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Diffstat (limited to 'source/blender/blenlib/BLI_arithb.h')
-rw-r--r--source/blender/blenlib/BLI_arithb.h80
1 files changed, 60 insertions, 20 deletions
diff --git a/source/blender/blenlib/BLI_arithb.h b/source/blender/blenlib/BLI_arithb.h
index cbc7e9cc3af..8eb4d5972e3 100644
--- a/source/blender/blenlib/BLI_arithb.h
+++ b/source/blender/blenlib/BLI_arithb.h
@@ -143,7 +143,6 @@ void CalcCent3f(float *cent, float *v1, float *v2, float *v3);
void CalcCent4f(float *cent, float *v1, float *v2, float *v3, float *v4);
void Crossf(float *c, float *a, float *b);
-void Crossd(double *c, double *a, double *b);
void Projf(float *c, float *v1, float *v2);
float Inpf(float *v1, float *v2);
@@ -151,7 +150,6 @@ float Inp2f(float *v1, float *v2);
float Normalize(float *n);
float Normalize2(float *n);
-double Normalize_d(double *n);
float Sqrt3f(float f);
double Sqrt3d(double d);
@@ -176,7 +174,39 @@ void CalcNormShort(short *v1, short *v2, short *v3, float *n);
float power_of_2(float val);
/**
- * @section Euler conversion routines
+ * @section Euler conversion routines (With Custom Order)
+ */
+
+/* Defines for rotation orders
+ * WARNING: must match the ePchan_RotMode in DNA_action_types.h
+ * order matters - types are saved to file!
+ */
+typedef enum eEulerRotationOrders {
+ EULER_ORDER_DEFAULT = 1, /* Blender 'default' (classic) is basically XYZ */
+ EULER_ORDER_XYZ = 1, /* Blender 'default' (classic) - must be as 1 to sync with PoseChannel rotmode */
+ EULER_ORDER_XZY,
+ EULER_ORDER_YXZ,
+ EULER_ORDER_YZX,
+ EULER_ORDER_ZXY,
+ EULER_ORDER_ZYX,
+ /* NOTE: there are about 6 more entries when including duplicated entries too */
+} eEulerRotationOrders;
+
+void EulOToQuat(float eul[3], short order, float quat[4]);
+void QuatToEulO(float quat[4], float eul[3], short order);
+
+void EulOToMat3(float eul[3], short order, float Mat[3][3]);
+void EulOToMat4(float eul[3], short order, float Mat[4][4]);
+
+void Mat3ToEulO(float Mat[3][3], float eul[3], short order);
+void Mat4ToEulO(float Mat[4][4], float eul[3], short order);
+
+void Mat3ToCompatibleEulO(float mat[3][3], float eul[3], float oldrot[3], short order);
+
+void eulerO_rot(float beul[3], float ang, char axis, short order);
+
+/**
+ * @section Euler conversion routines (Blender XYZ)
*/
void EulToMat3(float *eul, float mat[][3]);
@@ -187,11 +217,14 @@ void Mat4ToEul(float tmat[][4],float *eul);
void EulToQuat(float *eul, float *quat);
-void compatible_eul(float *eul, float *oldrot);
-
void Mat3ToCompatibleEul(float mat[][3], float *eul, float *oldrot);
+
+void compatible_eul(float *eul, float *oldrot);
+void euler_rot(float *beul, float ang, char axis);
+
+
/**
* @section Quaternion arithmetic routines
*/
@@ -218,6 +251,8 @@ void printquat(char *str, float q[4]);
void QuatInterpol(float *result, float *quat1, float *quat2, float t);
void QuatAdd(float *result, float *quat1, float *quat2, float t);
+void QuatToMat3(float *q, float m[][3]);
+void QuatToMat4(float *q, float m[][4]);
/**
* @section matrix multiplication and copying routines
@@ -307,8 +342,6 @@ void Mat4AddMat4(float m1[][4], float m2[][4], float m3[][4]);
void VecUpMat3old(float *vec, float mat[][3], short axis);
void VecUpMat3(float *vec, float mat[][3], short axis);
-void VecRotToMat3(float *vec, float phi, float mat[][3]);
-void VecRotToMat4(float *vec, float phi, float mat[][4]);
void VecCopyf(float *v1, float *v2);
int VecLen(int *v1, int *v2);
@@ -341,19 +374,32 @@ void Vec2Subf(float *v, float *v1, float *v2);
void Vec2Copyf(float *v1, float *v2);
void Vec2Lerpf(float *target, float *a, float *b, float t);
-void AxisAngleToQuatd(float *q, float *axis, double angle);
-void AxisAngleToQuat(float *q, float *axis, float angle);
+void AxisAngleToQuat(float q[4], float axis[3], float angle);
+void QuatToAxisAngle(float q[4], float axis[3], float *angle);
+void AxisAngleToEulO(float axis[3], float angle, float eul[3], short order);
+void EulOToAxisAngle(float eul[3], short order, float axis[3], float *angle);
+void AxisAngleToMat3(float axis[3], float angle, float mat[3][3]);
+void AxisAngleToMat4(float axis[3], float angle, float mat[4][4]);
+void Mat3ToAxisAngle(float mat[3][3], float axis[3], float *angle);
+void Mat4ToAxisAngle(float mat[4][4], float axis[3], float *angle);
+
+void Mat3ToVecRot(float mat[3][3], float axis[3], float *angle);
+void Mat4ToVecRot(float mat[4][4], float axis[3], float *angle);
+void VecRotToMat3(float *vec, float phi, float mat[][3]);
+void VecRotToMat4(float *vec, float phi, float mat[][4]);
+
void RotationBetweenVectorsToQuat(float *q, float v1[3], float v2[3]);
void vectoquat(float *vec, short axis, short upflag, float *q);
+void Mat3ToQuat_is_ok(float wmat[][3], float *q);
+void VecReflect(float *out, float *v1, float *v2);
+void VecBisect3(float *v, float *v1, float *v2, float *v3);
float VecAngle2(float *v1, float *v2);
float VecAngle3(float *v1, float *v2, float *v3);
float NormalizedVecAngle2(float *v1, float *v2);
float VecAngle3_2D(float *v1, float *v2, float *v3);
float NormalizedVecAngle2_2D(float *v1, float *v2);
-
-void euler_rot(float *beul, float ang, char axis);
void NormalShortToFloat(float *out, short *in);
void NormalFloatToShort(short *out, float *in);
@@ -425,11 +471,6 @@ void VecStar(float mat[][3],float *vec);
short EenheidsMat(float mat[][3]);
-void QuatToMat3(float *q, float m[][3]);
-void QuatToMat4(float *q, float m[][4]);
-
-void Mat3ToQuat_is_ok(float wmat[][3], float *q);
-
void i_ortho(float left, float right, float bottom, float top, float nearClip, float farClip, float matrix[][4]);
void i_polarview(float dist, float azimuth, float incidence, float twist, float Vm[][4]);
void i_translate(float Tx, float Ty, float Tz, float mat[][4]);
@@ -438,8 +479,6 @@ void i_rotate(float angle, char axis, float mat[][4]);
-
-
void MinMax3(float *min, float *max, float *vec);
void SizeToMat3(float *size, float mat[][3]);
void SizeToMat4(float *size, float mat[][4]);
@@ -459,8 +498,9 @@ void Mat4ToSize(float mat[][4], float *size);
void triatoquat(float *v1, float *v2, float *v3, float *quat);
-void LocEulSizeToMat4(float mat[][4], float loc[3], float eul[3], float size[3]);
-void LocQuatSizeToMat4(float mat[][4], float loc[3], float quat[4], float size[3]);
+void LocEulSizeToMat4(float mat[4][4], float loc[3], float eul[3], float size[3]);
+void LocEulOSizeToMat4(float mat[4][4], float loc[3], float eul[3], float size[3], short rotOrder);
+void LocQuatSizeToMat4(float mat[4][4], float loc[3], float quat[4], float size[3]);
void tubemap(float x, float y, float z, float *u, float *v);
void spheremap(float x, float y, float z, float *u, float *v);