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Diffstat (limited to 'source/blender/blenlib/intern/math_rotation.c')
-rw-r--r--source/blender/blenlib/intern/math_rotation.c1544
1 files changed, 797 insertions, 747 deletions
diff --git a/source/blender/blenlib/intern/math_rotation.c b/source/blender/blenlib/intern/math_rotation.c
index 5ae226bf6d5..dbba672100e 100644
--- a/source/blender/blenlib/intern/math_rotation.c
+++ b/source/blender/blenlib/intern/math_rotation.c
@@ -17,7 +17,7 @@
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
-
+
* The Original Code is: some of this file.
*
* ***** END GPL LICENSE BLOCK *****
@@ -40,25 +40,24 @@
/* convenience, avoids setting Y axis everywhere */
void unit_axis_angle(float axis[3], float *angle)
{
- axis[0]= 0.0f;
- axis[1]= 1.0f;
- axis[2]= 0.0f;
- *angle= 0.0f;
+ axis[0] = 0.0f;
+ axis[1] = 1.0f;
+ axis[2] = 0.0f;
+ *angle = 0.0f;
}
-
void unit_qt(float q[4])
{
- q[0]= 1.0f;
- q[1]= q[2]= q[3]= 0.0f;
+ q[0] = 1.0f;
+ q[1] = q[2] = q[3] = 0.0f;
}
void copy_qt_qt(float q1[4], const float q2[4])
{
- q1[0]= q2[0];
- q1[1]= q2[1];
- q1[2]= q2[2];
- q1[3]= q2[3];
+ q1[0] = q2[0];
+ q1[1] = q2[1];
+ q1[2] = q2[2];
+ q1[3] = q2[3];
}
int is_zero_qt(float *q)
@@ -66,17 +65,17 @@ int is_zero_qt(float *q)
return (q[0] == 0 && q[1] == 0 && q[2] == 0 && q[3] == 0);
}
-void mul_qt_qtqt(float *q, const float *q1, const float *q2)
+void mul_qt_qtqt(float q[4], const float q1[4], const float q2[4])
{
- float t0,t1,t2;
+ float t0, t1, t2;
- t0= q1[0]*q2[0]-q1[1]*q2[1]-q1[2]*q2[2]-q1[3]*q2[3];
- t1= q1[0]*q2[1]+q1[1]*q2[0]+q1[2]*q2[3]-q1[3]*q2[2];
- t2= q1[0]*q2[2]+q1[2]*q2[0]+q1[3]*q2[1]-q1[1]*q2[3];
- q[3]= q1[0]*q2[3]+q1[3]*q2[0]+q1[1]*q2[2]-q1[2]*q2[1];
- q[0]=t0;
- q[1]=t1;
- q[2]=t2;
+ t0 = q1[0] * q2[0] - q1[1] * q2[1] - q1[2] * q2[2] - q1[3] * q2[3];
+ t1 = q1[0] * q2[1] + q1[1] * q2[0] + q1[2] * q2[3] - q1[3] * q2[2];
+ t2 = q1[0] * q2[2] + q1[2] * q2[0] + q1[3] * q2[1] - q1[1] * q2[3];
+ q[3] = q1[0] * q2[3] + q1[3] * q2[0] + q1[1] * q2[2] - q1[2] * q2[1];
+ q[0] = t0;
+ q[1] = t1;
+ q[2] = t2;
}
/* Assumes a unit quaternion */
@@ -84,18 +83,18 @@ void mul_qt_v3(const float q[4], float v[3])
{
float t0, t1, t2;
- t0= -q[1]*v[0]-q[2]*v[1]-q[3]*v[2];
- t1= q[0]*v[0]+q[2]*v[2]-q[3]*v[1];
- t2= q[0]*v[1]+q[3]*v[0]-q[1]*v[2];
- v[2]= q[0]*v[2]+q[1]*v[1]-q[2]*v[0];
- v[0]=t1;
- v[1]=t2;
+ t0 = -q[1] * v[0] - q[2] * v[1] - q[3] * v[2];
+ t1 = q[0] * v[0] + q[2] * v[2] - q[3] * v[1];
+ t2 = q[0] * v[1] + q[3] * v[0] - q[1] * v[2];
+ v[2] = q[0] * v[2] + q[1] * v[1] - q[2] * v[0];
+ v[0] = t1;
+ v[1] = t2;
- t1= t0*-q[1]+v[0]*q[0]-v[1]*q[3]+v[2]*q[2];
- t2= t0*-q[2]+v[1]*q[0]-v[2]*q[1]+v[0]*q[3];
- v[2]= t0*-q[3]+v[2]*q[0]-v[0]*q[2]+v[1]*q[1];
- v[0]=t1;
- v[1]=t2;
+ t1 = t0 * -q[1] + v[0] * q[0] - v[1] * q[3] + v[2] * q[2];
+ t2 = t0 * -q[2] + v[1] * q[0] - v[2] * q[1] + v[0] * q[3];
+ v[2] = t0 * -q[3] + v[2] * q[0] - v[0] * q[2] + v[1] * q[1];
+ v[0] = t1;
+ v[1] = t2;
}
void conjugate_qt(float q[4])
@@ -107,10 +106,10 @@ void conjugate_qt(float q[4])
float dot_qtqt(const float q1[4], const float q2[4])
{
- return q1[0]*q2[0] + q1[1]*q2[1] + q1[2]*q2[2] + q1[3]*q2[3];
+ return q1[0] * q2[0] + q1[1] * q2[1] + q1[2] * q2[2] + q1[3] * q2[3];
}
-void invert_qt(float *q)
+void invert_qt(float q[4])
{
float f = dot_qtqt(q, q);
@@ -118,17 +117,17 @@ void invert_qt(float *q)
return;
conjugate_qt(q);
- mul_qt_fl(q, 1.0f/f);
+ mul_qt_fl(q, 1.0f / f);
}
-void invert_qt_qt(float *q1, const float *q2)
+void invert_qt_qt(float q1[4], const float q2[4])
{
copy_qt_qt(q1, q2);
invert_qt(q1);
}
/* simple mult */
-void mul_qt_fl(float *q, const float f)
+void mul_qt_fl(float q[4], const float f)
{
q[0] *= f;
q[1] *= f;
@@ -140,65 +139,64 @@ void sub_qt_qtqt(float q[4], const float q1[4], const float q2[4])
{
float nq2[4];
- nq2[0]= -q2[0];
- nq2[1]= q2[1];
- nq2[2]= q2[2];
- nq2[3]= q2[3];
+ nq2[0] = -q2[0];
+ nq2[1] = q2[1];
+ nq2[2] = q2[2];
+ nq2[3] = q2[3];
mul_qt_qtqt(q, q1, nq2);
}
/* angular mult factor */
-void mul_fac_qt_fl(float *q, const float fac)
+void mul_fac_qt_fl(float q[4], const float fac)
{
- float angle= fac*saacos(q[0]); /* quat[0]= cos(0.5*angle), but now the 0.5 and 2.0 rule out */
-
- float co= (float)cos(angle);
- float si= (float)sin(angle);
- q[0]= co;
- normalize_v3(q+1);
- mul_v3_fl(q+1, si);
+ float angle = fac * saacos(q[0]); /* quat[0] = cos(0.5 * angle), but now the 0.5 and 2.0 rule out */
+
+ float co = (float)cos(angle);
+ float si = (float)sin(angle);
+ q[0] = co;
+ normalize_v3(q + 1);
+ mul_v3_fl(q + 1, si);
}
/* 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])
{
- double q0, q1, q2, q3, qda,qdb,qdc,qaa,qab,qac,qbb,qbc,qcc;
+ double q0, q1, q2, q3, qda, qdb, qdc, qaa, qab, qac, qbb, qbc, qcc;
- q0= M_SQRT2 * (double)q[0];
- q1= M_SQRT2 * (double)q[1];
- q2= M_SQRT2 * (double)q[2];
- q3= M_SQRT2 * (double)q[3];
+ q0 = M_SQRT2 * (double)q[0];
+ q1 = M_SQRT2 * (double)q[1];
+ q2 = M_SQRT2 * (double)q[2];
+ q3 = M_SQRT2 * (double)q[3];
- qda= q0*q1;
- qdb= q0*q2;
- qdc= q0*q3;
- qaa= q1*q1;
- qab= q1*q2;
- qac= q1*q3;
- qbb= q2*q2;
- qbc= q2*q3;
- qcc= q3*q3;
+ qda = q0 * q1;
+ qdb = q0 * q2;
+ qdc = q0 * q3;
+ qaa = q1 * q1;
+ qab = q1 * q2;
+ qac = q1 * q3;
+ qbb = q2 * q2;
+ qbc = q2 * q3;
+ qcc = q3 * q3;
- m[0][0]= (float)(1.0-qbb-qcc);
- m[0][1]= (float)(qdc+qab);
- m[0][2]= (float)(-qdb+qac);
+ m[0][0] = (float)(1.0 - qbb - qcc);
+ m[0][1] = (float)(qdc + qab);
+ m[0][2] = (float)(-qdb + qac);
- m[1][0]= (float)(-qdc+qab);
- m[1][1]= (float)(1.0-qaa-qcc);
- m[1][2]= (float)(qda+qbc);
+ m[1][0] = (float)(-qdc + qab);
+ m[1][1] = (float)(1.0 - qaa - qcc);
+ m[1][2] = (float)(qda + qbc);
- m[2][0]= (float)(qdb+qac);
- m[2][1]= (float)(-qda+qbc);
- m[2][2]= (float)(1.0-qaa-qbb);
+ m[2][0] = (float)(qdb + qac);
+ m[2][1] = (float)(-qda + qbc);
+ m[2][2] = (float)(1.0 - qaa - qbb);
}
-
void quat_to_mat3(float m[][3], const float q[4])
{
#ifdef DEBUG
float f;
- if (!((f=dot_qtqt(q, q))==0.0f || (fabsf(f-1.0f) < (float)QUAT_EPSILON))) {
+ if (!((f = dot_qtqt(q, q)) == 0.0f || (fabsf(f - 1.0f) < (float)QUAT_EPSILON))) {
fprintf(stderr, "Warning! quat_to_mat3() called with non-normalized: size %.8f *** report a bug ***\n", f);
}
#endif
@@ -208,106 +206,106 @@ void quat_to_mat3(float m[][3], const float q[4])
void quat_to_mat4(float m[][4], const float q[4])
{
- double q0, q1, q2, q3, qda,qdb,qdc,qaa,qab,qac,qbb,qbc,qcc;
+ double q0, q1, q2, q3, qda, qdb, qdc, qaa, qab, qac, qbb, qbc, qcc;
#ifdef DEBUG
- if (!((q0=dot_qtqt(q, q))==0.0f || (fabsf(q0-1.0) < QUAT_EPSILON))) {
+ if (!((q0 = dot_qtqt(q, q)) == 0.0f || (fabsf(q0 - 1.0) < QUAT_EPSILON))) {
fprintf(stderr, "Warning! quat_to_mat4() called with non-normalized: size %.8f *** report a bug ***\n", (float)q0);
}
#endif
- q0= M_SQRT2 * (double)q[0];
- q1= M_SQRT2 * (double)q[1];
- q2= M_SQRT2 * (double)q[2];
- q3= M_SQRT2 * (double)q[3];
-
- qda= q0*q1;
- qdb= q0*q2;
- qdc= q0*q3;
- qaa= q1*q1;
- qab= q1*q2;
- qac= q1*q3;
- qbb= q2*q2;
- qbc= q2*q3;
- qcc= q3*q3;
-
- m[0][0]= (float)(1.0-qbb-qcc);
- m[0][1]= (float)(qdc+qab);
- m[0][2]= (float)(-qdb+qac);
- m[0][3]= 0.0f;
-
- m[1][0]= (float)(-qdc+qab);
- m[1][1]= (float)(1.0-qaa-qcc);
- m[1][2]= (float)(qda+qbc);
- m[1][3]= 0.0f;
-
- m[2][0]= (float)(qdb+qac);
- m[2][1]= (float)(-qda+qbc);
- m[2][2]= (float)(1.0-qaa-qbb);
- m[2][3]= 0.0f;
-
- m[3][0]= m[3][1]= m[3][2]= 0.0f;
- m[3][3]= 1.0f;
-}
-
-void mat3_to_quat(float *q, float wmat[][3])
+ q0 = M_SQRT2 * (double)q[0];
+ q1 = M_SQRT2 * (double)q[1];
+ q2 = M_SQRT2 * (double)q[2];
+ q3 = M_SQRT2 * (double)q[3];
+
+ qda = q0 * q1;
+ qdb = q0 * q2;
+ qdc = q0 * q3;
+ qaa = q1 * q1;
+ qab = q1 * q2;
+ qac = q1 * q3;
+ qbb = q2 * q2;
+ qbc = q2 * q3;
+ qcc = q3 * q3;
+
+ m[0][0] = (float)(1.0 - qbb - qcc);
+ m[0][1] = (float)(qdc + qab);
+ m[0][2] = (float)(-qdb + qac);
+ m[0][3] = 0.0f;
+
+ m[1][0] = (float)(-qdc + qab);
+ m[1][1] = (float)(1.0 - qaa - qcc);
+ m[1][2] = (float)(qda + qbc);
+ m[1][3] = 0.0f;
+
+ m[2][0] = (float)(qdb + qac);
+ m[2][1] = (float)(-qda + qbc);
+ m[2][2] = (float)(1.0 - qaa - qbb);
+ m[2][3] = 0.0f;
+
+ m[3][0] = m[3][1] = m[3][2] = 0.0f;
+ m[3][3] = 1.0f;
+}
+
+void mat3_to_quat(float q[4], float wmat[][3])
{
double tr, s;
float mat[3][3];
/* work on a copy */
copy_m3_m3(mat, wmat);
- normalize_m3(mat); /* this is needed AND a 'normalize_qt' in the end */
-
- tr= 0.25* (double)(1.0f+mat[0][0]+mat[1][1]+mat[2][2]);
-
- if (tr>(double)FLT_EPSILON) {
- s= sqrt(tr);
- q[0]= (float)s;
- s= 1.0/(4.0*s);
- q[1]= (float)((mat[1][2]-mat[2][1])*s);
- q[2]= (float)((mat[2][0]-mat[0][2])*s);
- q[3]= (float)((mat[0][1]-mat[1][0])*s);
+ normalize_m3(mat); /* this is needed AND a 'normalize_qt' in the end */
+
+ tr = 0.25 * (double)(1.0f + mat[0][0] + mat[1][1] + mat[2][2]);
+
+ if (tr > (double)FLT_EPSILON) {
+ s = sqrt(tr);
+ q[0] = (float)s;
+ s = 1.0 / (4.0 * s);
+ q[1] = (float)((mat[1][2] - mat[2][1]) * s);
+ q[2] = (float)((mat[2][0] - mat[0][2]) * s);
+ q[3] = (float)((mat[0][1] - mat[1][0]) * s);
}
else {
if (mat[0][0] > mat[1][1] && mat[0][0] > mat[2][2]) {
- s= 2.0f*sqrtf(1.0f + mat[0][0] - mat[1][1] - mat[2][2]);
- q[1]= (float)(0.25*s);
+ s = 2.0f * sqrtf(1.0f + mat[0][0] - mat[1][1] - mat[2][2]);
+ q[1] = (float)(0.25 * s);
- s= 1.0/s;
- q[0]= (float)((double)(mat[2][1] - mat[1][2])*s);
- q[2]= (float)((double)(mat[1][0] + mat[0][1])*s);
- q[3]= (float)((double)(mat[2][0] + mat[0][2])*s);
+ s = 1.0 / s;
+ q[0] = (float)((double)(mat[2][1] - mat[1][2]) * s);
+ q[2] = (float)((double)(mat[1][0] + mat[0][1]) * s);
+ q[3] = (float)((double)(mat[2][0] + mat[0][2]) * s);
}
else if (mat[1][1] > mat[2][2]) {
- s= 2.0f*sqrtf(1.0f + mat[1][1] - mat[0][0] - mat[2][2]);
- q[2]= (float)(0.25*s);
+ s = 2.0f * sqrtf(1.0f + mat[1][1] - mat[0][0] - mat[2][2]);
+ q[2] = (float)(0.25 * s);
- s= 1.0/s;
- q[0]= (float)((double)(mat[2][0] - mat[0][2])*s);
- q[1]= (float)((double)(mat[1][0] + mat[0][1])*s);
- q[3]= (float)((double)(mat[2][1] + mat[1][2])*s);
+ s = 1.0 / s;
+ q[0] = (float)((double)(mat[2][0] - mat[0][2]) * s);
+ q[1] = (float)((double)(mat[1][0] + mat[0][1]) * s);
+ q[3] = (float)((double)(mat[2][1] + mat[1][2]) * s);
}
else {
- s= 2.0f*sqrtf(1.0f + mat[2][2] - mat[0][0] - mat[1][1]);
- q[3]= (float)(0.25*s);
+ s = 2.0f * sqrtf(1.0f + mat[2][2] - mat[0][0] - mat[1][1]);
+ q[3] = (float)(0.25 * s);
- s= 1.0/s;
- q[0]= (float)((double)(mat[1][0] - mat[0][1])*s);
- q[1]= (float)((double)(mat[2][0] + mat[0][2])*s);
- q[2]= (float)((double)(mat[2][1] + mat[1][2])*s);
+ s = 1.0 / s;
+ q[0] = (float)((double)(mat[1][0] - mat[0][1]) * s);
+ q[1] = (float)((double)(mat[2][0] + mat[0][2]) * s);
+ q[2] = (float)((double)(mat[2][1] + mat[1][2]) * s);
}
}
normalize_qt(q);
}
-void mat4_to_quat(float *q, float m[][4])
+void mat4_to_quat(float q[4], float m[][4])
{
float mat[3][3];
-
+
copy_m3_m4(mat, m);
- mat3_to_quat(q,mat);
+ mat3_to_quat(q, mat);
}
void mat3_to_quat_is_ok(float q[4], float wmat[3][3])
@@ -317,54 +315,53 @@ void mat3_to_quat_is_ok(float q[4], float wmat[3][3])
/* work on a copy */
copy_m3_m3(mat, wmat);
normalize_m3(mat);
-
+
/* rotate z-axis of matrix to z-axis */
- nor[0] = mat[2][1]; /* cross product with (0,0,1) */
- nor[1] = -mat[2][0];
+ nor[0] = mat[2][1]; /* cross product with (0,0,1) */
+ nor[1] = -mat[2][0];
nor[2] = 0.0;
normalize_v3(nor);
-
- co= mat[2][2];
- angle= 0.5f*saacos(co);
-
- co= (float)cos(angle);
- si= (float)sin(angle);
- q1[0]= co;
- q1[1]= -nor[0]*si; /* negative here, but why? */
- q1[2]= -nor[1]*si;
- q1[3]= -nor[2]*si;
+
+ co = mat[2][2];
+ angle = 0.5f * saacos(co);
+
+ co = (float)cos(angle);
+ si = (float)sin(angle);
+ q1[0] = co;
+ q1[1] = -nor[0] * si; /* negative here, but why? */
+ q1[2] = -nor[1] * si;
+ q1[3] = -nor[2] * si;
/* rotate back x-axis from mat, using inverse q1 */
- quat_to_mat3_no_error( matr,q1);
+ quat_to_mat3_no_error(matr, q1);
invert_m3_m3(matn, matr);
mul_m3_v3(matn, mat[0]);
-
+
/* and align x-axes */
- angle= (float)(0.5*atan2(mat[0][1], mat[0][0]));
-
- co= (float)cos(angle);
- si= (float)sin(angle);
- q2[0]= co;
- q2[1]= 0.0f;
- q2[2]= 0.0f;
- q2[3]= si;
-
+ angle = (float)(0.5 * atan2(mat[0][1], mat[0][0]));
+
+ co = (float)cos(angle);
+ si = (float)sin(angle);
+ q2[0] = co;
+ q2[1] = 0.0f;
+ q2[2] = 0.0f;
+ q2[3] = si;
+
mul_qt_qtqt(q, q1, q2);
}
-
-float normalize_qt(float *q)
+float normalize_qt(float q[4])
{
float len;
-
- len= (float)sqrt(dot_qtqt(q, q));
- if (len!=0.0f) {
- mul_qt_fl(q, 1.0f/len);
+
+ len = (float)sqrt(dot_qtqt(q, q));
+ if (len != 0.0f) {
+ mul_qt_fl(q, 1.0f / len);
}
else {
- q[1]= 1.0f;
- q[0]= q[2]= q[3]= 0.0f;
+ q[1] = 1.0f;
+ q[0] = q[2] = q[3] = 0.0f;
}
return len;
@@ -377,19 +374,19 @@ float normalize_qt_qt(float r[4], const float q[4])
}
/* note: expects vectors to be normalized */
-void rotation_between_vecs_to_quat(float *q, const float v1[3], const float v2[3])
+void rotation_between_vecs_to_quat(float q[4], const float v1[3], const float v2[3])
{
float axis[3];
float angle;
-
+
cross_v3_v3v3(axis, v1, v2);
-
+
angle = angle_normalized_v3v3(v1, v2);
-
+
axis_angle_to_quat(q, axis, angle);
}
-void rotation_between_quats_to_quat(float *q, const float q1[4], const float q2[4])
+void rotation_between_quats_to_quat(float q[4], const float q1[4], const float q2[4])
{
float tquat[4];
double dot = 0.0f;
@@ -405,141 +402,145 @@ void rotation_between_quats_to_quat(float *q, const float q1[4], const float q2[
mul_qt_qtqt(q, tquat, q2);
}
-
void vec_to_quat(float q[4], const float vec[3], short axis, const short upflag)
{
float q2[4], nor[3], *fp, mat[3][3], angle, si, co, x2, y2, z2, len1;
-
+
assert(axis >= 0 && axis <= 5);
assert(upflag >= 0 && upflag <= 2);
-
+
/* first rotate to axis */
- if (axis>2) {
- x2= vec[0] ; y2= vec[1] ; z2= vec[2];
- axis-= 3;
+ if (axis > 2) {
+ x2 = vec[0];
+ y2 = vec[1];
+ z2 = vec[2];
+ axis -= 3;
}
else {
- x2= -vec[0] ; y2= -vec[1] ; z2= -vec[2];
+ x2 = -vec[0];
+ y2 = -vec[1];
+ z2 = -vec[2];
}
-
- q[0]=1.0;
- q[1]=q[2]=q[3]= 0.0;
- len1= (float)sqrt(x2*x2+y2*y2+z2*z2);
+ q[0] = 1.0;
+ q[1] = q[2] = q[3] = 0.0;
+
+ len1 = (float)sqrt(x2 * x2 + y2 * y2 + z2 * z2);
if (len1 == 0.0f) return;
/* nasty! I need a good routine for this...
* problem is a rotation of an Y axis to the negative Y-axis for example.
*/
- if (axis==0) { /* x-axis */
- nor[0]= 0.0;
- nor[1]= -z2;
- nor[2]= y2;
+ if (axis == 0) { /* x-axis */
+ nor[0] = 0.0;
+ nor[1] = -z2;
+ nor[2] = y2;
- if (fabs(y2)+fabs(z2)<0.0001)
- nor[1]= 1.0;
+ if (fabs(y2) + fabs(z2) < 0.0001)
+ nor[1] = 1.0;
- co= x2;
+ co = x2;
}
- else if (axis==1) { /* y-axis */
- nor[0]= z2;
- nor[1]= 0.0;
- nor[2]= -x2;
-
- if (fabs(x2)+fabs(z2)<0.0001)
- nor[2]= 1.0;
-
- co= y2;
+ else if (axis == 1) { /* y-axis */
+ nor[0] = z2;
+ nor[1] = 0.0;
+ nor[2] = -x2;
+
+ if (fabs(x2) + fabs(z2) < 0.0001)
+ nor[2] = 1.0;
+
+ co = y2;
}
- else { /* z-axis */
- nor[0]= -y2;
- nor[1]= x2;
- nor[2]= 0.0;
+ else { /* z-axis */
+ nor[0] = -y2;
+ nor[1] = x2;
+ nor[2] = 0.0;
- if (fabs(x2)+fabs(y2)<0.0001)
- nor[0]= 1.0;
+ if (fabs(x2) + fabs(y2) < 0.0001)
+ nor[0] = 1.0;
- co= z2;
+ co = z2;
}
- co/= len1;
+ co /= len1;
normalize_v3(nor);
-
- angle= 0.5f*saacos(co);
- si= (float)sin(angle);
- q[0]= (float)cos(angle);
- q[1]= nor[0]*si;
- q[2]= nor[1]*si;
- q[3]= nor[2]*si;
-
- if (axis!=upflag) {
- quat_to_mat3(mat,q);
-
- fp= mat[2];
- if (axis==0) {
- if (upflag==1) angle= (float)(0.5*atan2(fp[2], fp[1]));
- else angle= (float)(-0.5*atan2(fp[1], fp[2]));
+
+ angle = 0.5f * saacos(co);
+ si = (float)sin(angle);
+ q[0] = (float)cos(angle);
+ q[1] = nor[0] * si;
+ q[2] = nor[1] * si;
+ q[3] = nor[2] * si;
+
+ if (axis != upflag) {
+ quat_to_mat3(mat, q);
+
+ fp = mat[2];
+ if (axis == 0) {
+ if (upflag == 1) angle = (float)(0.5 * atan2(fp[2], fp[1]));
+ else angle = (float)(-0.5 * atan2(fp[1], fp[2]));
}
- else if (axis==1) {
- if (upflag==0) angle= (float)(-0.5*atan2(fp[2], fp[0]));
- else angle= (float)(0.5*atan2(fp[0], fp[2]));
+ else if (axis == 1) {
+ if (upflag == 0) angle = (float)(-0.5 * atan2(fp[2], fp[0]));
+ else angle = (float)(0.5 * atan2(fp[0], fp[2]));
}
else {
- if (upflag==0) angle= (float)(0.5*atan2(-fp[1], -fp[0]));
- else angle= (float)(-0.5*atan2(-fp[0], -fp[1]));
+ if (upflag == 0) angle = (float)(0.5 * atan2(-fp[1], -fp[0]));
+ else angle = (float)(-0.5 * atan2(-fp[0], -fp[1]));
}
-
- co= cosf(angle);
- si= sinf(angle)/len1;
- q2[0]= co;
- q2[1]= x2*si;
- q2[2]= y2*si;
- q2[3]= z2*si;
-
- mul_qt_qtqt(q,q2,q);
+
+ co = cosf(angle);
+ si = sinf(angle) / len1;
+ q2[0] = co;
+ q2[1] = x2 * si;
+ q2[2] = y2 * si;
+ q2[3] = z2 * si;
+
+ mul_qt_qtqt(q, q2, q);
}
}
#if 0
+
/* A & M Watt, Advanced animation and rendering techniques, 1992 ACM press */
-void QuatInterpolW(float *result, float *quat1, float *quat2, float t)
+void QuatInterpolW(float *result, float quat1[4], float quat2[4], float t)
{
float omega, cosom, sinom, sc1, sc2;
cosom = quat1[0] * quat2[0] + quat1[1] * quat2[1] + quat1[2] * quat2[2] + quat1[3] * quat2[3];
-
+
/* rotate around shortest angle */
if ((1.0f + cosom) > 0.0001f) {
-
+
if ((1.0f - cosom) > 0.0001f) {
omega = (float)acos(cosom);
sinom = (float)sin(omega);
sc1 = (float)sin((1.0 - t) * omega) / sinom;
sc2 = (float)sin(t * omega) / sinom;
- }
+ }
else {
sc1 = 1.0f - t;
sc2 = t;
}
- result[0] = sc1*quat1[0] + sc2*quat2[0];
- result[1] = sc1*quat1[1] + sc2*quat2[1];
- result[2] = sc1*quat1[2] + sc2*quat2[2];
- result[3] = sc1*quat1[3] + sc2*quat2[3];
- }
+ result[0] = sc1 * quat1[0] + sc2 * quat2[0];
+ result[1] = sc1 * quat1[1] + sc2 * quat2[1];
+ result[2] = sc1 * quat1[2] + sc2 * quat2[2];
+ result[3] = sc1 * quat1[3] + sc2 * quat2[3];
+ }
else {
result[0] = quat2[3];
result[1] = -quat2[2];
result[2] = quat2[1];
result[3] = -quat2[0];
-
- sc1 = (float)sin((1.0 - t)*M_PI_2);
- sc2 = (float)sin(t*M_PI_2);
-
- result[0] = sc1*quat1[0] + sc2*result[0];
- result[1] = sc1*quat1[1] + sc2*result[1];
- result[2] = sc1*quat1[2] + sc2*result[2];
- result[3] = sc1*quat1[3] + sc2*result[3];
+
+ sc1 = (float)sin((1.0 - t) * M_PI_2);
+ sc2 = (float)sin(t * M_PI_2);
+
+ result[0] = sc1 * quat1[0] + sc2 * result[0];
+ result[1] = sc1 * quat1[1] + sc2 * result[1];
+ result[2] = sc1 * quat1[2] + sc2 * result[2];
+ result[3] = sc1 * quat1[3] + sc2 * result[3];
}
}
#endif
@@ -553,18 +554,18 @@ void interp_qt_qtqt(float result[4], const float quat1[4], const float quat2[4],
/* rotate around shortest angle */
if (cosom < 0.0f) {
cosom = -cosom;
- quat[0]= -quat1[0];
- quat[1]= -quat1[1];
- quat[2]= -quat1[2];
- quat[3]= -quat1[3];
- }
+ quat[0] = -quat1[0];
+ quat[1] = -quat1[1];
+ quat[2] = -quat1[2];
+ quat[3] = -quat1[3];
+ }
else {
- quat[0]= quat1[0];
- quat[1]= quat1[1];
- quat[2]= quat1[2];
- quat[3]= quat1[3];
+ quat[0] = quat1[0];
+ quat[1] = quat1[1];
+ quat[2] = quat1[2];
+ quat[3] = quat1[3];
}
-
+
if ((1.0f - cosom) > 0.0001f) {
omega = (float)acos(cosom);
sinom = (float)sin(omega);
@@ -572,10 +573,10 @@ void interp_qt_qtqt(float result[4], const float quat1[4], const float quat2[4],
sc2 = (float)sin(t * omega) / sinom;
}
else {
- sc1= 1.0f - t;
- sc2= t;
+ sc1 = 1.0f - t;
+ sc2 = t;
}
-
+
result[0] = sc1 * quat[0] + sc2 * quat2[0];
result[1] = sc1 * quat[1] + sc2 * quat2[1];
result[2] = sc1 * quat[2] + sc2 * quat2[2];
@@ -584,57 +585,57 @@ void interp_qt_qtqt(float result[4], const float quat1[4], const float quat2[4],
void add_qt_qtqt(float result[4], const float quat1[4], const float quat2[4], const float t)
{
- result[0]= quat1[0] + t*quat2[0];
- result[1]= quat1[1] + t*quat2[1];
- result[2]= quat1[2] + t*quat2[2];
- result[3]= quat1[3] + t*quat2[3];
+ result[0] = quat1[0] + t * quat2[0];
+ result[1] = quat1[1] + t * quat2[1];
+ result[2] = quat1[2] + t * quat2[2];
+ result[3] = quat1[3] + t * quat2[3];
}
void tri_to_quat(float quat[4], const float v1[3], const float v2[3], const float v3[3])
{
/* imaginary x-axis, y-axis triangle is being rotated */
float vec[3], q1[4], q2[4], n[3], si, co, angle, mat[3][3], imat[3][3];
-
+
/* move z-axis to face-normal */
- normal_tri_v3(vec,v1, v2, v3);
+ normal_tri_v3(vec, v1, v2, v3);
- n[0]= vec[1];
- n[1]= -vec[0];
- n[2]= 0.0f;
+ n[0] = vec[1];
+ n[1] = -vec[0];
+ n[2] = 0.0f;
normalize_v3(n);
-
- if (n[0]==0.0f && n[1]==0.0f) n[0]= 1.0f;
-
- angle= -0.5f*(float)saacos(vec[2]);
- co= (float)cos(angle);
- si= (float)sin(angle);
- q1[0]= co;
- q1[1]= n[0]*si;
- q1[2]= n[1]*si;
- q1[3]= 0.0f;
-
+
+ if (n[0] == 0.0f && n[1] == 0.0f) n[0] = 1.0f;
+
+ angle = -0.5f * (float)saacos(vec[2]);
+ co = (float)cos(angle);
+ si = (float)sin(angle);
+ q1[0] = co;
+ q1[1] = n[0] * si;
+ q1[2] = n[1] * si;
+ q1[3] = 0.0f;
+
/* rotate back line v1-v2 */
- quat_to_mat3(mat,q1);
+ quat_to_mat3(mat, q1);
invert_m3_m3(imat, mat);
sub_v3_v3v3(vec, v2, v1);
mul_m3_v3(imat, vec);
/* what angle has this line with x-axis? */
- vec[2]= 0.0f;
+ vec[2] = 0.0f;
normalize_v3(vec);
- angle= (float)(0.5*atan2(vec[1], vec[0]));
- co= (float)cos(angle);
- si= (float)sin(angle);
- q2[0]= co;
- q2[1]= 0.0f;
- q2[2]= 0.0f;
- q2[3]= si;
+ angle = (float)(0.5 * atan2(vec[1], vec[0]));
+ co = (float)cos(angle);
+ si = (float)sin(angle);
+ q2[0] = co;
+ q2[1] = 0.0f;
+ q2[2] = 0.0f;
+ q2[3] = si;
mul_qt_qtqt(quat, q1, q2);
}
-void print_qt(const char *str, const float q[4])
+void print_qt(const char *str, const float q[4])
{
printf("%s: %.3f %.3f %.3f %.3f\n", str, q[0], q[1], q[2], q[3]);
}
@@ -657,7 +658,7 @@ void axis_angle_to_quat(float q[4], const float axis[3], float angle)
q[0] = (float)cos(angle);
q[1] = nor[0] * si;
q[2] = nor[1] * si;
- q[3] = nor[2] * si;
+ q[3] = nor[2] * si;
}
/* Quaternions to Axis Angle */
@@ -666,67 +667,67 @@ void quat_to_axis_angle(float axis[3], float *angle, const float q[4])
float ha, si;
#ifdef DEBUG
- if (!((ha=dot_qtqt(q, q))==0.0f || (fabsf(ha-1.0f) < (float)QUAT_EPSILON))) {
+ if (!((ha = dot_qtqt(q, q)) == 0.0f || (fabsf(ha - 1.0f) < (float)QUAT_EPSILON))) {
fprintf(stderr, "Warning! quat_to_axis_angle() called with non-normalized: size %.8f *** report a bug ***\n", ha);
}
#endif
/* calculate angle/2, and sin(angle/2) */
- ha= (float)acos(q[0]);
- si= (float)sin(ha);
-
+ ha = (float)acos(q[0]);
+ si = (float)sin(ha);
+
/* from half-angle to angle */
- *angle= ha * 2;
-
+ *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;
+ si = 1.0f;
+
+ axis[0] = q[1] / si;
+ axis[1] = q[2] / si;
+ axis[2] = q[3] / si;
}
/* Axis Angle to Euler Rotation */
void axis_angle_to_eulO(float eul[3], const short order, const float axis[3], const float angle)
{
float q[4];
-
+
/* use quaternions as intermediate representation for now... */
axis_angle_to_quat(q, axis, angle);
- quat_to_eulO(eul, order,q);
+ quat_to_eulO(eul, order, q);
}
/* Euler Rotation to Axis Angle */
void eulO_to_axis_angle(float axis[3], float *angle, const float eul[3], const short order)
{
float q[4];
-
+
/* use quaternions as intermediate representation for now... */
- eulO_to_quat(q,eul, order);
- quat_to_axis_angle(axis, angle,q);
+ eulO_to_quat(q, eul, order);
+ quat_to_axis_angle(axis, angle, q);
}
/* axis angle to 3x3 matrix - safer version (normalization of axis performed) */
void axis_angle_to_mat3(float mat[3][3], const float axis[3], const float angle)
{
float nor[3], nsi[3], co, si, ico;
-
+
/* normalize the axis first (to remove unwanted scaling) */
if (normalize_v3_v3(nor, axis) == 0.0f) {
unit_m3(mat);
return;
}
-
+
/* now convert this to a 3x3 matrix */
- co= (float)cos(angle);
- si= (float)sin(angle);
-
- ico= (1.0f - co);
- nsi[0]= nor[0]*si;
- nsi[1]= nor[1]*si;
- nsi[2]= nor[2]*si;
-
+ co = (float)cos(angle);
+ si = (float)sin(angle);
+
+ ico = (1.0f - co);
+ nsi[0] = nor[0] * si;
+ nsi[1] = nor[1] * si;
+ nsi[2] = nor[2] * si;
+
mat[0][0] = ((nor[0] * nor[0]) * ico) + co;
mat[0][1] = ((nor[0] * nor[1]) * ico) + nsi[2];
mat[0][2] = ((nor[0] * nor[2]) * ico) - nsi[1];
@@ -742,77 +743,75 @@ void axis_angle_to_mat3(float mat[3][3], const float axis[3], const float angle)
void axis_angle_to_mat4(float mat[4][4], const float axis[3], const float angle)
{
float tmat[3][3];
-
- axis_angle_to_mat3(tmat,axis, angle);
+
+ axis_angle_to_mat3(tmat, axis, angle);
unit_m4(mat);
copy_m4_m3(mat, tmat);
}
/* 3x3 matrix to axis angle (see Mat4ToVecRot too) */
-void mat3_to_axis_angle(float axis[3], float *angle,float mat[3][3])
+void mat3_to_axis_angle(float axis[3], float *angle, float mat[3][3])
{
float q[4];
-
+
/* use quaternions as intermediate representation */
// TODO: it would be nicer to go straight there...
- mat3_to_quat(q,mat);
- quat_to_axis_angle(axis, angle,q);
+ mat3_to_quat(q, mat);
+ quat_to_axis_angle(axis, angle, q);
}
/* 4x4 matrix to axis angle (see Mat4ToVecRot too) */
-void mat4_to_axis_angle(float axis[3], float *angle,float mat[4][4])
+void mat4_to_axis_angle(float axis[3], float *angle, float mat[4][4])
{
float q[4];
-
+
/* use quaternions as intermediate representation */
// TODO: it would be nicer to go straight there...
- mat4_to_quat(q,mat);
- quat_to_axis_angle(axis, angle,q);
+ mat4_to_quat(q, mat);
+ quat_to_axis_angle(axis, angle, q);
}
-
-
void single_axis_angle_to_mat3(float mat[3][3], const char axis, const float angle)
{
- const float angle_cos= cosf(angle);
- const float angle_sin= sinf(angle);
-
- switch(axis) {
- case 'X': /* rotation around X */
- mat[0][0] = 1.0f;
- mat[0][1] = 0.0f;
- mat[0][2] = 0.0f;
- mat[1][0] = 0.0f;
- mat[1][1] = angle_cos;
- mat[1][2] = angle_sin;
- mat[2][0] = 0.0f;
- mat[2][1] = -angle_sin;
- mat[2][2] = angle_cos;
- break;
- case 'Y': /* rotation around Y */
- mat[0][0] = angle_cos;
- mat[0][1] = 0.0f;
- mat[0][2] = -angle_sin;
- mat[1][0] = 0.0f;
- mat[1][1] = 1.0f;
- mat[1][2] = 0.0f;
- mat[2][0] = angle_sin;
- mat[2][1] = 0.0f;
- mat[2][2] = angle_cos;
- break;
- case 'Z': /* rotation around Z */
- mat[0][0] = angle_cos;
- mat[0][1] = angle_sin;
- mat[0][2] = 0.0f;
- mat[1][0] = -angle_sin;
- mat[1][1] = angle_cos;
- mat[1][2] = 0.0f;
- mat[2][0] = 0.0f;
- mat[2][1] = 0.0f;
- mat[2][2] = 1.0f;
- break;
- default:
- assert(0);
+ const float angle_cos = cosf(angle);
+ const float angle_sin = sinf(angle);
+
+ switch (axis) {
+ case 'X': /* rotation around X */
+ mat[0][0] = 1.0f;
+ mat[0][1] = 0.0f;
+ mat[0][2] = 0.0f;
+ mat[1][0] = 0.0f;
+ mat[1][1] = angle_cos;
+ mat[1][2] = angle_sin;
+ mat[2][0] = 0.0f;
+ mat[2][1] = -angle_sin;
+ mat[2][2] = angle_cos;
+ break;
+ case 'Y': /* rotation around Y */
+ mat[0][0] = angle_cos;
+ mat[0][1] = 0.0f;
+ mat[0][2] = -angle_sin;
+ mat[1][0] = 0.0f;
+ mat[1][1] = 1.0f;
+ mat[1][2] = 0.0f;
+ mat[2][0] = angle_sin;
+ mat[2][1] = 0.0f;
+ mat[2][2] = angle_cos;
+ break;
+ case 'Z': /* rotation around Z */
+ mat[0][0] = angle_cos;
+ mat[0][1] = angle_sin;
+ mat[0][2] = 0.0f;
+ mat[1][0] = -angle_sin;
+ mat[1][1] = angle_cos;
+ mat[1][2] = 0.0f;
+ mat[2][0] = 0.0f;
+ mat[2][1] = 0.0f;
+ mat[2][2] = 1.0f;
+ break;
+ default:
+ assert(0);
}
}
@@ -824,33 +823,33 @@ void vec_rot_to_mat3(float mat[][3], const float vec[3], const float phi)
{
/* rotation of phi radials around vec */
float vx, vx2, vy, vy2, vz, vz2, co, si;
-
- vx= vec[0];
- vy= vec[1];
- vz= vec[2];
- vx2= vx*vx;
- vy2= vy*vy;
- vz2= vz*vz;
- co= (float)cos(phi);
- si= (float)sin(phi);
-
- mat[0][0]= vx2+co*(1.0f-vx2);
- mat[0][1]= vx*vy*(1.0f-co)+vz*si;
- mat[0][2]= vz*vx*(1.0f-co)-vy*si;
- mat[1][0]= vx*vy*(1.0f-co)-vz*si;
- mat[1][1]= vy2+co*(1.0f-vy2);
- mat[1][2]= vy*vz*(1.0f-co)+vx*si;
- mat[2][0]= vz*vx*(1.0f-co)+vy*si;
- mat[2][1]= vy*vz*(1.0f-co)-vx*si;
- mat[2][2]= vz2+co*(1.0f-vz2);
+
+ vx = vec[0];
+ vy = vec[1];
+ vz = vec[2];
+ vx2 = vx * vx;
+ vy2 = vy * vy;
+ vz2 = vz * vz;
+ co = (float)cos(phi);
+ si = (float)sin(phi);
+
+ mat[0][0] = vx2 + co * (1.0f - vx2);
+ mat[0][1] = vx * vy * (1.0f - co) + vz * si;
+ mat[0][2] = vz * vx * (1.0f - co) - vy * si;
+ mat[1][0] = vx * vy * (1.0f - co) - vz * si;
+ mat[1][1] = vy2 + co * (1.0f - vy2);
+ mat[1][2] = vy * vz * (1.0f - co) + vx * si;
+ mat[2][0] = vz * vx * (1.0f - co) + vy * si;
+ mat[2][1] = vy * vz * (1.0f - co) - vx * si;
+ mat[2][2] = vz2 + co * (1.0f - vz2);
}
/* axis angle to 4x4 matrix */
void vec_rot_to_mat4(float mat[][4], const float vec[3], const float phi)
{
float tmat[3][3];
-
- vec_rot_to_mat3(tmat,vec, phi);
+
+ vec_rot_to_mat3(tmat, vec, phi);
unit_m4(mat);
copy_m4_m3(mat, tmat);
}
@@ -861,16 +860,16 @@ void vec_rot_to_quat(float *quat, const float vec[3], const float phi)
/* rotation of phi radials around vec */
float si;
- quat[1]= vec[0];
- quat[2]= vec[1];
- quat[3]= vec[2];
-
- if (normalize_v3(quat+1) == 0.0f) {
+ quat[1] = vec[0];
+ quat[2] = vec[1];
+ quat[3] = vec[2];
+
+ if (normalize_v3(quat + 1) == 0.0f) {
unit_qt(quat);
}
else {
- quat[0]= (float)cos((double)phi/2.0);
- si= (float)sin((double)phi/2.0);
+ quat[0] = (float)cos((double)phi / 2.0);
+ si = (float)sin((double)phi / 2.0);
quat[1] *= si;
quat[2] *= si;
quat[3] *= si;
@@ -883,27 +882,27 @@ void vec_rot_to_quat(float *quat, const float vec[3], const float phi)
void eul_to_mat3(float mat[][3], const float eul[3])
{
double ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
-
- ci = cos(eul[0]);
- cj = cos(eul[1]);
+
+ ci = cos(eul[0]);
+ cj = cos(eul[1]);
ch = cos(eul[2]);
- si = sin(eul[0]);
- sj = sin(eul[1]);
+ si = sin(eul[0]);
+ sj = sin(eul[1]);
sh = sin(eul[2]);
- cc = ci*ch;
- cs = ci*sh;
- sc = si*ch;
- ss = si*sh;
+ cc = ci * ch;
+ cs = ci * sh;
+ sc = si * ch;
+ ss = si * sh;
- mat[0][0] = (float)(cj*ch);
- mat[1][0] = (float)(sj*sc-cs);
- mat[2][0] = (float)(sj*cc+ss);
- mat[0][1] = (float)(cj*sh);
- mat[1][1] = (float)(sj*ss+cc);
- mat[2][1] = (float)(sj*cs-sc);
- mat[0][2] = (float)-sj;
- mat[1][2] = (float)(cj*si);
- mat[2][2] = (float)(cj*ci);
+ mat[0][0] = (float)(cj * ch);
+ mat[1][0] = (float)(sj * sc - cs);
+ mat[2][0] = (float)(sj * cc + ss);
+ mat[0][1] = (float)(cj * sh);
+ mat[1][1] = (float)(sj * ss + cc);
+ mat[2][1] = (float)(sj * cs - sc);
+ mat[0][2] = (float)-sj;
+ mat[1][2] = (float)(cj * si);
+ mat[2][2] = (float)(cj * ci);
}
@@ -911,75 +910,76 @@ void eul_to_mat3(float mat[][3], const float eul[3])
void eul_to_mat4(float mat[][4], const float eul[3])
{
double ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
-
- ci = cos(eul[0]);
- cj = cos(eul[1]);
+
+ ci = cos(eul[0]);
+ cj = cos(eul[1]);
ch = cos(eul[2]);
- si = sin(eul[0]);
- sj = sin(eul[1]);
+ si = sin(eul[0]);
+ sj = sin(eul[1]);
sh = sin(eul[2]);
- cc = ci*ch;
- cs = ci*sh;
- sc = si*ch;
- ss = si*sh;
+ cc = ci * ch;
+ cs = ci * sh;
+ sc = si * ch;
+ ss = si * sh;
- mat[0][0] = (float)(cj*ch);
- mat[1][0] = (float)(sj*sc-cs);
- mat[2][0] = (float)(sj*cc+ss);
- mat[0][1] = (float)(cj*sh);
- mat[1][1] = (float)(sj*ss+cc);
- mat[2][1] = (float)(sj*cs-sc);
- mat[0][2] = (float)-sj;
- mat[1][2] = (float)(cj*si);
- mat[2][2] = (float)(cj*ci);
+ mat[0][0] = (float)(cj * ch);
+ mat[1][0] = (float)(sj * sc - cs);
+ mat[2][0] = (float)(sj * cc + ss);
+ mat[0][1] = (float)(cj * sh);
+ mat[1][1] = (float)(sj * ss + cc);
+ mat[2][1] = (float)(sj * cs - sc);
+ mat[0][2] = (float)-sj;
+ mat[1][2] = (float)(cj * si);
+ mat[2][2] = (float)(cj * ci);
- mat[3][0]= mat[3][1]= mat[3][2]= mat[0][3]= mat[1][3]= mat[2][3]= 0.0f;
- mat[3][3]= 1.0f;
+ mat[3][0] = mat[3][1] = mat[3][2] = mat[0][3] = mat[1][3] = mat[2][3] = 0.0f;
+ mat[3][3] = 1.0f;
}
/* 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])
{
float cy, quat[4], mat[3][3];
-
- mat3_to_quat(quat,tmat);
- quat_to_mat3(mat,quat);
+
+ mat3_to_quat(quat, tmat);
+ quat_to_mat3(mat, quat);
copy_m3_m3(mat, tmat);
normalize_m3(mat);
-
- cy = (float)sqrt(mat[0][0]*mat[0][0] + mat[0][1]*mat[0][1]);
-
- if (cy > 16.0f*FLT_EPSILON) {
-
+
+ cy = (float)sqrt(mat[0][0] * mat[0][0] + mat[0][1] * mat[0][1]);
+
+ if (cy > 16.0f * FLT_EPSILON) {
+
eul1[0] = (float)atan2(mat[1][2], mat[2][2]);
eul1[1] = (float)atan2(-mat[0][2], cy);
eul1[2] = (float)atan2(mat[0][1], mat[0][0]);
-
+
eul2[0] = (float)atan2(-mat[1][2], -mat[2][2]);
eul2[1] = (float)atan2(-mat[0][2], -cy);
eul2[2] = (float)atan2(-mat[0][1], -mat[0][0]);
-
+
}
else {
eul1[0] = (float)atan2(-mat[2][1], mat[1][1]);
eul1[1] = (float)atan2(-mat[0][2], cy);
eul1[2] = 0.0f;
-
+
copy_v3_v3(eul2, eul1);
}
}
/* XYZ order */
-void mat3_to_eul(float *eul,float tmat[][3])
+void mat3_to_eul(float *eul, float tmat[][3])
{
float eul1[3], eul2[3];
-
+
mat3_to_eul2(tmat, eul1, eul2);
-
+
/* return best, which is just the one with lowest values it in */
- if (fabs(eul1[0])+fabs(eul1[1])+fabs(eul1[2]) > fabs(eul2[0])+fabs(eul2[1])+fabs(eul2[2])) {
+ if (fabs(eul1[0]) + fabs(eul1[1]) + fabs(eul1[2]) > fabs(eul2[0]) + fabs(eul2[1]) + fabs(eul2[2])) {
copy_v3_v3(eul, eul2);
}
else {
@@ -988,13 +988,13 @@ 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])
{
float tempMat[3][3];
copy_m3_m4(tempMat, tmat);
normalize_m3(tempMat);
- mat3_to_eul(eul,tempMat);
+ mat3_to_eul(eul, tempMat);
}
/* XYZ order */
@@ -1002,24 +1002,33 @@ void quat_to_eul(float *eul, const float quat[4])
{
float mat[3][3];
- quat_to_mat3(mat,quat);
- mat3_to_eul(eul,mat);
+ quat_to_mat3(mat, quat);
+ mat3_to_eul(eul, mat);
}
/* XYZ order */
void eul_to_quat(float *quat, const float eul[3])
{
float ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
-
- ti = eul[0]*0.5f; tj = eul[1]*0.5f; th = eul[2]*0.5f;
- ci = (float)cos(ti); cj = (float)cos(tj); ch = (float)cos(th);
- si = (float)sin(ti); sj = (float)sin(tj); sh = (float)sin(th);
- cc = ci*ch; cs = ci*sh; sc = si*ch; ss = si*sh;
-
- quat[0] = cj*cc + sj*ss;
- quat[1] = cj*sc - sj*cs;
- quat[2] = cj*ss + sj*cc;
- quat[3] = cj*cs - sj*sc;
+
+ ti = eul[0] * 0.5f;
+ tj = eul[1] * 0.5f;
+ th = eul[2] * 0.5f;
+ ci = cosf(ti);
+ cj = cosf(tj);
+ ch = cosf(th);
+ si = sinf(ti);
+ sj = sinf(tj);
+ sh = sinf(th);
+ cc = ci * ch;
+ cs = ci * sh;
+ sc = si * ch;
+ ss = si * sh;
+
+ quat[0] = cj * cc + sj * ss;
+ quat[1] = cj * sc - sj * cs;
+ quat[2] = cj * ss + sj * cc;
+ quat[3] = cj * cs - sj * sc;
}
/* XYZ order */
@@ -1029,99 +1038,116 @@ void rotate_eul(float *beul, const char axis, const float ang)
assert(axis >= 'X' && axis <= 'Z');
- 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;
-
- eul_to_mat3(mat1,eul);
- eul_to_mat3(mat2,beul);
-
+ 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;
+
+ eul_to_mat3(mat1, eul);
+ eul_to_mat3(mat2, beul);
+
mul_m3_m3m3(totmat, mat2, mat1);
-
- mat3_to_eul(beul,totmat);
-
+
+ mat3_to_eul(beul, totmat);
+
}
/* exported to transform.c */
+
/* order independent! */
void compatible_eul(float eul[3], const float oldrot[3])
{
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];
-
+ 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];
+ 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];
+ 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];
+ 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 > 0.0f) eul[0] -= 2.0f*(float)M_PI; else eul[0]+= 2.0f*(float)M_PI;
+
+ /* 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 > 0.0f) 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 > 0.0f) eul[1] -= 2.0f*(float)M_PI; else eul[1]+= 2.0f*(float)M_PI;
+ if (fabs(dy) > 3.2 && fabs(dz) < 1.6 && fabs(dx) < 1.6) {
+ if (dy > 0.0f) 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 > 0.0f) eul[2] -= 2.0f*(float)M_PI; else eul[2]+= 2.0f*(float)M_PI;
+ if (fabs(dz) > 3.2 && fabs(dx) < 1.6 && fabs(dy) < 1.6) {
+ if (dz > 0.0f) 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
+#if 0
/* calc again */
- dx= eul[0] - oldrot[0];
- dy= eul[1] - oldrot[1];
- dz= eul[2] - oldrot[2];
-
+ 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;
-
+ 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];
+ 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;
+ 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
+#endif
}
/* 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])
{
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]);
-
+
+ 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) {
copy_v3_v3(eul, eul2);
@@ -1129,13 +1155,13 @@ void mat3_to_compatible_eul(float eul[3], const float oldrot[3], float mat[][3])
else {
copy_v3_v3(eul, eul1);
}
-
+
}
/************************** Arbitrary Order Eulers ***************************/
/* Euler Rotation Order Code:
- * was adapted from
+ * was adapted from
* ANSI C code from the article
* "Euler Angle Conversion"
* by Ken Shoemake, shoemake@graphics.cis.upenn.edu
@@ -1146,13 +1172,13 @@ void mat3_to_compatible_eul(float eul[3], const float oldrot[3], float mat[][3])
/* Type for rotation order info - see wiki for derivation details */
typedef struct RotOrderInfo {
short axis[3];
- short parity; /* parity of axis permutation (even=0, odd=1) - 'n' in original code */
+ short parity; /* parity of axis permutation (even=0, odd=1) - 'n' in original code */
} RotOrderInfo;
-/* Array of info for Rotation Order calculations
+/* Array of info for Rotation Order calculations
* WARNING: must be kept in same order as eEulerRotationOrders
*/
-static RotOrderInfo rotOrders[]= {
+static RotOrderInfo rotOrders[] = {
/* i, j, k, n */
{{0, 1, 2}, 0}, // XYZ
{{0, 2, 1}, 1}, // XZY
@@ -1162,114 +1188,136 @@ static RotOrderInfo rotOrders[]= {
{{2, 1, 0}, 1} // ZYX
};
-/* Get relevant pointer to rotation order set from the array
- * NOTE: since we start at 1 for the values, but arrays index from 0,
+/* 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) (assert(order>=0 && order<=6), (order < 1) ? &rotOrders[0] : &rotOrders[(order)-1])
+#define GET_ROTATIONORDER_INFO(order) (assert(order >= 0 && order <= 6), (order < 1) ? &rotOrders[0] : &rotOrders[(order) - 1])
/* Construct quaternion from Euler angles (in radians). */
void eulO_to_quat(float q[4], const float e[3], const short order)
{
- RotOrderInfo *R= GET_ROTATIONORDER_INFO(order);
- short i=R->axis[0], j=R->axis[1], k=R->axis[2];
+ RotOrderInfo *R = GET_ROTATIONORDER_INFO(order);
+ short i = R->axis[0], j = R->axis[1], k = R->axis[2];
double ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
double a[3];
-
+
ti = e[i] * 0.5f;
tj = e[j] * (R->parity ? -0.5f : 0.5f);
th = e[k] * 0.5f;
- 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;
+ 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+1] = -q[j+1];
+
+ if (R->parity) q[j + 1] = -q[j + 1];
}
/* Convert quaternion to Euler angles (in radians). */
void quat_to_eulO(float e[3], short const order, const float q[4])
{
float M[3][3];
-
- quat_to_mat3(M,q);
- mat3_to_eulO(e, order,M);
+
+ quat_to_mat3(M, q);
+ mat3_to_eulO(e, order, M);
}
/* Construct 3x3 matrix from Euler angles (in radians). */
void eulO_to_mat3(float M[3][3], const float e[3], const short order)
{
- RotOrderInfo *R= GET_ROTATIONORDER_INFO(order);
- short i=R->axis[0], j=R->axis[1], k=R->axis[2];
+ RotOrderInfo *R = GET_ROTATIONORDER_INFO(order);
+ short i = R->axis[0], j = R->axis[1], k = R->axis[2];
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];
+ ti = -e[i];
+ tj = -e[j];
+ th = -e[k];
}
else {
- ti = e[i]; tj = e[j]; th = e[k];
+ 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;
+
+ 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;
}
/* 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->axis[0], j=R->axis[1], k=R->axis[2];
+ RotOrderInfo *R = GET_ROTATIONORDER_INFO(order);
+ short i = R->axis[0], j = R->axis[1], k = R->axis[2];
float m[3][3];
double cy;
-
+
/* process the matrix first */
copy_m3_m3(m, M);
normalize_m3(m);
-
- cy= sqrt(m[i][i]*m[i][i] + m[i][j]*m[i][j]);
-
- if (cy > 16.0*(double)FLT_EPSILON) {
+
+ cy = sqrt(m[i][i] * m[i][i] + m[i][j] * m[i][j]);
+
+ if (cy > 16.0 * (double)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;
-
+
copy_v3_v3(e2, e1);
}
-
+
if (R->parity) {
- e1[0] = -e1[0];
- e1[1] = -e1[1];
+ e1[0] = -e1[0];
+ e1[1] = -e1[1];
e1[2] = -e1[2];
-
- e2[0] = -e2[0];
- e2[1] = -e2[1];
+
+ e2[0] = -e2[0];
+ e2[1] = -e2[1];
e2[2] = -e2[2];
}
}
@@ -1278,23 +1326,22 @@ static void mat3_to_eulo2(float M[3][3], float *e1, float *e2, short order)
void eulO_to_mat4(float M[4][4], const float e[3], const short order)
{
float m[3][3];
-
+
/* for now, we'll just do this the slow way (i.e. copying matrices) */
normalize_m3(m);
- eulO_to_mat3(m,e, order);
+ eulO_to_mat3(m, e, order);
copy_m4_m3(M, m);
}
-
/* Convert 3x3 matrix to Euler angles (in radians). */
-void mat3_to_eulO(float eul[3], const short order,float M[3][3])
+void mat3_to_eulO(float eul[3], const short order, float M[3][3])
{
float eul1[3], eul2[3];
-
+
mat3_to_eulo2(M, eul1, eul2, order);
-
+
/* return best, which is just the one with lowest values it in */
- if (fabs(eul1[0])+fabs(eul1[1])+fabs(eul1[2]) > fabs(eul2[0])+fabs(eul2[1])+fabs(eul2[2])) {
+ if (fabs(eul1[0]) + fabs(eul1[1]) + fabs(eul1[2]) > fabs(eul2[0]) + fabs(eul2[1]) + fabs(eul2[2])) {
copy_v3_v3(eul, eul2);
}
else {
@@ -1303,30 +1350,30 @@ void mat3_to_eulO(float eul[3], const short order,float M[3][3])
}
/* Convert 4x4 matrix to Euler angles (in radians). */
-void mat4_to_eulO(float e[3], const short order,float M[4][4])
+void mat4_to_eulO(float e[3], const short order, float M[4][4])
{
float m[3][3];
-
+
/* for now, we'll just do this the slow way (i.e. copying matrices) */
copy_m3_m4(m, M);
normalize_m3(m);
- mat3_to_eulO(e, order,m);
+ mat3_to_eulO(e, order, m);
}
/* uses 2 methods to retrieve eulers, and picks the closest */
-void mat3_to_compatible_eulO(float eul[3], float oldrot[3], short order,float mat[3][3])
+void mat3_to_compatible_eulO(float eul[3], float oldrot[3], short order, float mat[3][3])
{
float eul1[3], eul2[3];
float d1, d2;
-
+
mat3_to_eulo2(mat, eul1, eul2, order);
-
+
compatible_eul(eul1, oldrot);
compatible_eul(eul2, oldrot);
-
- d1= fabsf(eul1[0]-oldrot[0]) + fabsf(eul1[1]-oldrot[1]) + fabsf(eul1[2]-oldrot[2]);
- d2= fabsf(eul2[0]-oldrot[0]) + fabsf(eul2[1]-oldrot[1]) + fabsf(eul2[2]-oldrot[2]);
-
+
+ d1 = fabsf(eul1[0] - oldrot[0]) + fabsf(eul1[1] - oldrot[1]) + fabsf(eul1[2] - oldrot[2]);
+ d2 = fabsf(eul2[0] - oldrot[0]) + fabsf(eul2[1] - oldrot[1]) + fabsf(eul2[2] - oldrot[2]);
+
/* return best, which is just the one with lowest difference */
if (d1 > d2)
copy_v3_v3(eul, eul2);
@@ -1334,10 +1381,10 @@ void mat3_to_compatible_eulO(float eul[3], float oldrot[3], short order,float ma
copy_v3_v3(eul, eul1);
}
-void mat4_to_compatible_eulO(float eul[3], float oldrot[3], short order,float M[4][4])
+void mat4_to_compatible_eulO(float eul[3], float oldrot[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) */
copy_m3_m4(m, M);
normalize_m3(m);
@@ -1345,47 +1392,48 @@ void mat4_to_compatible_eulO(float eul[3], float oldrot[3], short order,float M[
}
/* rotate the given euler by the given angle on the specified axis */
// NOTE: is this safe to do with different axis orders?
+
void rotate_eulO(float beul[3], short order, char axis, float ang)
{
float eul[3], mat1[3][3], mat2[3][3], totmat[3][3];
assert(axis >= 'X' && axis <= 'Z');
- 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;
-
- eulO_to_mat3(mat1,eul, order);
- eulO_to_mat3(mat2,beul, order);
-
+ 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;
+
+ eulO_to_mat3(mat1, eul, order);
+ eulO_to_mat3(mat2, beul, order);
+
mul_m3_m3m3(totmat, mat2, mat1);
-
- mat3_to_eulO(beul, order,totmat);
+
+ mat3_to_eulO(beul, order, totmat);
}
/* the matrix is written to as 3 axis vectors */
void eulO_to_gimbal_axis(float gmat[][3], const float eul[3], const short order)
{
- RotOrderInfo *R= GET_ROTATIONORDER_INFO(order);
+ RotOrderInfo *R = GET_ROTATIONORDER_INFO(order);
float mat[3][3];
float teul[3];
/* first axis is local */
- eulO_to_mat3(mat,eul, order);
+ eulO_to_mat3(mat, eul, order);
copy_v3_v3(gmat[R->axis[0]], mat[R->axis[0]]);
-
+
/* second axis is local minus first rotation */
copy_v3_v3(teul, eul);
teul[R->axis[0]] = 0;
- eulO_to_mat3(mat,teul, order);
+ eulO_to_mat3(mat, teul, order);
copy_v3_v3(gmat[R->axis[1]], mat[R->axis[1]]);
-
-
+
+
/* Last axis is global */
gmat[R->axis[2]][0] = 0;
gmat[R->axis[2]][1] = 0;
@@ -1401,7 +1449,7 @@ void eulO_to_gimbal_axis(float gmat[][3], const float eul[3], const short order)
*
* Version 1.0.0, February 7th, 2007
*
- * Copyright (C) 2006-2007 University of Dublin, Trinity College, All Rights
+ * Copyright (C) 2006-2007 University of Dublin, Trinity College, All Rights
* Reserved
*
* This software is provided 'as-is', without any express or implied
@@ -1427,7 +1475,7 @@ 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], float mat[][4])
{
float *t, *q, dscale[3], scale[3], basequat[4];
float baseRS[4][4], baseinv[4][4], baseR[4][4], baseRinv[4][4];
@@ -1436,16 +1484,18 @@ void mat4_to_dquat(DualQuat *dq,float basemat[][4], float mat[][4])
/* split scaling and rotation, there is probably a faster way to do
* this, it's done like this now to correctly get negative scaling */
mult_m4_m4m4(baseRS, mat, basemat);
- mat4_to_size(scale,baseRS);
+ mat4_to_size(scale, baseRS);
copy_v3_v3(dscale, scale);
- dscale[0] -= 1.0f; dscale[1] -= 1.0f; dscale[2] -= 1.0f;
+ dscale[0] -= 1.0f;
+ dscale[1] -= 1.0f;
+ dscale[2] -= 1.0f;
if ((determinant_m4(mat) < 0.0f) || len_v3(dscale) > 1e-4f) {
/* extract R and S */
float tmp[4][4];
- /* extra orthogonalize, to avoid flipping with stretched bones */
+ /* extra orthogonalize, to avoid flipping with stretched bones */
copy_m4_m4(tmp, baseRS);
orthogonalize_m4(tmp, 1);
mat4_to_quat(basequat, tmp);
@@ -1461,78 +1511,78 @@ void mat4_to_dquat(DualQuat *dq,float basemat[][4], float mat[][4])
/* set scaling part */
mul_serie_m4(dq->scale, basemat, S, baseinv, NULL, NULL, NULL, NULL, NULL);
- dq->scale_weight= 1.0f;
+ dq->scale_weight = 1.0f;
}
else {
/* matrix does not contain scaling */
copy_m4_m4(R, mat);
- dq->scale_weight= 0.0f;
+ dq->scale_weight = 0.0f;
}
/* non-dual part */
- mat4_to_quat(dq->quat,R);
+ mat4_to_quat(dq->quat, R);
/* dual part */
- t= R[3];
- q= dq->quat;
- dq->trans[0]= -0.5f*(t[0]*q[1] + t[1]*q[2] + t[2]*q[3]);
- dq->trans[1]= 0.5f*(t[0]*q[0] + t[1]*q[3] - t[2]*q[2]);
- dq->trans[2]= 0.5f*(-t[0]*q[3] + t[1]*q[0] + t[2]*q[1]);
- dq->trans[3]= 0.5f*(t[0]*q[2] - t[1]*q[1] + t[2]*q[0]);
+ t = R[3];
+ q = dq->quat;
+ dq->trans[0] = -0.5f * (t[0] * q[1] + t[1] * q[2] + t[2] * q[3]);
+ dq->trans[1] = 0.5f * (t[0] * q[0] + t[1] * q[3] - t[2] * q[2]);
+ dq->trans[2] = 0.5f * (-t[0] * q[3] + t[1] * q[0] + t[2] * q[1]);
+ 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)
{
float len, *t, q0[4];
-
+
/* regular quaternion */
copy_qt_qt(q0, dq->quat);
/* normalize */
- len= (float)sqrt(dot_qtqt(q0, q0));
+ len = (float)sqrt(dot_qtqt(q0, q0));
if (len != 0.0f)
- mul_qt_fl(q0, 1.0f/len);
-
+ mul_qt_fl(q0, 1.0f / len);
+
/* rotation */
- quat_to_mat4(mat,q0);
+ quat_to_mat4(mat, q0);
/* translation */
- t= dq->trans;
- mat[3][0]= 2.0f*(-t[0]*q0[1] + t[1]*q0[0] - t[2]*q0[3] + t[3]*q0[2]);
- mat[3][1]= 2.0f*(-t[0]*q0[2] + t[1]*q0[3] + t[2]*q0[0] - t[3]*q0[1]);
- mat[3][2]= 2.0f*(-t[0]*q0[3] - t[1]*q0[2] + t[2]*q0[1] + t[3]*q0[0]);
+ t = dq->trans;
+ mat[3][0] = 2.0f * (-t[0] * q0[1] + t[1] * q0[0] - t[2] * q0[3] + t[3] * q0[2]);
+ mat[3][1] = 2.0f * (-t[0] * q0[2] + t[1] * q0[3] + t[2] * q0[0] - t[3] * q0[1]);
+ mat[3][2] = 2.0f * (-t[0] * q0[3] - t[1] * q0[2] + t[2] * q0[1] + t[3] * q0[0]);
/* note: this does not handle scaling */
-}
+}
void add_weighted_dq_dq(DualQuat *dqsum, DualQuat *dq, float weight)
{
- int flipped= 0;
+ int flipped = 0;
/* make sure we interpolate quats in the right direction */
if (dot_qtqt(dq->quat, dqsum->quat) < 0) {
- flipped= 1;
- weight= -weight;
+ flipped = 1;
+ weight = -weight;
}
/* interpolate rotation and translation */
- dqsum->quat[0] += weight*dq->quat[0];
- dqsum->quat[1] += weight*dq->quat[1];
- dqsum->quat[2] += weight*dq->quat[2];
- dqsum->quat[3] += weight*dq->quat[3];
+ dqsum->quat[0] += weight * dq->quat[0];
+ dqsum->quat[1] += weight * dq->quat[1];
+ dqsum->quat[2] += weight * dq->quat[2];
+ dqsum->quat[3] += weight * dq->quat[3];
- dqsum->trans[0] += weight*dq->trans[0];
- dqsum->trans[1] += weight*dq->trans[1];
- dqsum->trans[2] += weight*dq->trans[2];
- dqsum->trans[3] += weight*dq->trans[3];
+ dqsum->trans[0] += weight * dq->trans[0];
+ dqsum->trans[1] += weight * dq->trans[1];
+ dqsum->trans[2] += weight * dq->trans[2];
+ dqsum->trans[3] += weight * dq->trans[3];
/* interpolate scale - but only if needed */
if (dq->scale_weight) {
float wmat[4][4];
-
- if (flipped) /* we don't want negative weights for scaling */
- weight= -weight;
-
+
+ if (flipped) /* we don't want negative weights for scaling */
+ weight = -weight;
+
copy_m4_m4(wmat, dq->scale);
mul_m4_fl(wmat, weight);
add_m4_m4m4(dqsum->scale, dqsum->scale, wmat);
@@ -1542,14 +1592,14 @@ void add_weighted_dq_dq(DualQuat *dqsum, DualQuat *dq, float weight)
void normalize_dq(DualQuat *dq, float totweight)
{
- float scale= 1.0f/totweight;
+ float scale = 1.0f / totweight;
mul_qt_fl(dq->quat, scale);
mul_qt_fl(dq->trans, scale);
-
+
if (dq->scale_weight) {
- float addweight= totweight - dq->scale_weight;
-
+ float addweight = totweight - dq->scale_weight;
+
if (addweight) {
dq->scale[0][0] += addweight;
dq->scale[1][1] += addweight;
@@ -1558,47 +1608,47 @@ void normalize_dq(DualQuat *dq, float totweight)
}
mul_m4_fl(dq->scale, scale);
- dq->scale_weight= 1.0f;
+ dq->scale_weight = 1.0f;
}
}
-void mul_v3m3_dq(float *co, float mat[][3],DualQuat *dq)
-{
+void mul_v3m3_dq(float *co, float mat[][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];
- float t0= dq->trans[0], t1= dq->trans[1], t2= dq->trans[2], t3= dq->trans[3];
-
+ float w = dq->quat[0], x = dq->quat[1], y = dq->quat[2], z = dq->quat[3];
+ float t0 = dq->trans[0], t1 = dq->trans[1], t2 = dq->trans[2], t3 = dq->trans[3];
+
/* rotation matrix */
- M[0][0]= w*w + x*x - y*y - z*z;
- M[1][0]= 2*(x*y - w*z);
- M[2][0]= 2*(x*z + w*y);
-
- M[0][1]= 2*(x*y + w*z);
- M[1][1]= w*w + y*y - x*x - z*z;
- M[2][1]= 2*(y*z - w*x);
-
- M[0][2]= 2*(x*z - w*y);
- M[1][2]= 2*(y*z + w*x);
- M[2][2]= w*w + z*z - x*x - y*y;
-
- len2= dot_qtqt(dq->quat, dq->quat);
+ M[0][0] = w * w + x * x - y * y - z * z;
+ M[1][0] = 2 * (x * y - w * z);
+ M[2][0] = 2 * (x * z + w * y);
+
+ M[0][1] = 2 * (x * y + w * z);
+ M[1][1] = w * w + y * y - x * x - z * z;
+ M[2][1] = 2 * (y * z - w * x);
+
+ M[0][2] = 2 * (x * z - w * y);
+ M[1][2] = 2 * (y * z + w * x);
+ M[2][2] = w * w + z * z - x * x - y * y;
+
+ len2 = dot_qtqt(dq->quat, dq->quat);
if (len2 > 0.0f)
- len2= 1.0f/len2;
-
+ len2 = 1.0f / len2;
+
/* translation */
- t[0]= 2*(-t0*x + w*t1 - t2*z + y*t3);
- t[1]= 2*(-t0*y + t1*z - x*t3 + w*t2);
- t[2]= 2*(-t0*z + x*t2 + w*t3 - t1*y);
+ t[0] = 2 * (-t0 * x + w * t1 - t2 * z + y * t3);
+ t[1] = 2 * (-t0 * y + t1 * z - x * t3 + w * t2);
+ t[2] = 2 * (-t0 * z + x * t2 + w * t3 - t1 * y);
/* apply scaling */
if (dq->scale_weight)
mul_m4_v3(dq->scale, co);
-
+
/* apply rotation and translation */
mul_m3_v3(M, co);
- co[0]= (co[0] + t[0])*len2;
- co[1]= (co[1] + t[1])*len2;
- co[2]= (co[2] + t[2])*len2;
+ co[0] = (co[0] + t[0]) * len2;
+ co[1] = (co[1] + t[1]) * len2;
+ co[2] = (co[2] + t[2]) * len2;
/* compute crazyspace correction mat */
if (mat) {
@@ -1619,85 +1669,85 @@ void copy_dq_dq(DualQuat *dq1, DualQuat *dq2)
/* 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 */
+ 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 */
assert(axis >= 0 && axis <= 5);
assert(upflag >= 0 && upflag <= 2);
-
+
mul_qt_qtqt(quat, quat, quat_track[axis]);
- if (axis>2)
- axis= axis-3;
+ 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 */
+ 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];
assert(axis >= 0 && axis <= 5);
-
+
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;
+ 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;
}
}
/* lens/angle conversion (radians) */
float focallength_to_fov(float focal_length, float sensor)
{
- return 2.0f * atanf((sensor/2.0f) / focal_length);
+ return 2.0f * atanf((sensor / 2.0f) / focal_length);
}
float fov_to_focallength(float hfov, float sensor)
{
- return (sensor/2.0f) / tanf(hfov * 0.5f);
+ return (sensor / 2.0f) / tanf(hfov * 0.5f);
}
/* 'mod_inline(-3,4)= 1', 'fmod(-3,4)= -3' */
@@ -1708,7 +1758,7 @@ static float mod_inline(float a, float b)
float angle_wrap_rad(float angle)
{
- return mod_inline(angle + (float)M_PI, (float)M_PI*2.0f) - (float)M_PI;
+ return mod_inline(angle + (float)M_PI, (float)M_PI * 2.0f) - (float)M_PI;
}
float angle_wrap_deg(float angle)