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Diffstat (limited to 'source/blender/blenlib/intern/math_rotation.c')
-rw-r--r--source/blender/blenlib/intern/math_rotation.c67
1 files changed, 67 insertions, 0 deletions
diff --git a/source/blender/blenlib/intern/math_rotation.c b/source/blender/blenlib/intern/math_rotation.c
index b8cef511293..3b58fe88bf5 100644
--- a/source/blender/blenlib/intern/math_rotation.c
+++ b/source/blender/blenlib/intern/math_rotation.c
@@ -1530,6 +1530,73 @@ void copy_dq_dq(DualQuat *dq1, DualQuat *dq2)
memcpy(dq1, dq2, sizeof(DualQuat));
}
+/* axis matches eTrackToAxis_Modes */
+void quat_apply_track(float quat[4], short axis, short upflag)
+{
+ /* rotations are hard coded to match vec_to_quat */
+ const float quat_track[][4]= {{0.70710676908493, 0.0, -0.70710676908493, 0.0}, /* pos-y90 */
+ {0.5, 0.5, 0.5, 0.5}, /* Quaternion((1,0,0), radians(90)) * Quaternion((0,1,0), radians(90)) */
+ {0.70710676908493, 0.0, 0.0, 0.70710676908493}, /* pos-z90 */
+ {0.70710676908493, 0.0, 0.70710676908493, 0.0}, /* neg-y90 */
+ {0.5, -0.5, -0.5, 0.5}, /* Quaternion((1,0,0), radians(-90)) * Quaternion((0,1,0), radians(-90)) */
+ {-3.0908619663705394e-08, 0.70710676908493, 0.70710676908493, 3.0908619663705394e-08}}; /* no rotation */
+
+ mul_qt_qtqt(quat, quat, quat_track[axis]);
+
+ if(axis>2)
+ axis= axis-3;
+
+ /* there are 2 possible up-axis for each axis used, the 'quat_track' applies so the first
+ * up axis is used X->Y, Y->X, Z->X, if this first up axis isn used then rotate 90d
+ * the strange bit shift below just find the low axis {X:Y, Y:X, Z:X} */
+ if(upflag != (2-axis)>>1) {
+ float q[4]= {0.70710676908493, 0.0, 0.0, 0.0}; /* assign 90d rotation axis */
+ q[axis+1] = ((axis==1)) ? 0.70710676908493 : -0.70710676908493; /* flip non Y axis */
+ mul_qt_qtqt(quat, quat, q);
+ }
+}
+
+
+void vec_apply_track(float vec[3], short axis)
+{
+ float tvec[3];
+
+ copy_v3_v3(tvec, vec);
+
+ switch(axis) {
+ case 0: /* pos-x */
+ /* vec[0]= 0.0; */
+ vec[1]= tvec[2];
+ vec[2]= -tvec[1];
+ break;
+ case 1: /* pos-y */
+ /* vec[0]= tvec[0]; */
+ /* vec[1]= 0.0; */
+ /* vec[2]= tvec[2]; */
+ break;
+ case 2: /* pos-z */
+ /* vec[0]= tvec[0]; */
+ /* vec[1]= tvec[1]; */
+ // vec[2]= 0.0; */
+ break;
+ case 3: /* neg-x */
+ /* vec[0]= 0.0; */
+ vec[1]= tvec[2];
+ vec[2]= -tvec[1];
+ break;
+ case 4: /* neg-y */
+ vec[0]= -tvec[2];
+ /* vec[1]= 0.0; */
+ vec[2]= tvec[0];
+ break;
+ case 5: /* neg-z */
+ vec[0]= -tvec[0];
+ vec[1]= -tvec[1];
+ /* vec[2]= 0.0; */
+ break;
+ }
+}
+
/* lense/angle conversion (radians) */
float lens_to_angle(float lens)
{