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Diffstat (limited to 'source/blender/blenlib/intern/math_rotation.c')
-rw-r--r--source/blender/blenlib/intern/math_rotation.c32
1 files changed, 16 insertions, 16 deletions
diff --git a/source/blender/blenlib/intern/math_rotation.c b/source/blender/blenlib/intern/math_rotation.c
index 3069542107e..71f146e8131 100644
--- a/source/blender/blenlib/intern/math_rotation.c
+++ b/source/blender/blenlib/intern/math_rotation.c
@@ -185,7 +185,7 @@ void mul_fac_qt_fl(float q[4], const float fac)
}
/* skip error check, currently only needed by mat3_to_quat_is_ok */
-static void quat_to_mat3_no_error(float m[][3], const float q[4])
+static void quat_to_mat3_no_error(float m[3][3], const float q[4])
{
double q0, q1, q2, q3, qda, qdb, qdc, qaa, qab, qac, qbb, qbc, qcc;
@@ -217,7 +217,7 @@ static void quat_to_mat3_no_error(float m[][3], const float q[4])
m[2][2] = (float)(1.0 - qaa - qbb);
}
-void quat_to_mat3(float m[][3], const float q[4])
+void quat_to_mat3(float m[3][3], const float q[4])
{
#ifdef DEBUG
float f;
@@ -229,7 +229,7 @@ void quat_to_mat3(float m[][3], const float q[4])
quat_to_mat3_no_error(m, q);
}
-void quat_to_mat4(float m[][4], const float q[4])
+void quat_to_mat4(float m[4][4], const float q[4])
{
double q0, q1, q2, q3, qda, qdb, qdc, qaa, qab, qac, qbb, qbc, qcc;
@@ -273,7 +273,7 @@ void quat_to_mat4(float m[][4], const float q[4])
m[3][3] = 1.0f;
}
-void mat3_to_quat(float q[4], float wmat[][3])
+void mat3_to_quat(float q[4], float wmat[3][3])
{
double tr, s;
float mat[3][3];
@@ -325,7 +325,7 @@ void mat3_to_quat(float q[4], float wmat[][3])
normalize_qt(q);
}
-void mat4_to_quat(float q[4], float m[][4])
+void mat4_to_quat(float q[4], float m[4][4])
{
float mat[3][3];
@@ -861,7 +861,7 @@ void single_axis_angle_to_mat3(float mat[3][3], const char axis, const float ang
/* TODO: the following calls should probably be deprecated sometime */
/* TODO, replace use of this function with axis_angle_to_mat3() */
-void vec_rot_to_mat3(float mat[][3], const float vec[3], const float phi)
+void vec_rot_to_mat3(float mat[3][3], const float vec[3], const float phi)
{
/* rotation of phi radials around vec */
float vx, vx2, vy, vy2, vz, vz2, co, si;
@@ -889,7 +889,7 @@ void vec_rot_to_mat3(float mat[][3], const float vec[3], const float phi)
/******************************** XYZ Eulers *********************************/
/* XYZ order */
-void eul_to_mat3(float mat[][3], const float eul[3])
+void eul_to_mat3(float mat[3][3], const float eul[3])
{
double ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
@@ -917,7 +917,7 @@ void eul_to_mat3(float mat[][3], const float eul[3])
}
/* XYZ order */
-void eul_to_mat4(float mat[][4], const float eul[3])
+void eul_to_mat4(float mat[4][4], const float eul[3])
{
double ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
@@ -950,7 +950,7 @@ void eul_to_mat4(float mat[][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], float eul1[3], float eul2[3])
+static void mat3_to_eul2(float tmat[3][3], float eul1[3], float eul2[3])
{
float cy, quat[4], mat[3][3];
@@ -982,7 +982,7 @@ static void mat3_to_eul2(float tmat[][3], float eul1[3], float eul2[3])
}
/* XYZ order */
-void mat3_to_eul(float *eul, float tmat[][3])
+void mat3_to_eul(float *eul, float tmat[3][3])
{
float eul1[3], eul2[3];
@@ -998,7 +998,7 @@ void mat3_to_eul(float *eul, float tmat[][3])
}
/* XYZ order */
-void mat4_to_eul(float *eul, float tmat[][4])
+void mat4_to_eul(float *eul, float tmat[4][4])
{
float tempMat[3][3];
@@ -1107,7 +1107,7 @@ 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])
+void mat3_to_compatible_eul(float eul[3], const float oldrot[3], float mat[3][3])
{
float eul1[3], eul2[3];
float d1, d2;
@@ -1388,7 +1388,7 @@ void rotate_eulO(float beul[3], const short order, char axis, float ang)
}
/* the matrix is written to as 3 axis vectors */
-void eulO_to_gimbal_axis(float gmat[][3], const float eul[3], const short order)
+void eulO_to_gimbal_axis(float gmat[3][3], const float eul[3], const short order)
{
const RotOrderInfo *R = GET_ROTATIONORDER_INFO(order);
@@ -1447,7 +1447,7 @@ void eulO_to_gimbal_axis(float gmat[][3], const float eul[3], const short order)
* - added support for scaling
*/
-void mat4_to_dquat(DualQuat *dq, float basemat[][4], float mat[][4])
+void mat4_to_dquat(DualQuat *dq, float basemat[4][4], float mat[4][4])
{
float *t, *q, dscale[3], scale[3], basequat[4];
float baseRS[4][4], baseinv[4][4], baseR[4][4], baseRinv[4][4];
@@ -1502,7 +1502,7 @@ void mat4_to_dquat(DualQuat *dq, float basemat[][4], float mat[][4])
dq->trans[3] = 0.5f * ( t[0] * q[2] - t[1] * q[1] + t[2] * q[0]);
}
-void dquat_to_mat4(float mat[][4], DualQuat *dq)
+void dquat_to_mat4(float mat[4][4], DualQuat *dq)
{
float len, *t, q0[4];
@@ -1583,7 +1583,7 @@ void normalize_dq(DualQuat *dq, float totweight)
}
}
-void mul_v3m3_dq(float co[3], float mat[][3], DualQuat *dq)
+void mul_v3m3_dq(float co[3], float mat[3][3], DualQuat *dq)
{
float M[3][3], t[3], scalemat[3][3], len2;
float w = dq->quat[0], x = dq->quat[1], y = dq->quat[2], z = dq->quat[3];