Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/blenlib/intern/arithb.c')
-rw-r--r--source/blender/blenlib/intern/arithb.c589
1 files changed, 125 insertions, 464 deletions
diff --git a/source/blender/blenlib/intern/arithb.c b/source/blender/blenlib/intern/arithb.c
index 96056ba7783..a26e333e095 100644
--- a/source/blender/blenlib/intern/arithb.c
+++ b/source/blender/blenlib/intern/arithb.c
@@ -1408,6 +1408,22 @@ void RotationBetweenVectorsToQuat(float *q, float v1[3], float v2[3])
AxisAngleToQuat(q, axis, angle);
}
+void AxisAngleToQuat(float *q, float *axis, float angle)
+{
+ float nor[3];
+ float si;
+
+ VecCopyf(nor, axis);
+ Normalize(nor);
+
+ angle /= 2;
+ si = (float)sin(angle);
+ q[0] = (float)cos(angle);
+ q[1] = nor[0] * si;
+ q[2] = nor[1] * si;
+ q[3] = nor[2] * si;
+}
+
void vectoquat(float *vec, short axis, short upflag, float *q)
{
float q2[4], nor[3], *fp, mat[3][3], angle, si, co, x2, y2, z2, len1;
@@ -1594,7 +1610,7 @@ void VecUpMat3(float *vec, float mat[][3], short axis)
}
/* A & M Watt, Advanced animation and rendering techniques, 1992 ACM press */
-void QuatInterpolW(float *, float *, float *, float ); // XXX why this?
+void QuatInterpolW(float *, float *, float *, float );
void QuatInterpolW(float *result, float *quat1, float *quat2, float t)
{
@@ -2160,13 +2176,6 @@ void VecSubf(float *v, float *v1, float *v2)
v[2]= v1[2]- v2[2];
}
-void VecMulVecf(float *v, float *v1, float *v2)
-{
- v[0] = v1[0] * v2[0];
- v[1] = v1[1] * v2[1];
- v[2] = v1[2] * v2[2];
-}
-
void VecLerpf(float *target, float *a, float *b, float t)
{
float s = 1.0f-t;
@@ -2791,241 +2800,6 @@ void MeanValueWeights(float v[][3], int n, float *co, float *w)
/* ************ EULER *************** */
-/* Euler Rotation Order Code:
- * was adapted from
- ANSI C code from the article
- "Euler Angle Conversion"
- by Ken Shoemake, shoemake@graphics.cis.upenn.edu
- in "Graphics Gems IV", Academic Press, 1994
- * for use in Blender
- */
-
-/* Type for rotation order info - see wiki for derivation details */
-typedef struct RotOrderInfo {
- short i; /* first axis index */
- short j; /* second axis index */
- short k; /* third axis index */
- short parity; /* parity of axis permuation (even=0, odd=1) - 'n' in original code */
-} RotOrderInfo;
-
-/* Array of info for Rotation Order calculations
- * WARNING: must be kept in same order as eEulerRotationOrders
- */
-static RotOrderInfo rotOrders[]= {
- /* i, j, k, n */
- {0, 1, 2, 0}, // XYZ
- {0, 2, 1, 1}, // XZY
- {1, 0, 2, 1}, // YXZ
- {1, 2, 0, 0}, // YZX
- {2, 0, 1, 0}, // ZXY
- {2, 1, 0, 1} // ZYZ
-};
-
-/* Get relevant pointer to rotation order set from the array
- * NOTE: since we start at 1 for the values, but arrays index from 0,
- * there is -1 factor involved in this process...
- */
-#define GET_ROTATIONORDER_INFO(order) (((order)>=1) ? &rotOrders[(order)-1] : &rotOrders[0])
-
-/* Construct quaternion from Euler angles (in radians). */
-void EulOToQuat(float e[3], short order, float q[4])
-{
- RotOrderInfo *R= GET_ROTATIONORDER_INFO(order);
- short i=R->i, j=R->j, k=R->k;
- double ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
- double a[3];
-
- ti = e[i]/2; tj = e[j]/2; th = e[k]/2;
-
- if (R->parity) e[j] = -e[j];
-
- ci = cos(ti); cj = cos(tj); ch = cos(th);
- si = sin(ti); sj = sin(tj); sh = sin(th);
-
- cc = ci*ch; cs = ci*sh;
- sc = si*ch; ss = si*sh;
-
- a[i] = cj*sc - sj*cs;
- a[j] = cj*ss + sj*cc;
- a[k] = cj*cs - sj*sc;
-
- q[0] = cj*cc + sj*ss;
- q[1] = a[0];
- q[2] = a[1];
- q[3] = a[2];
-
- if (R->parity) q[j] = -q[j];
-}
-
-/* Convert quaternion to Euler angles (in radians). */
-void QuatToEulO(float q[4], float e[3], short order)
-{
- float M[3][3];
-
- QuatToMat3(q, M);
- Mat3ToEulO(M, e, order);
-}
-
-/* Construct 3x3 matrix from Euler angles (in radians). */
-void EulOToMat3(float e[3], short order, float M[3][3])
-{
- RotOrderInfo *R= GET_ROTATIONORDER_INFO(order);
- short i=R->i, j=R->j, k=R->k;
- double ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
-
- if (R->parity) {
- ti = -e[i]; tj = -e[j]; th = -e[k];
- }
- else {
- ti = e[i]; tj = e[j]; th = e[k];
- }
-
- ci = cos(ti); cj = cos(tj); ch = cos(th);
- si = sin(ti); sj = sin(tj); sh = sin(th);
-
- cc = ci*ch; cs = ci*sh;
- sc = si*ch; ss = si*sh;
-
- M[i][i] = cj*ch; M[j][i] = sj*sc-cs; M[k][i] = sj*cc+ss;
- M[i][j] = cj*sh; M[j][j] = sj*ss+cc; M[k][j] = sj*cs-sc;
- M[i][k] = -sj; M[j][k] = cj*si; M[k][k] = cj*ci;
-}
-
-/* Construct 4x4 matrix from Euler angles (in radians). */
-void EulOToMat4(float e[3], short order, float M[4][4])
-{
- float m[3][3];
-
- /* for now, we'll just do this the slow way (i.e. copying matrices) */
- Mat3Ortho(m);
- EulOToMat3(e, order, m);
- Mat4CpyMat3(M, m);
-}
-
-/* Convert 3x3 matrix to Euler angles (in radians). */
-void Mat3ToEulO(float M[3][3], float e[3], short order)
-{
- RotOrderInfo *R= GET_ROTATIONORDER_INFO(order);
- short i=R->i, j=R->j, k=R->k;
- double cy = sqrt(M[i][i]*M[i][i] + M[i][j]*M[i][j]);
-
- if (cy > 16*FLT_EPSILON) {
- e[i] = atan2(M[j][k], M[k][k]);
- e[j] = atan2(-M[i][k], cy);
- e[k] = atan2(M[i][j], M[i][i]);
- }
- else {
- e[i] = atan2(-M[k][j], M[j][j]);
- e[j] = atan2(-M[i][k], cy);
- e[k] = 0;
- }
-
- if (R->parity) {
- e[0] = -e[0];
- e[1] = -e[1];
- e[2] = -e[2];
- }
-}
-
-/* Convert 4x4 matrix to Euler angles (in radians). */
-void Mat4ToEulO(float M[4][4], float e[3], short order)
-{
- float m[3][3];
-
- /* for now, we'll just do this the slow way (i.e. copying matrices) */
- Mat3CpyMat4(m, M);
- Mat3Ortho(m);
- Mat3ToEulO(m, e, order);
-}
-
-/* returns two euler calculation methods, so we can pick the best */
-static void mat3_to_eulo2(float M[3][3], float *e1, float *e2, short order)
-{
- RotOrderInfo *R= GET_ROTATIONORDER_INFO(order);
- short i=R->i, j=R->j, k=R->k;
- float m[3][3];
- double cy;
-
- /* process the matrix first */
- Mat3CpyMat3(m, M);
- Mat3Ortho(m);
-
- cy= sqrt(m[i][i]*m[i][i] + m[i][j]*m[i][j]);
-
- if (cy > 16*FLT_EPSILON) {
- e1[i] = atan2(m[j][k], m[k][k]);
- e1[j] = atan2(-m[i][k], cy);
- e1[k] = atan2(m[i][j], m[i][i]);
-
- e2[i] = atan2(-m[j][k], -m[k][k]);
- e2[j] = atan2(-m[i][k], -cy);
- e2[k] = atan2(-m[i][j], -m[i][i]);
- }
- else {
- e1[i] = atan2(-m[k][j], m[j][j]);
- e1[j] = atan2(-m[i][k], cy);
- e1[k] = 0;
-
- VecCopyf(e2, e1);
- }
-
- if (R->parity) {
- e1[0] = -e1[0];
- e1[1] = -e1[1];
- e1[2] = -e1[2];
-
- e2[0] = -e2[0];
- e2[1] = -e2[1];
- e2[2] = -e2[2];
- }
-}
-
-/* uses 2 methods to retrieve eulers, and picks the closest */
-void Mat3ToCompatibleEulO(float mat[3][3], float eul[3], float oldrot[3], short order)
-{
- float eul1[3], eul2[3];
- float d1, d2;
-
- mat3_to_eulo2(mat, eul1, eul2, order);
-
- compatible_eul(eul1, oldrot);
- compatible_eul(eul2, oldrot);
-
- d1= (float)fabs(eul1[0]-oldrot[0]) + (float)fabs(eul1[1]-oldrot[1]) + (float)fabs(eul1[2]-oldrot[2]);
- d2= (float)fabs(eul2[0]-oldrot[0]) + (float)fabs(eul2[1]-oldrot[1]) + (float)fabs(eul2[2]-oldrot[2]);
-
- /* return best, which is just the one with lowest difference */
- if (d1 > d2)
- VecCopyf(eul, eul2);
- else
- VecCopyf(eul, eul1);
-}
-
-/* rotate the given euler by the given angle on the specified axis */
-// NOTE: is this safe to do with different axis orders?
-void eulerO_rot(float beul[3], float ang, char axis, short order)
-{
- float eul[3], mat1[3][3], mat2[3][3], totmat[3][3];
-
- eul[0]= eul[1]= eul[2]= 0.0f;
- if (axis=='x')
- eul[0]= ang;
- else if (axis=='y')
- eul[1]= ang;
- else
- eul[2]= ang;
-
- EulOToMat3(eul, order, mat1);
- EulOToMat3(beul, order, mat2);
-
- Mat3MulMat3(totmat, mat2, mat1);
-
- Mat3ToEulO(totmat, beul, order);
-}
-
-/* ************ EULER (old XYZ) *************** */
-
-/* XYZ order */
void EulToMat3( float *eul, float mat[][3])
{
double ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
@@ -3053,7 +2827,6 @@ void EulToMat3( float *eul, float mat[][3])
}
-/* XYZ order */
void EulToMat4( float *eul,float mat[][4])
{
double ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
@@ -3085,7 +2858,6 @@ void EulToMat4( float *eul,float mat[][4])
}
/* returns two euler calculation methods, so we can pick the best */
-/* XYZ order */
static void mat3_to_eul2(float tmat[][3], float *eul1, float *eul2)
{
float cy, quat[4], mat[3][3];
@@ -3116,7 +2888,6 @@ static void mat3_to_eul2(float tmat[][3], float *eul1, float *eul2)
}
}
-/* XYZ order */
void Mat3ToEul(float tmat[][3], float *eul)
{
float eul1[3], eul2[3];
@@ -3132,7 +2903,6 @@ void Mat3ToEul(float tmat[][3], float *eul)
}
}
-/* XYZ order */
void Mat4ToEul(float tmat[][4], float *eul)
{
float tempMat[3][3];
@@ -3142,7 +2912,6 @@ void Mat4ToEul(float tmat[][4], float *eul)
Mat3ToEul(tempMat, eul);
}
-/* XYZ order */
void QuatToEul(float *quat, float *eul)
{
float mat[3][3];
@@ -3151,7 +2920,7 @@ void QuatToEul(float *quat, float *eul)
Mat3ToEul(mat, eul);
}
-/* XYZ order */
+
void EulToQuat(float *eul, float *quat)
{
float ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
@@ -3167,155 +2936,6 @@ void EulToQuat(float *eul, float *quat)
quat[3] = cj*cs - sj*sc;
}
-/* XYZ order */
-void euler_rot(float *beul, float ang, char axis)
-{
- float eul[3], mat1[3][3], mat2[3][3], totmat[3][3];
-
- eul[0]= eul[1]= eul[2]= 0.0f;
- if(axis=='x') eul[0]= ang;
- else if(axis=='y') eul[1]= ang;
- else eul[2]= ang;
-
- EulToMat3(eul, mat1);
- EulToMat3(beul, mat2);
-
- Mat3MulMat3(totmat, mat2, mat1);
-
- Mat3ToEul(totmat, beul);
-
-}
-
-/* exported to transform.c */
-/* order independent! */
-void compatible_eul(float *eul, float *oldrot)
-{
- float dx, dy, dz;
-
- /* correct differences of about 360 degrees first */
- dx= eul[0] - oldrot[0];
- dy= eul[1] - oldrot[1];
- dz= eul[2] - oldrot[2];
-
- while(fabs(dx) > 5.1) {
- if(dx > 0.0f) eul[0] -= 2.0f*(float)M_PI; else eul[0]+= 2.0f*(float)M_PI;
- dx= eul[0] - oldrot[0];
- }
- while(fabs(dy) > 5.1) {
- if(dy > 0.0f) eul[1] -= 2.0f*(float)M_PI; else eul[1]+= 2.0f*(float)M_PI;
- dy= eul[1] - oldrot[1];
- }
- while(fabs(dz) > 5.1) {
- if(dz > 0.0f) eul[2] -= 2.0f*(float)M_PI; else eul[2]+= 2.0f*(float)M_PI;
- dz= eul[2] - oldrot[2];
- }
-
- /* is 1 of the axis rotations larger than 180 degrees and the other small? NO ELSE IF!! */
- if( fabs(dx) > 3.2 && fabs(dy)<1.6 && fabs(dz)<1.6 ) {
- if(dx > 0.0) eul[0] -= 2.0f*(float)M_PI; else eul[0]+= 2.0f*(float)M_PI;
- }
- if( fabs(dy) > 3.2 && fabs(dz)<1.6 && fabs(dx)<1.6 ) {
- if(dy > 0.0) eul[1] -= 2.0f*(float)M_PI; else eul[1]+= 2.0f*(float)M_PI;
- }
- if( fabs(dz) > 3.2 && fabs(dx)<1.6 && fabs(dy)<1.6 ) {
- if(dz > 0.0) eul[2] -= 2.0f*(float)M_PI; else eul[2]+= 2.0f*(float)M_PI;
- }
-
- /* the method below was there from ancient days... but why! probably because the code sucks :)
- */
-#if 0
- /* calc again */
- dx= eul[0] - oldrot[0];
- dy= eul[1] - oldrot[1];
- dz= eul[2] - oldrot[2];
-
- /* special case, tested for x-z */
-
- if( (fabs(dx) > 3.1 && fabs(dz) > 1.5 ) || ( fabs(dx) > 1.5 && fabs(dz) > 3.1 ) ) {
- if(dx > 0.0) eul[0] -= M_PI; else eul[0]+= M_PI;
- if(eul[1] > 0.0) eul[1]= M_PI - eul[1]; else eul[1]= -M_PI - eul[1];
- if(dz > 0.0) eul[2] -= M_PI; else eul[2]+= M_PI;
-
- }
- else if( (fabs(dx) > 3.1 && fabs(dy) > 1.5 ) || ( fabs(dx) > 1.5 && fabs(dy) > 3.1 ) ) {
- if(dx > 0.0) eul[0] -= M_PI; else eul[0]+= M_PI;
- if(dy > 0.0) eul[1] -= M_PI; else eul[1]+= M_PI;
- if(eul[2] > 0.0) eul[2]= M_PI - eul[2]; else eul[2]= -M_PI - eul[2];
- }
- else if( (fabs(dy) > 3.1 && fabs(dz) > 1.5 ) || ( fabs(dy) > 1.5 && fabs(dz) > 3.1 ) ) {
- if(eul[0] > 0.0) eul[0]= M_PI - eul[0]; else eul[0]= -M_PI - eul[0];
- if(dy > 0.0) eul[1] -= M_PI; else eul[1]+= M_PI;
- if(dz > 0.0) eul[2] -= M_PI; else eul[2]+= M_PI;
- }
-#endif
-}
-
-/* uses 2 methods to retrieve eulers, and picks the closest */
-/* XYZ order */
-void Mat3ToCompatibleEul(float mat[][3], float *eul, float *oldrot)
-{
- float eul1[3], eul2[3];
- float d1, d2;
-
- mat3_to_eul2(mat, eul1, eul2);
-
- compatible_eul(eul1, oldrot);
- compatible_eul(eul2, oldrot);
-
- d1= (float)fabs(eul1[0]-oldrot[0]) + (float)fabs(eul1[1]-oldrot[1]) + (float)fabs(eul1[2]-oldrot[2]);
- d2= (float)fabs(eul2[0]-oldrot[0]) + (float)fabs(eul2[1]-oldrot[1]) + (float)fabs(eul2[2]-oldrot[2]);
-
- /* return best, which is just the one with lowest difference */
- if( d1 > d2) {
- VecCopyf(eul, eul2);
- }
- else {
- VecCopyf(eul, eul1);
- }
-
-}
-
-/* ************ AXIS ANGLE *************** */
-
-/* Axis angle to Quaternions */
-void AxisAngleToQuat(float *q, float *axis, float angle)
-{
- float nor[3];
- float si;
-
- VecCopyf(nor, axis);
- Normalize(nor);
-
- angle /= 2;
- si = (float)sin(angle);
- q[0] = (float)cos(angle);
- q[1] = nor[0] * si;
- q[2] = nor[1] * si;
- q[3] = nor[2] * si;
-}
-
-/* Quaternions to Axis Angle */
-void QuatToAxisAngle(float q[4], float axis[3], float *angle)
-{
- float ha, si;
-
- /* calculate angle/2, and sin(angle/2) */
- ha= (float)acos(q[0]);
- si= (float)sin(ha);
-
- /* from half-angle to angle */
- *angle= ha * 2;
-
- /* prevent division by zero for axis conversion */
- if (fabs(si) < 0.0005)
- si= 1.0f;
-
- axis[0]= q[1] / si;
- axis[1]= q[2] / si;
- axis[2]= q[3] / si;
-}
-
-/* axis angle to 3x3 matrix */
void VecRotToMat3(float *vec, float phi, float mat[][3])
{
/* rotation of phi radials around vec */
@@ -3342,7 +2962,6 @@ void VecRotToMat3(float *vec, float phi, float mat[][3])
}
-/* axis angle to 4x4 matrix */
void VecRotToMat4(float *vec, float phi, float mat[][4])
{
float tmat[3][3];
@@ -3352,7 +2971,6 @@ void VecRotToMat4(float *vec, float phi, float mat[][4])
Mat4CpyMat3(mat, tmat);
}
-/* axis angle to quaternion */
void VecRotToQuat(float *vec, float phi, float *quat)
{
/* rotation of phi radials around vec */
@@ -3374,41 +2992,6 @@ void VecRotToQuat(float *vec, float phi, float *quat)
}
}
-/* Returns a vector bisecting the angle at v2 formed by v1, v2 and v3 */
-void VecBisect3(float *out, float *v1, float *v2, float *v3)
-{
- float d_12[3], d_23[3];
- VecSubf(d_12, v2, v1);
- VecSubf(d_23, v3, v2);
- Normalize(d_12);
- Normalize(d_23);
- VecAddf(out, d_12, d_23);
- Normalize(out);
-}
-
-/* Returns a reflection vector from a vector and a normal vector
-reflect = vec - ((2 * DotVecs(vec, mirror)) * mirror)
-*/
-void VecReflect(float *out, float *v1, float *v2)
-{
- float vec[3], normal[3];
- float reflect[3] = {0.0f, 0.0f, 0.0f};
- float dot2;
-
- VecCopyf(vec, v1);
- VecCopyf(normal, v2);
-
- Normalize(normal);
-
- dot2 = 2 * Inpf(vec, normal);
-
- reflect[0] = vec[0] - (dot2 * normal[0]);
- reflect[1] = vec[1] - (dot2 * normal[1]);
- reflect[2] = vec[2] - (dot2 * normal[2]);
-
- VecCopyf(out, reflect);
-}
-
/* Return the angle in degrees between vecs 1-2 and 2-3 in degrees
If v1 is a shoulder, v2 is the elbow and v3 is the hand,
this would return the angle at the elbow */
@@ -3484,6 +3067,111 @@ float NormalizedVecAngle2_2D(float *v1, float *v2)
return 2.0f*(float)saasin(Vec2Lenf(v2, v1)/2.0f);
}
+void euler_rot(float *beul, float ang, char axis)
+{
+ float eul[3], mat1[3][3], mat2[3][3], totmat[3][3];
+
+ eul[0]= eul[1]= eul[2]= 0.0f;
+ if(axis=='x') eul[0]= ang;
+ else if(axis=='y') eul[1]= ang;
+ else eul[2]= ang;
+
+ EulToMat3(eul, mat1);
+ EulToMat3(beul, mat2);
+
+ Mat3MulMat3(totmat, mat2, mat1);
+
+ Mat3ToEul(totmat, beul);
+
+}
+
+/* exported to transform.c */
+void compatible_eul(float *eul, float *oldrot)
+{
+ float dx, dy, dz;
+
+ /* correct differences of about 360 degrees first */
+ dx= eul[0] - oldrot[0];
+ dy= eul[1] - oldrot[1];
+ dz= eul[2] - oldrot[2];
+
+ while(fabs(dx) > 5.1) {
+ if(dx > 0.0f) eul[0] -= 2.0f*(float)M_PI; else eul[0]+= 2.0f*(float)M_PI;
+ dx= eul[0] - oldrot[0];
+ }
+ while(fabs(dy) > 5.1) {
+ if(dy > 0.0f) eul[1] -= 2.0f*(float)M_PI; else eul[1]+= 2.0f*(float)M_PI;
+ dy= eul[1] - oldrot[1];
+ }
+ while(fabs(dz) > 5.1) {
+ if(dz > 0.0f) eul[2] -= 2.0f*(float)M_PI; else eul[2]+= 2.0f*(float)M_PI;
+ dz= eul[2] - oldrot[2];
+ }
+
+ /* is 1 of the axis rotations larger than 180 degrees and the other small? NO ELSE IF!! */
+ if( fabs(dx) > 3.2 && fabs(dy)<1.6 && fabs(dz)<1.6 ) {
+ if(dx > 0.0) eul[0] -= 2.0f*(float)M_PI; else eul[0]+= 2.0f*(float)M_PI;
+ }
+ if( fabs(dy) > 3.2 && fabs(dz)<1.6 && fabs(dx)<1.6 ) {
+ if(dy > 0.0) eul[1] -= 2.0f*(float)M_PI; else eul[1]+= 2.0f*(float)M_PI;
+ }
+ if( fabs(dz) > 3.2 && fabs(dx)<1.6 && fabs(dy)<1.6 ) {
+ if(dz > 0.0) eul[2] -= 2.0f*(float)M_PI; else eul[2]+= 2.0f*(float)M_PI;
+ }
+
+ /* the method below was there from ancient days... but why! probably because the code sucks :)
+ */
+#if 0
+ /* calc again */
+ dx= eul[0] - oldrot[0];
+ dy= eul[1] - oldrot[1];
+ dz= eul[2] - oldrot[2];
+
+ /* special case, tested for x-z */
+
+ if( (fabs(dx) > 3.1 && fabs(dz) > 1.5 ) || ( fabs(dx) > 1.5 && fabs(dz) > 3.1 ) ) {
+ if(dx > 0.0) eul[0] -= M_PI; else eul[0]+= M_PI;
+ if(eul[1] > 0.0) eul[1]= M_PI - eul[1]; else eul[1]= -M_PI - eul[1];
+ if(dz > 0.0) eul[2] -= M_PI; else eul[2]+= M_PI;
+
+ }
+ else if( (fabs(dx) > 3.1 && fabs(dy) > 1.5 ) || ( fabs(dx) > 1.5 && fabs(dy) > 3.1 ) ) {
+ if(dx > 0.0) eul[0] -= M_PI; else eul[0]+= M_PI;
+ if(dy > 0.0) eul[1] -= M_PI; else eul[1]+= M_PI;
+ if(eul[2] > 0.0) eul[2]= M_PI - eul[2]; else eul[2]= -M_PI - eul[2];
+ }
+ else if( (fabs(dy) > 3.1 && fabs(dz) > 1.5 ) || ( fabs(dy) > 1.5 && fabs(dz) > 3.1 ) ) {
+ if(eul[0] > 0.0) eul[0]= M_PI - eul[0]; else eul[0]= -M_PI - eul[0];
+ if(dy > 0.0) eul[1] -= M_PI; else eul[1]+= M_PI;
+ if(dz > 0.0) eul[2] -= M_PI; else eul[2]+= M_PI;
+ }
+#endif
+}
+
+/* uses 2 methods to retrieve eulers, and picks the closest */
+void Mat3ToCompatibleEul(float mat[][3], float *eul, float *oldrot)
+{
+ float eul1[3], eul2[3];
+ float d1, d2;
+
+ mat3_to_eul2(mat, eul1, eul2);
+
+ compatible_eul(eul1, oldrot);
+ compatible_eul(eul2, oldrot);
+
+ d1= (float)fabs(eul1[0]-oldrot[0]) + (float)fabs(eul1[1]-oldrot[1]) + (float)fabs(eul1[2]-oldrot[2]);
+ d2= (float)fabs(eul2[0]-oldrot[0]) + (float)fabs(eul2[1]-oldrot[1]) + (float)fabs(eul2[2]-oldrot[2]);
+
+ /* return best, which is just the one with lowest difference */
+ if( d1 > d2) {
+ VecCopyf(eul, eul2);
+ }
+ else {
+ VecCopyf(eul, eul1);
+ }
+
+}
+
/* ******************************************** */
void SizeToMat3( float *size, float mat[][3])
@@ -5006,8 +4694,7 @@ float PdistVL3Dfl(float *v1, float *v2, float *v3)
/* make a 4x4 matrix out of 3 transform components */
/* matrices are made in the order: scale * rot * loc */
-// TODO: need to have a version that allows for rotation order...
-void LocEulSizeToMat4(float mat[4][4], float loc[3], float eul[3], float size[3])
+void LocEulSizeToMat4(float mat[][4], float loc[3], float eul[3], float size[3])
{
float rmat[3][3], smat[3][3], tmat[3][3];
@@ -5030,31 +4717,7 @@ void LocEulSizeToMat4(float mat[4][4], float loc[3], float eul[3], float size[3]
/* make a 4x4 matrix out of 3 transform components */
/* matrices are made in the order: scale * rot * loc */
-void LocEulOSizeToMat4(float mat[4][4], float loc[3], float eul[3], float size[3], short rotOrder)
-{
- float rmat[3][3], smat[3][3], tmat[3][3];
-
- /* initialise new matrix */
- Mat4One(mat);
-
- /* make rotation + scaling part */
- EulOToMat3(eul, rotOrder, rmat);
- SizeToMat3(size, smat);
- Mat3MulMat3(tmat, rmat, smat);
-
- /* copy rot/scale part to output matrix*/
- Mat4CpyMat3(mat, tmat);
-
- /* copy location to matrix */
- mat[3][0] = loc[0];
- mat[3][1] = loc[1];
- mat[3][2] = loc[2];
-}
-
-
-/* make a 4x4 matrix out of 3 transform components */
-/* matrices are made in the order: scale * rot * loc */
-void LocQuatSizeToMat4(float mat[4][4], float loc[3], float quat[4], float size[3])
+void LocQuatSizeToMat4(float mat[][4], float loc[3], float quat[4], float size[3])
{
float rmat[3][3], smat[3][3], tmat[3][3];
@@ -5075,8 +4738,6 @@ void LocQuatSizeToMat4(float mat[4][4], float loc[3], float quat[4], float size[
mat[3][2] = loc[2];
}
-/********************************************************/
-
/* Tangents */
/* For normal map tangents we need to detect uv boundaries, and only average