized_to_quat(quat, mat3_n);
copy_v3_v3(loc, wmat[3]);
}
@@ -1557,7 +1557,7 @@ void mat4_decompose(float loc[3], float quat[4], float size[3], float wmat[4][4]
{
float rot[3][3];
mat4_to_loc_rot_size(loc, rot, size, wmat);
- mat3_to_quat(quat, rot);
+ mat3_normalized_to_quat(quat, rot);
}
/**
@@ -1692,8 +1692,8 @@ void blend_m3_m3m3(float out[3][3], float dst[3][3], float src[3][3], const floa
mat3_to_rot_size(drot, dscale, dst);
mat3_to_rot_size(srot, sscale, src);
- mat3_to_quat(dquat, drot);
- mat3_to_quat(squat, srot);
+ mat3_normalized_to_quat(dquat, drot);
+ mat3_normalized_to_quat(squat, srot);
/* do blending */
interp_qt_qtqt(fquat, dquat, squat, srcweight);
@@ -1715,8 +1715,8 @@ void blend_m4_m4m4(float out[4][4], float dst[4][4], float src[4][4], const floa
mat4_to_loc_rot_size(dloc, drot, dscale, dst);
mat4_to_loc_rot_size(sloc, srot, sscale, src);
- mat3_to_quat(dquat, drot);
- mat3_to_quat(squat, srot);
+ mat3_normalized_to_quat(dquat, drot);
+ mat3_normalized_to_quat(squat, srot);
/* do blending */
interp_v3_v3v3(floc, dloc, sloc, srcweight);
diff --git a/source/blender/blenlib/intern/math_rotation.c b/source/blender/blenlib/intern/math_rotation.c
index 88c577f3517..f89f6225a90 100644
--- a/source/blender/blenlib/intern/math_rotation.c
+++ b/source/blender/blenlib/intern/math_rotation.c
@@ -293,14 +293,11 @@ void quat_to_mat4(float m[4][4], const float q[4])
m[3][3] = 1.0f;
}
-void mat3_to_quat(float q[4], float wmat[3][3])
+void mat3_normalized_to_quat(float q[4], float mat[3][3])
{
double tr, s;
- float mat[3][3];
- /* work on a copy */
- copy_m3_m3(mat, wmat);
- normalize_m3(mat); /* this is needed AND a 'normalize_qt' in the end */
+ BLI_ASSERT_UNIT_M3(mat);
tr = 0.25 * (double)(1.0f + mat[0][0] + mat[1][1] + mat[2][2]);
@@ -344,13 +341,30 @@ void mat3_to_quat(float q[4], float wmat[3][3])
normalize_qt(q);
}
+void mat3_to_quat(float q[4], float m[3][3])
+{
+ float unit_mat[3][3];
+
+ /* work on a copy */
+ /* this is needed AND a 'normalize_qt' in the end */
+ normalize_m3_m3(unit_mat, m);
+ mat3_normalized_to_quat(q, unit_mat);
+}
+
+void mat4_normalized_to_quat(float q[4], float m[4][4])
+{
+ float mat3[3][3];
+
+ copy_m3_m4(mat3, m);
+ mat3_normalized_to_quat(q, mat3);
+}
void mat4_to_quat(float q[4], float m[4][4])
{
- float mat[3][3];
+ float mat3[3][3];
- copy_m3_m4(mat, m);
- mat3_to_quat(q, mat);
+ copy_m3_m4(mat3, m);
+ mat3_to_quat(q, mat3);
}
void mat3_to_quat_is_ok(float q[4], float wmat[3][3])
@@ -954,7 +968,16 @@ void axis_angle_to_mat4(float mat[4][4], const float axis[3], const float angle)
copy_m4_m3(mat, tmat);
}
-/* 3x3 matrix to axis angle (see Mat4ToVecRot too) */
+/* 3x3 matrix to axis angle */
+void mat3_normalized_to_axis_angle(float axis[3], float *angle, float mat[3][3])
+{
+ float q[4];
+
+ /* use quaternions as intermediate representation */
+ /* TODO: it would be nicer to go straight there... */
+ 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])
{
float q[4];
@@ -965,7 +988,18 @@ void mat3_to_axis_angle(float axis[3], float *angle, float mat[3][3])
quat_to_axis_angle(axis, angle, q);
}
-/* 4x4 matrix to axis angle (see Mat4ToVecRot too) */
+/* 4x4 matrix to axis angle */
+void mat4_normalized_to_axis_angle(float axis[3], float *angle, float mat[4][4])
+{
+ float q[4];
+
+ /* use quaternions as intermediate representation */
+ /* TODO: it would be nicer to go straight there... */
+ mat4_normalized_to_quat(q, mat);
+ quat_to_axis_angle(axis, angle, q);
+}
+
+/* 4x4 matrix to axis angle */
void mat4_to_axis_angle(float axis[3], float *angle, float mat[4][4])
{
float q[4];
@@ -1147,13 +1181,11 @@ void eul_to_mat4(float mat[4][4], const float eul[3])
/* returns two euler calculation methods, so we can pick the best */
/* XYZ order */
-static void mat3_to_eul2(float tmat[3][3], float eul1[3], float eul2[3])
+static void mat3_normalized_to_eul2(const float mat[3][3], float eul1[3], float eul2[3])
{
- float cy, mat[3][3];
-
- normalize_m3_m3(mat, tmat);
+ const float cy = hypotf(mat[0][0], mat[0][1]);
- cy = hypotf(mat[0][0], mat[0][1]);
+ BLI_ASSERT_UNIT_M3(mat);
if (cy > 16.0f * FLT_EPSILON) {
@@ -1176,11 +1208,11 @@ static void mat3_to_eul2(float tmat[3][3], float eul1[3], float eul2[3])
}
/* XYZ order */
-void mat3_to_eul(float *eul, float tmat[3][3])
+void mat3_normalized_to_eul(float eul[3], float mat[3][3])
{
float eul1[3], eul2[3];
- mat3_to_eul2(tmat, eul1, eul2);
+ mat3_normalized_to_eul2(mat, eul1, eul2);
/* return best, which is just the one with lowest values it in */
if (fabsf(eul1[0]) + fabsf(eul1[1]) + fabsf(eul1[2]) > fabsf(eul2[0]) + fabsf(eul2[1]) + fabsf(eul2[2])) {
@@ -1190,24 +1222,33 @@ void mat3_to_eul(float *eul, float tmat[3][3])
copy_v3_v3(eul, eul1);
}
}
+void mat3_to_eul(float eul[3], float mat[3][3])
+{
+ float tmat[3][3];
+ normalize_m3_m3(tmat, mat);
+ mat3_normalized_to_eul(eul, mat);
+}
/* XYZ order */
-void mat4_to_eul(float *eul, float tmat[4][4])
+void mat4_normalized_to_eul(float eul[3], float m[4][4])
{
- float tempMat[3][3];
-
- copy_m3_m4(tempMat, tmat);
- normalize_m3(tempMat);
- mat3_to_eul(eul, tempMat);
+ 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])
+{
+ float mat3[3][3];
+ copy_m3_m4(mat3, m);
+ mat3_to_eul(eul, mat3);
}
/* XYZ order */
-void quat_to_eul(float *eul, const float quat[4])
+void quat_to_eul(float eul[3], const float quat[4])
{
- float mat[3][3];
-
- quat_to_mat3(mat, quat);
- mat3_to_eul(eul, mat);
+ float unit_mat[3][3];
+ quat_to_mat3(unit_mat, quat);
+ mat3_normalized_to_eul(eul, unit_mat);
}
/* XYZ order */
@@ -1297,12 +1338,12 @@ void compatible_eul(float eul[3], const float oldrot[3])
/* uses 2 methods to retrieve eulers, and picks the closest */
/* XYZ order */
-void mat3_to_compatible_eul(float eul[3], const float oldrot[3], float mat[3][3])
+void mat3_normalized_to_compatible_eul(float eul[3], const float oldrot[3], float mat[3][3])
{
float eul1[3], eul2[3];
float d1, d2;
- mat3_to_eul2(mat, eul1, eul2);
+ mat3_normalized_to_eul2(mat, eul1, eul2);
compatible_eul(eul1, oldrot);
compatible_eul(eul2, oldrot);
@@ -1318,6 +1359,19 @@ void mat3_to_compatible_eul(float eul[3], const float oldrot[3], float mat[3][3]
copy_v3_v3(eul, eul1);
}
}
+void mat3_to_compatible_eul(float eul[3], const float oldrot[3], float mat[3][3])
+{
+ float unit_mat[3][3];
+ normalize_m3_m3(unit_mat, mat);
+ mat3_normalized_to_compatible_eul(eul, oldrot, unit_mat);
+}
+
+void quat_to_compatible_eul(float eul[3], const float oldrot[3], const float quat[4])
+{
+ float unit_mat[3][3];
+ quat_to_mat3(unit_mat, quat);
+ mat3_normalized_to_compatible_eul(eul, oldrot, unit_mat);
+}
/************************** Arbitrary Order Eulers ***************************/
@@ -1403,10 +1457,10 @@ void eulO_to_quat(float q[4], const float e[3], const short order)
/* Convert quaternion to Euler angles (in radians). */
void quat_to_eulO(float e[3], short const order, const float q[4])
{
- float M[3][3];
+ float unit_mat[3][3];
- quat_to_mat3(M, q);
- mat3_to_eulO(e, order, M);
+ quat_to_mat3(unit_mat, q);
+ mat3_normalized_to_eulO(e, order, unit_mat);
}
/* Construct 3x3 matrix from Euler angles (in radians). */
@@ -1451,15 +1505,13 @@ 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_to_eulo2(float M[3][3], float eul1[3], float eul2[3], const short order)
+static void mat3_normalized_to_eulo2(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];
- float mat[3][3];
float cy;
- /* process the matrix first */
- normalize_m3_m3(mat, M);
+ BLI_ASSERT_UNIT_M3(mat);
cy = hypotf(mat[i][i], mat[i][j]);
@@ -1487,22 +1539,22 @@ static void mat3_to_eulo2(float M[3][3], float eul1[3], float eul2[3], const sho
}
/* Construct 4x4 matrix from Euler angles (in radians). */
-void eulO_to_mat4(float M[4][4], const float e[3], const short order)
+void eulO_to_mat4(float mat[4][4], const float e[3], const short order)
{
- float m[3][3];
+ float unit_mat[3][3];
/* for now, we'll just do this the slow way (i.e. copying matrices) */
- eulO_to_mat3(m, e, order);
- copy_m4_m3(M, m);
+ eulO_to_mat3(unit_mat, e, order);
+ copy_m4_m3(mat, unit_mat);
}
/* Convert 3x3 matrix to Euler angles (in radians). */
-void mat3_to_eulO(float eul[3], const short order, float M[3][3])
+void mat3_normalized_to_eulO(float eul[3], const short order, float m[3][3])
{
float eul1[3], eul2[3];
float d1, d2;
- mat3_to_eulo2(M, eul1, eul2, order);
+ mat3_normalized_to_eulo2(m, eul1, eul2, order);
d1 = fabsf(eul1[0]) + fabsf(eul1[1]) + fabsf(eul1[2]);
d2 = fabsf(eul2[0]) + fabsf(eul2[1]) + fabsf(eul2[2]);
@@ -1515,25 +1567,39 @@ void mat3_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])
+{
+ float unit_mat[3][3];
+ normalize_m3_m3(unit_mat, m);
+ mat3_normalized_to_eulO(eul, order, unit_mat);
+}
/* Convert 4x4 matrix to Euler angles (in radians). */
-void mat4_to_eulO(float e[3], const short order, float M[4][4])
+void mat4_normalized_to_eulO(float eul[3], const short order, float m[4][4])
{
- float m[3][3];
+ float mat3[3][3];
/* for now, we'll just do this the slow way (i.e. copying matrices) */
- copy_m3_m4(m, M);
- normalize_m3(m);
- mat3_to_eulO(e, order, m);
+ copy_m3_m4(mat3, m);
+ mat3_normalized_to_eulO(eul, order, mat3);
+}
+
+void mat4_to_eulO(float eul[3], const short order, float m[4][4])
+{
+ float mat3[3][3];
+ copy_m3_m4(mat3, m);
+ normalize_m3(mat3);
+ mat3_normalized_to_eulO(eul, order, mat3);
}
+
/* uses 2 methods to retrieve eulers, and picks the closest */
-void mat3_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], float oldrot[3], const short order, float mat[3][3])
{
float eul1[3], eul2[3];
float d1, d2;
- mat3_to_eulo2(mat, eul1, eul2, order);
+ mat3_normalized_to_eulo2(mat, eul1, eul2, order);
compatible_eul(eul1, oldrot);
compatible_eul(eul2, oldrot);
@@ -1549,16 +1615,40 @@ void mat3_to_compatible_eulO(float eul[3], float oldrot[3], const short order, f
copy_v3_v3(eul, eul1);
}
}
+void mat3_to_compatible_eulO(float eul[3], float oldrot[3], const short order, float mat[3][3])
+{
+ float unit_mat[3][3];
+
+ normalize_m3_m3(unit_mat, mat);
+ 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])
+{
+ float mat3[3][3];
-void mat4_to_compatible_eulO(float eul[3], float oldrot[3], const short order, float M[4][4])
+ /* for now, we'll just do this the slow way (i.e. copying matrices) */
+ 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])
{
- float m[3][3];
+ float mat3[3][3];
/* for now, we'll just do this the slow way (i.e. copying matrices) */
- copy_m3_m4(m, M);
- normalize_m3(m);
- mat3_to_compatible_eulO(eul, oldrot, order, m);
+ copy_m3_m4(mat3, m);
+ normalize_m3(mat3);
+ 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])
+{
+ float unit_mat[3][3];
+
+ quat_to_mat3(unit_mat, quat);
+ mat3_normalized_to_compatible_eulO(eul, oldrot, order, unit_mat);
}
+
/* rotate the given euler by the given angle on the specified axis */
/* NOTE: is this safe to do with different axis orders? */
diff --git a/source/blender/editors/space_view3d/view3d_edit.c b/source/blender/editors/space_view3d/view3d_edit.c
index 53cacc0d4b3..a31bc618a0e 100644
--- a/source/blender/editors/space_view3d/view3d_edit.c
+++ b/source/blender/editors/space_view3d/view3d_edit.c
@@ -5031,7 +5031,7 @@ void ED_view3d_from_m4(float mat[4][4], float ofs[3], float quat[4], float *dist
/* Quat */
if (quat) {
- mat3_to_quat(quat, nmat);
+ mat3_normalized_to_quat(quat, nmat);
invert_qt_normalized(quat);
}
diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c
index e3736d90232..5fc7b57739e 100644
--- a/source/blender/editors/space_view3d/view3d_view.c
+++ b/source/blender/editors/space_view3d/view3d_view.c
@@ -849,18 +849,10 @@ void view3d_winmatrix_set(ARegion *ar, const View3D *v3d, const rctf *rect)
static void obmat_to_viewmat(RegionView3D *rv3d, Object *ob)
{
- float bmat[4][4];
- float tmat[3][3];
-
rv3d->view = RV3D_VIEW_USER; /* don't show the grid */
-
- copy_m4_m4(bmat, ob->obmat);
- normalize_m4(bmat);
- invert_m4_m4(rv3d->viewmat, bmat);
-
- /* view quat calculation, needed for add object */
- copy_m3_m4(tmat, rv3d->viewmat);
- mat3_to_quat(rv3d->viewquat, tmat);
+ mat4_to_quat(rv3d->viewquat, ob->obmat);
+ invert_qt_normalized(rv3d->viewquat);
+ quat_to_mat4(rv3d->viewmat, rv3d->viewquat);
}
static float view3d_quat_axis[6][4] = {
diff --git a/source/blender/python/mathutils/mathutils_Matrix.c b/source/blender/python/mathutils/mathutils_Matrix.c
index 41baa9b089f..7ad20d41bf1 100644
--- a/source/blender/python/mathutils/mathutils_Matrix.c
+++ b/source/blender/python/mathutils/mathutils_Matrix.c
@@ -1120,8 +1120,7 @@ static PyObject *Matrix_to_euler(MatrixObject *self, PyObject *args)
float eul[3], eul_compatf[3];
EulerObject *eul_compat = NULL;
- float tmat[3][3];
- float (*mat)[3];
+ float mat[3][3];
if (BaseMath_ReadCallback(self) == -1)
return NULL;
@@ -1138,11 +1137,10 @@ static PyObject *Matrix_to_euler(MatrixObject *self, PyObject *args)
/*must be 3-4 cols, 3-4 rows, square matrix */
if (self->num_row == 3 && self->num_col == 3) {
- mat = (float (*)[3])self->matrix;
+ copy_m3_m3(mat, (float (*)[3])self->matrix);
}
else if (self->num_row == 4 && self->num_col == 4) {
- copy_m3_m4(tmat, (float (*)[4])self->matrix);
- mat = tmat;
+ copy_m3_m4(mat, (float (*)[4])self->matrix);
}
else {
PyErr_SetString(PyExc_ValueError,
@@ -1158,13 +1156,15 @@ static PyObject *Matrix_to_euler(MatrixObject *self, PyObject *args)
return NULL;
}
+ normalize_m3(mat);
+
if (eul_compat) {
- if (order == 1) mat3_to_compatible_eul(eul, eul_compatf, mat);
- else mat3_to_compatible_eulO(eul, eul_compatf, order, mat);
+ if (order == 1) mat3_normalized_to_compatible_eul(eul, eul_compatf, mat);
+ else mat3_normalized_to_compatible_eulO(eul, eul_compatf, order, mat);
}
else {
- if (order == 1) mat3_to_eul(eul, mat);
- else mat3_to_eulO(eul, order, mat);
+ if (order == 1) mat3_normalized_to_eul(eul, mat);
+ else mat3_normalized_to_eulO(eul, order, mat);
}
return Euler_CreatePyObject(eul, order, NULL);
diff --git a/source/blender/python/mathutils/mathutils_Quaternion.c b/source/blender/python/mathutils/mathutils_Quaternion.c
index 1752be6e306..898a002cf09 100644
--- a/source/blender/python/mathutils/mathutils_Quaternion.c
+++ b/source/blender/python/mathutils/mathutils_Quaternion.c
@@ -115,8 +115,8 @@ static PyObject *Quaternion_to_euler(QuaternionObject *self, PyObject *args)
quat_to_mat3(mat, tquat);
- if (order == EULER_ORDER_XYZ) mat3_to_compatible_eul(eul, eul_compat->eul, mat);
- else mat3_to_compatible_eulO(eul, eul_compat->eul, order, mat);
+ if (order == EULER_ORDER_XYZ) mat3_normalized_to_compatible_eul(eul, eul_compat->eul, mat);
+ else mat3_normalized_to_compatible_eulO(eul, eul_compat->eul, order, mat);
}
else {
if (order == EULER_ORDER_XYZ) quat_to_eul(eul, tquat);