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/io/collada/BCMath.cpp')
-rw-r--r--source/blender/io/collada/BCMath.cpp244
1 files changed, 244 insertions, 0 deletions
diff --git a/source/blender/io/collada/BCMath.cpp b/source/blender/io/collada/BCMath.cpp
new file mode 100644
index 00000000000..ec9977c1469
--- /dev/null
+++ b/source/blender/io/collada/BCMath.cpp
@@ -0,0 +1,244 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2008 Blender Foundation.
+ * All rights reserved.
+ */
+
+#include "BCMath.h"
+#include "BlenderContext.h"
+
+void BCQuat::rotate_to(Matrix &mat_to)
+{
+ Quat qd;
+ Matrix matd;
+ Matrix mati;
+ Matrix mat_from;
+
+ quat_to_mat4(mat_from, q);
+
+ /* Calculate the difference matrix matd between mat_from and mat_to */
+ invert_m4_m4(mati, mat_from);
+ mul_m4_m4m4(matd, mati, mat_to);
+
+ mat4_to_quat(qd, matd);
+
+ mul_qt_qtqt(q, qd, q); /* rotate to the final rotation to mat_to */
+}
+
+BCMatrix::BCMatrix(const BCMatrix &mat)
+{
+ set_transform(mat.matrix);
+}
+
+BCMatrix::BCMatrix(Matrix &mat)
+{
+ set_transform(mat);
+}
+
+BCMatrix::BCMatrix(Object *ob)
+{
+ set_transform(ob);
+}
+
+BCMatrix::BCMatrix()
+{
+ unit();
+}
+
+BCMatrix::BCMatrix(BC_global_forward_axis global_forward_axis, BC_global_up_axis global_up_axis)
+{
+ float mrot[3][3];
+ float mat[4][4];
+ mat3_from_axis_conversion(
+ BC_DEFAULT_FORWARD, BC_DEFAULT_UP, global_forward_axis, global_up_axis, mrot);
+
+ transpose_m3(mrot); // TODO: Verify that mat3_from_axis_conversion() returns a transposed matrix
+ copy_m4_m3(mat, mrot);
+ set_transform(mat);
+}
+
+void BCMatrix::add_transform(const Matrix &mat, bool inverse)
+{
+ add_transform(this->matrix, mat, this->matrix, inverse);
+}
+
+void BCMatrix::add_transform(const BCMatrix &mat, bool inverse)
+{
+ add_transform(this->matrix, mat.matrix, this->matrix, inverse);
+}
+
+void BCMatrix::apply_transform(const BCMatrix &mat, bool inverse)
+{
+ apply_transform(this->matrix, mat.matrix, this->matrix, inverse);
+}
+
+void BCMatrix::add_transform(Matrix &to, const Matrix &transform, const Matrix &from, bool inverse)
+{
+ if (inverse) {
+ Matrix globinv;
+ invert_m4_m4(globinv, transform);
+ add_transform(to, globinv, from, /*inverse=*/false);
+ }
+ else {
+ mul_m4_m4m4(to, transform, from);
+ }
+}
+
+void BCMatrix::apply_transform(Matrix &to,
+ const Matrix &transform,
+ const Matrix &from,
+ bool inverse)
+{
+ Matrix globinv;
+ invert_m4_m4(globinv, transform);
+ if (inverse) {
+ add_transform(to, globinv, from, /*inverse=*/false);
+ }
+ else {
+ mul_m4_m4m4(to, transform, from);
+ mul_m4_m4m4(to, to, globinv);
+ }
+}
+
+void BCMatrix::add_inverted_transform(Matrix &to, const Matrix &transform, const Matrix &from)
+{
+ Matrix workmat;
+ invert_m4_m4(workmat, transform);
+ mul_m4_m4m4(to, workmat, from);
+}
+
+void BCMatrix::set_transform(Object *ob)
+{
+ Matrix lmat;
+
+ BKE_object_matrix_local_get(ob, lmat);
+ copy_m4_m4(matrix, lmat);
+
+ mat4_decompose(this->loc, this->q, this->size, lmat);
+ quat_to_compatible_eul(this->rot, ob->rot, this->q);
+}
+
+void BCMatrix::set_transform(Matrix &mat)
+{
+ copy_m4_m4(matrix, mat);
+ mat4_decompose(this->loc, this->q, this->size, mat);
+ quat_to_eul(this->rot, this->q);
+}
+
+void BCMatrix::copy(Matrix &out, Matrix &in)
+{
+ /* destination comes first: */
+ memcpy(out, in, sizeof(Matrix));
+}
+
+void BCMatrix::transpose(Matrix &mat)
+{
+ transpose_m4(mat);
+}
+
+void BCMatrix::sanitize(Matrix &mat, int precision)
+{
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ double val = (double)mat[i][j];
+ val = double_round(val, precision);
+ mat[i][j] = (float)val;
+ }
+ }
+}
+
+void BCMatrix::sanitize(DMatrix &mat, int precision)
+{
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ mat[i][j] = double_round(mat[i][j], precision);
+ }
+ }
+}
+
+void BCMatrix::unit()
+{
+ unit_m4(this->matrix);
+ mat4_decompose(this->loc, this->q, this->size, this->matrix);
+ quat_to_eul(this->rot, this->q);
+}
+
+/* We need double here because the OpenCollada API needs it.
+ * precision = -1 indicates to not limit the precision. */
+void BCMatrix::get_matrix(DMatrix &mat, const bool transposed, const int precision) const
+{
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ float val = (transposed) ? matrix[j][i] : matrix[i][j];
+ if (precision >= 0) {
+ val = floor((val * pow(10, precision) + 0.5)) / pow(10, precision);
+ }
+ mat[i][j] = val;
+ }
+ }
+}
+
+void BCMatrix::get_matrix(Matrix &mat,
+ const bool transposed,
+ const int precision,
+ const bool inverted) const
+{
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ float val = (transposed) ? matrix[j][i] : matrix[i][j];
+ if (precision >= 0) {
+ val = floor((val * pow(10, precision) + 0.5)) / pow(10, precision);
+ }
+ mat[i][j] = val;
+ }
+ }
+
+ if (inverted) {
+ invert_m4(mat);
+ }
+}
+
+const bool BCMatrix::in_range(const BCMatrix &other, float distance) const
+{
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ if (fabs(other.matrix[i][j] - matrix[i][j]) > distance) {
+ return false;
+ }
+ }
+ }
+ return true;
+}
+
+float (&BCMatrix::location() const)[3]
+{
+ return loc;
+}
+
+float (&BCMatrix::rotation() const)[3]
+{
+ return rot;
+}
+
+float (&BCMatrix::scale() const)[3]
+{
+ return size;
+}
+
+float (&BCMatrix::quat() const)[4]
+{
+ return q;
+}