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Diffstat (limited to 'source/blender/blenlib/intern/math_matrix.c')
-rw-r--r--source/blender/blenlib/intern/math_matrix.c53
1 files changed, 53 insertions, 0 deletions
diff --git a/source/blender/blenlib/intern/math_matrix.c b/source/blender/blenlib/intern/math_matrix.c
index cf6945529f2..9769d2baf9b 100644
--- a/source/blender/blenlib/intern/math_matrix.c
+++ b/source/blender/blenlib/intern/math_matrix.c
@@ -2223,6 +2223,12 @@ void scale_m4_fl(float R[4][4], float scale)
R[3][0] = R[3][1] = R[3][2] = 0.0;
}
+void translate_m3(float mat[3][3], float tx, float ty)
+{
+ mat[2][0] += (tx * mat[0][0] + ty * mat[1][0]);
+ mat[2][1] += (tx * mat[0][1] + ty * mat[1][1]);
+}
+
void translate_m4(float mat[4][4], float Tx, float Ty, float Tz)
{
mat[3][0] += (Tx * mat[0][0] + Ty * mat[1][0] + Tz * mat[2][0]);
@@ -2230,6 +2236,18 @@ void translate_m4(float mat[4][4], float Tx, float Ty, float Tz)
mat[3][2] += (Tx * mat[0][2] + Ty * mat[1][2] + Tz * mat[2][2]);
}
+void rotate_m3(float mat[3][3], const float angle)
+{
+ const float angle_cos = cosf(angle);
+ const float angle_sin = sinf(angle);
+
+ for (int col = 0; col < 3; col++) {
+ float temp = angle_cos * mat[0][col] + angle_sin * mat[1][col];
+ mat[1][col] = -angle_sin * mat[0][col] + angle_cos * mat[1][col];
+ mat[0][col] = temp;
+ }
+}
+
/* TODO: enum for axis? */
/**
* Rotate a matrix in-place.
@@ -2275,6 +2293,12 @@ void rotate_m4(float mat[4][4], const char axis, const float angle)
}
}
+void rescale_m3(float mat[3][3], const float scale[2])
+{
+ mul_v3_fl(mat[0], scale[0]);
+ mul_v3_fl(mat[1], scale[1]);
+}
+
/** Scale a matrix in-place. */
void rescale_m4(float mat[4][4], const float scale[3])
{
@@ -2305,6 +2329,20 @@ void transform_pivot_set_m4(float mat[4][4], const float pivot[3])
mul_m4_m4m4(mat, mat, tmat);
}
+void transform_pivot_set_m3(float mat[3][3], const float pivot[2])
+{
+ float tmat[3][3];
+
+ unit_m3(tmat);
+
+ copy_v2_v2(tmat[2], pivot);
+ mul_m3_m3m3(mat, tmat, mat);
+
+ /* invert the matrix */
+ negate_v2(tmat[2]);
+ mul_m3_m3m3(mat, mat, tmat);
+}
+
void blend_m3_m3m3(float out[3][3],
const float dst[3][3],
const float src[3][3],
@@ -2485,6 +2523,21 @@ bool equals_m4m4(const float mat1[4][4], const float mat2[4][4])
}
/**
+ * Make a 3x3 matrix out of 3 transform components.
+ * Matrices are made in the order: `loc * rot * scale`
+ */
+void loc_rot_size_to_mat3(float R[3][3],
+ const float loc[2],
+ const float angle,
+ const float size[2])
+{
+ unit_m3(R);
+ translate_m3(R, loc[0], loc[1]);
+ rotate_m3(R, angle);
+ rescale_m3(R, size);
+}
+
+/**
* Make a 4x4 matrix out of 3 transform components.
* Matrices are made in the order: `scale * rot * loc`
*/