/* * ***** BEGIN GPL LICENSE BLOCK ***** * * 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) 2001-2002 by NaN Holding BV. * All rights reserved. * The Original Code is: some of this file. * * ***** END GPL LICENSE BLOCK ***** * */ /** \file blender/blenlib/intern/math_rotation.c * \ingroup bli */ #include #include "BLI_math.h" #include "BLI_strict_flags.h" /******************************** Quaternions ********************************/ /* used to test is a quat is not normalized (only used for debug prints) */ #ifdef DEBUG # define QUAT_EPSILON 0.0001 #endif /* 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; } void unit_qt(float q[4]) { 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]; } bool is_zero_qt(const float q[4]) { return (q[0] == 0 && q[1] == 0 && q[2] == 0 && q[3] == 0); } void mul_qt_qtqt(float q[4], const float q1[4], const float q2[4]) { 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; } /** * \note: * Assumes a unit quaternion? * * \note: multiplying by 3x3 matrix is ~25% faster. * * in fact not, but you may want to use a unit quat, read on... * * Shortcut for 'q v q*' when \a v is actually a quaternion. * This removes the need for converting a vector to a quaternion, * calculating q's conjugate and converting back to a vector. * It also happens to be faster (17+,24* vs * 24+,32*). * If \a q is not a unit quaternion, then \a v will be both rotated by * the same amount as if q was a unit quaternion, and scaled by the square of * the length of q. * * For people used to python mathutils, its like: * def mul_qt_v3(q, v): (q * Quaternion((0.0, v[0], v[1], v[2])) * q.conjugated())[1:] */ 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; 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_qt(float q1[4], const float q2[4]) { q1[0] = q2[0]; q1[1] = -q2[1]; q1[2] = -q2[2]; q1[3] = -q2[3]; } void conjugate_qt(float q[4]) { q[1] = -q[1]; q[2] = -q[2]; q[3] = -q[3]; } 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]; } void invert_qt(float q[4]) { const float f = dot_qtqt(q, q); if (f == 0.0f) return; conjugate_qt(q); mul_qt_fl(q, 1.0f / f); } 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[4], const float f) { q[0] *= f; q[1] *= f; q[2] *= f; q[3] *= f; } 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]; mul_qt_qtqt(q, q1, nq2); } /* angular mult factor */ void mul_fac_qt_fl(float q[4], const float fac) { const float angle = fac * saacos(q[0]); /* quat[0] = cos(0.5 * angle), but now the 0.5 and 2.0 rule out */ const float co = cosf(angle); const float si = sinf(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][3], const float q[4]) { 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]; 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[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); } void quat_to_mat3(float m[3][3], const float q[4]) { #ifdef DEBUG float f; 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 quat_to_mat3_no_error(m, q); } 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; #ifdef DEBUG if (!((q0 = dot_qtqt(q, q)) == 0.0 || (fabs(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[4], float wmat[3][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)1e-4f) { s = sqrt(tr); q[0] = (float)s; s = 1.0 / (4.0 * s); q[1] = (float)((double)(mat[1][2] - mat[2][1]) * s); q[2] = (float)((double)(mat[2][0] - mat[0][2]) * s); q[3] = (float)((double)(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 = 1.0 / s; q[0] = (float)((double)(mat[1][2] - mat[2][1]) * 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 = 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 = 1.0 / s; q[0] = (float)((double)(mat[0][1] - mat[1][0]) * 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[4], float m[4][4]) { float mat[3][3]; copy_m3_m4(mat, m); mat3_to_quat(q, mat); } void mat3_to_quat_is_ok(float q[4], float wmat[3][3]) { float mat[3][3], matr[3][3], matn[3][3], q1[4], q2[4], angle, si, co, nor[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[2] = 0.0; normalize_v3(nor); co = mat[2][2]; angle = 0.5f * saacos(co); co = cosf(angle); si = sinf(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); 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 = cosf(angle); si = sinf(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[4]) { const float len = sqrtf(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; } return len; } float normalize_qt_qt(float r[4], const float q[4]) { copy_qt_qt(r, q); return normalize_qt(r); } /** * Calculate a rotation matrix from 2 normalized vectors. */ void rotation_between_vecs_to_mat3(float m[3][3], const float v1[3], const float v2[3]) { float axis[3]; /* avoid calculating the angle */ float angle_sin; float angle_cos; BLI_ASSERT_UNIT_V3(v1); BLI_ASSERT_UNIT_V3(v2); cross_v3_v3v3(axis, v1, v2); angle_sin = normalize_v3(axis); angle_cos = dot_v3v3(v1, v2); if (angle_sin > FLT_EPSILON) { axis_calc: BLI_ASSERT_UNIT_V3(axis); axis_angle_normalized_to_mat3_ex(m, axis, angle_sin, angle_cos); BLI_ASSERT_UNIT_M3(m); } else { if (angle_cos > 0.0f) { /* Same vectors, zero rotation... */ unit_m3(m); } else { /* Colinear but opposed vectors, 180 rotation... */ ortho_v3_v3(axis, v1); normalize_v3(axis); angle_sin = 0.0f; /* sin(M_PI) */ angle_cos = -1.0f; /* cos(M_PI) */ goto axis_calc; } } } /* note: expects vectors to be normalized */ void rotation_between_vecs_to_quat(float q[4], const float v1[3], const float v2[3]) { float axis[3]; cross_v3_v3v3(axis, v1, v2); if (normalize_v3(axis) > FLT_EPSILON) { float angle; angle = angle_normalized_v3v3(v1, v2); axis_angle_normalized_to_quat(q, axis, angle); } else { /* degenerate case */ if (dot_v3v3(v1, v2) > 0.0f) { /* Same vectors, zero rotation... */ unit_qt(q); } else { /* Colinear but opposed vectors, 180 rotation... */ ortho_v3_v3(axis, v1); axis_angle_to_quat(q, axis, (float)M_PI); } } } void rotation_between_quats_to_quat(float q[4], const float q1[4], const float q2[4]) { float tquat[4]; conjugate_qt_qt(tquat, q1); mul_qt_fl(tquat, 1.0f / dot_qtqt(tquat, tquat)); mul_qt_qtqt(q, tquat, q2); } float angle_normalized_qt(const float q[4]) { BLI_ASSERT_UNIT_QUAT(q); return 2.0f * saacos(q[0]); } float angle_qt(const float q[4]) { float tquat[4]; normalize_qt_qt(tquat, q); return angle_normalized_qt(tquat); } float angle_normalized_qtqt(const float q1[4], const float q2[4]) { float qdelta[4]; BLI_ASSERT_UNIT_QUAT(q1); BLI_ASSERT_UNIT_QUAT(q2); rotation_between_quats_to_quat(qdelta, q1, q2); return angle_normalized_qt(qdelta); } float angle_qtqt(const float q1[4], const float q2[4]) { float quat1[4], quat2[4]; normalize_qt_qt(quat1, q1); normalize_qt_qt(quat2, q2); return angle_normalized_qtqt(quat1, quat2); } void vec_to_quat(float q[4], const float vec[3], short axis, const short upflag) { const float eps = 1e-4f; float nor[3], tvec[3]; float angle, si, co, len; assert(axis >= 0 && axis <= 5); assert(upflag >= 0 && upflag <= 2); /* first set the quat to unit */ unit_qt(q); len = len_v3(vec); if (UNLIKELY(len == 0.0f)) { return; } /* rotate to axis */ if (axis > 2) { copy_v3_v3(tvec, vec); axis = (short)(axis - 3); } else { negate_v3_v3(tvec, vec); } /* 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] = -tvec[2]; nor[2] = tvec[1]; if (fabsf(tvec[1]) + fabsf(tvec[2]) < eps) nor[1] = 1.0f; co = tvec[0]; } else if (axis == 1) { /* y-axis */ nor[0] = tvec[2]; nor[1] = 0.0; nor[2] = -tvec[0]; if (fabsf(tvec[0]) + fabsf(tvec[2]) < eps) nor[2] = 1.0f; co = tvec[1]; } else { /* z-axis */ nor[0] = -tvec[1]; nor[1] = tvec[0]; nor[2] = 0.0; if (fabsf(tvec[0]) + fabsf(tvec[1]) < eps) nor[0] = 1.0f; co = tvec[2]; } co /= len; normalize_v3(nor); axis_angle_normalized_to_quat(q, nor, saacos(co)); if (axis != upflag) { float mat[3][3]; float q2[4]; const float *fp = mat[2]; quat_to_mat3(mat, q); if (axis == 0) { if (upflag == 1) angle = 0.5f * atan2f(fp[2], fp[1]); else angle = -0.5f * atan2f(fp[1], fp[2]); } else if (axis == 1) { if (upflag == 0) angle = -0.5f * atan2f(fp[2], fp[0]); else angle = 0.5f * atan2f(fp[0], fp[2]); } else { if (upflag == 0) angle = 0.5f * atan2f(-fp[1], -fp[0]); else angle = -0.5f * atan2f(-fp[0], -fp[1]); } co = cosf(angle); si = sinf(angle) / len; q2[0] = co; q2[1] = tvec[0] * si; q2[2] = tvec[1] * si; q2[3] = tvec[2] * 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[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 = sinf(omega); sc1 = sinf((1.0 - t) * omega) / sinom; sc2 = sinf(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]; } else { result[0] = quat2[3]; result[1] = -quat2[2]; result[2] = quat2[1]; result[3] = -quat2[0]; sc1 = sinf((1.0 - t) * M_PI_2); sc2 = sinf(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 /** * Generic function for implementing slerp * (quaternions and spherical vector coords). * * \param t: factor in [0..1] * \param cosom: dot product from normalized vectors/quats. * \param r_w: calculated weights. */ void interp_dot_slerp(const float t, const float cosom, float r_w[2]) { const float eps = 1e-4f; BLI_assert(IN_RANGE_INCL(cosom, -1.0001f, 1.0001f)); /* within [-1..1] range, avoid aligned axis */ if (LIKELY(fabsf(cosom) < (1.0f - eps))) { float omega, sinom; omega = acosf(cosom); sinom = sinf(omega); r_w[0] = sinf((1.0f - t) * omega) / sinom; r_w[1] = sinf(t * omega) / sinom; } else { /* fallback to lerp */ r_w[0] = 1.0f - t; r_w[1] = t; } } void interp_qt_qtqt(float result[4], const float quat1[4], const float quat2[4], const float t) { float quat[4], cosom, w[2]; BLI_ASSERT_UNIT_QUAT(quat1); BLI_ASSERT_UNIT_QUAT(quat2); cosom = dot_qtqt(quat1, quat2); /* rotate around shortest angle */ if (cosom < 0.0f) { cosom = -cosom; negate_v4_v4(quat, quat1); } else { copy_qt_qt(quat, quat1); } interp_dot_slerp(t, cosom, w); result[0] = w[0] * quat[0] + w[1] * quat2[0]; result[1] = w[0] * quat[1] + w[1] * quat2[1]; result[2] = w[0] * quat[2] + w[1] * quat2[2]; result[3] = w[0] * quat[3] + w[1] * quat2[3]; } 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]; } /* same as tri_to_quat() but takes pre-computed normal from the triangle * used for ngons when we know their normal */ void tri_to_quat_ex(float quat[4], const float v1[3], const float v2[3], const float v3[3], const float no_orig[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 */ #if 0 normal_tri_v3(vec, v1, v2, v3); #else copy_v3_v3(vec, no_orig); (void)v3; #endif 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 * saacos(vec[2]); co = cosf(angle); si = sinf(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); 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; normalize_v3(vec); angle = (float)(0.5 * atan2(vec[1], vec[0])); co = cosf(angle); si = sinf(angle); q2[0] = co; q2[1] = 0.0f; q2[2] = 0.0f; q2[3] = si; mul_qt_qtqt(quat, q1, q2); } /** * \return the length of the normal, use to test for degenerate triangles. */ float tri_to_quat(float quat[4], const float v1[3], const float v2[3], const float v3[3]) { float vec[3]; const float len = normal_tri_v3(vec, v1, v2, v3); tri_to_quat_ex(quat, v1, v2, v3, vec); return len; } 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]); } /******************************** Axis Angle *********************************/ void axis_angle_normalized_to_quat(float q[4], const float axis[3], const float angle) { const float phi = 0.5f * angle; const float si = sinf(phi); const float co = cosf(phi); BLI_ASSERT_UNIT_V3(axis); q[0] = co; mul_v3_v3fl(q + 1, axis, si); } void axis_angle_to_quat(float q[4], const float axis[3], const float angle) { float nor[3]; if (LIKELY(normalize_v3_v3(nor, axis) != 0.0f)) { axis_angle_normalized_to_quat(q, nor, angle); } else { unit_qt(q); } } /* Quaternions to Axis Angle */ 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))) { 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 = acosf(q[0]); si = sinf(ha); /* from half-angle to angle */ *angle = ha * 2; /* prevent division by zero for axis conversion */ if (fabsf(si) < 0.0005f) 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); } /* 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); } /** * axis angle to 3x3 matrix * * This takes the angle with sin/cos applied so we can avoid calculating it in some cases. * * \param axis rotation axis (must be normalized). * \param angle_sin sin(angle) * \param angle_cos cos(angle) */ void axis_angle_normalized_to_mat3_ex(float mat[3][3], const float axis[3], const float angle_sin, const float angle_cos) { float nsi[3], ico; float n_00, n_01, n_11, n_02, n_12, n_22; BLI_ASSERT_UNIT_V3(axis); /* now convert this to a 3x3 matrix */ ico = (1.0f - angle_cos); nsi[0] = axis[0] * angle_sin; nsi[1] = axis[1] * angle_sin; nsi[2] = axis[2] * angle_sin; n_00 = (axis[0] * axis[0]) * ico; n_01 = (axis[0] * axis[1]) * ico; n_11 = (axis[1] * axis[1]) * ico; n_02 = (axis[0] * axis[2]) * ico; n_12 = (axis[1] * axis[2]) * ico; n_22 = (axis[2] * axis[2]) * ico; mat[0][0] = n_00 + angle_cos; mat[0][1] = n_01 + nsi[2]; mat[0][2] = n_02 - nsi[1]; mat[1][0] = n_01 - nsi[2]; mat[1][1] = n_11 + angle_cos; mat[1][2] = n_12 + nsi[0]; mat[2][0] = n_02 + nsi[1]; mat[2][1] = n_12 - nsi[0]; mat[2][2] = n_22 + angle_cos; } void axis_angle_normalized_to_mat3(float mat[3][3], const float axis[3], const float angle) { axis_angle_normalized_to_mat3_ex(mat, axis, sinf(angle), cosf(angle)); } /* 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]; /* normalize the axis first (to remove unwanted scaling) */ if (normalize_v3_v3(nor, axis) == 0.0f) { unit_m3(mat); return; } axis_angle_normalized_to_mat3(mat, nor, angle); } /* axis angle to 4x4 matrix - safer version (normalization of axis performed) */ 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); 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]) { 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); } /* 4x4 matrix to axis angle (see Mat4ToVecRot too) */ 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); } /* rotation matrix from a single axis */ void axis_angle_to_mat3_single(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: BLI_assert(0); break; } } void angle_to_mat2(float mat[2][2], const float angle) { const float angle_cos = cosf(angle); const float angle_sin = sinf(angle); /* 2D rotation matrix */ mat[0][0] = angle_cos; mat[0][1] = angle_sin; mat[1][0] = -angle_sin; mat[1][1] = angle_cos; } /******************************** XYZ Eulers *********************************/ /* XYZ order */ void eul_to_mat3(float mat[3][3], const float eul[3]) { double ci, cj, ch, si, sj, sh, cc, cs, sc, ss; ci = cos(eul[0]); cj = cos(eul[1]); ch = cos(eul[2]); si = sin(eul[0]); sj = sin(eul[1]); sh = sin(eul[2]); 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); } /* XYZ order */ void eul_to_mat4(float mat[4][4], const float eul[3]) { double ci, cj, ch, si, sj, sh, cc, cs, sc, ss; ci = cos(eul[0]); cj = cos(eul[1]); ch = cos(eul[2]); si = sin(eul[0]); sj = sin(eul[1]); sh = sin(eul[2]); 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[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][3], float eul1[3], float eul2[3]) { float cy, quat[4], mat[3][3]; mat3_to_quat(quat, tmat); quat_to_mat3(mat, quat); normalize_m3_m3(mat, tmat); cy = hypotf(mat[0][0], mat[0][1]); if (cy > 16.0f * FLT_EPSILON) { eul1[0] = atan2f(mat[1][2], mat[2][2]); eul1[1] = atan2f(-mat[0][2], cy); eul1[2] = atan2f(mat[0][1], mat[0][0]); eul2[0] = atan2f(-mat[1][2], -mat[2][2]); eul2[1] = atan2f(-mat[0][2], -cy); eul2[2] = atan2f(-mat[0][1], -mat[0][0]); } else { eul1[0] = atan2f(-mat[2][1], mat[1][1]); eul1[1] = atan2f(-mat[0][2], cy); eul1[2] = 0.0f; copy_v3_v3(eul2, eul1); } } /* XYZ order */ void mat3_to_eul(float *eul, float tmat[3][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 (fabsf(eul1[0]) + fabsf(eul1[1]) + fabsf(eul1[2]) > fabsf(eul2[0]) + fabsf(eul2[1]) + fabsf(eul2[2])) { copy_v3_v3(eul, eul2); } else { copy_v3_v3(eul, eul1); } } /* XYZ order */ void mat4_to_eul(float *eul, float tmat[4][4]) { float tempMat[3][3]; copy_m3_m4(tempMat, tmat); normalize_m3(tempMat); mat3_to_eul(eul, tempMat); } /* XYZ order */ void quat_to_eul(float *eul, const float quat[4]) { float mat[3][3]; quat_to_mat3(mat, quat); mat3_to_eul(eul, mat); } /* XYZ order */ void eul_to_quat(float quat[4], 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 = 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 */ void rotate_eul(float beul[3], const char axis, const 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; eul_to_mat3(mat1, eul); eul_to_mat3(mat2, beul); mul_m3_m3m3(totmat, mat2, mat1); mat3_to_eul(beul, totmat); } /* order independent! */ void compatible_eul(float eul[3], const float oldrot[3]) { /* we could use M_PI as pi_thresh: which is correct but 5.1 gives better results. * Checked with baking actions to fcurves - campbell */ const float pi_thresh = (5.1f); const float pi_x2 = (2.0f * (float)M_PI); float deul[3]; unsigned int i; /* correct differences of about 360 degrees first */ for (i = 0; i < 3; i++) { deul[i] = eul[i] - oldrot[i]; if (deul[i] > pi_thresh) { eul[i] -= floorf(( deul[i] / pi_x2) + 0.5f) * pi_x2; deul[i] = eul[i] - oldrot[i]; } else if (deul[i] < -pi_thresh) { eul[i] += floorf((-deul[i] / pi_x2) + 0.5f) * pi_x2; deul[i] = eul[i] - oldrot[i]; } } /* is 1 of the axis rotations larger than 180 degrees and the other small? NO ELSE IF!! */ if (fabsf(deul[0]) > 3.2f && fabsf(deul[1]) < 1.6f && fabsf(deul[2]) < 1.6f) { if (deul[0] > 0.0f) eul[0] -= pi_x2; else eul[0] += pi_x2; } if (fabsf(deul[1]) > 3.2f && fabsf(deul[2]) < 1.6f && fabsf(deul[0]) < 1.6f) { if (deul[1] > 0.0f) eul[1] -= pi_x2; else eul[1] += pi_x2; } if (fabsf(deul[2]) > 3.2f && fabsf(deul[0]) < 1.6f && fabsf(deul[1]) < 1.6f) { if (deul[2] > 0.0f) eul[2] -= pi_x2; else eul[2] += pi_x2; } } /* 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][3]) { float eul1[3], eul2[3]; float d1, d2; mat3_to_eul2(mat, eul1, eul2); 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]); /* return best, which is just the one with lowest difference */ if (d1 > d2) { copy_v3_v3(eul, eul2); } else { copy_v3_v3(eul, eul1); } } /************************** Arbitrary Order Eulers ***************************/ /* Euler Rotation Order Code: * was adapted from * ANSI C code from the article * "Euler Angle Conversion" * by Ken Shoemake, shoemake@graphics.cis.upenn.edu * in "Graphics Gems IV", Academic Press, 1994 * for use in Blender */ /* 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 */ } RotOrderInfo; /* Array of info for Rotation Order calculations * WARNING: must be kept in same order as eEulerRotationOrders */ static const RotOrderInfo rotOrders[] = { /* i, j, k, n */ {{0, 1, 2}, 0}, /* XYZ */ {{0, 2, 1}, 1}, /* XZY */ {{1, 0, 2}, 1}, /* YXZ */ {{1, 2, 0}, 0}, /* YZX */ {{2, 0, 1}, 0}, /* ZXY */ {{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, * 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]) /* Construct quaternion from Euler angles (in radians). */ void eulO_to_quat(float q[4], const float e[3], const short order) { const 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] = (float)(cj * cc + sj * ss); q[1] = (float)(a[0]); q[2] = (float)(a[1]); q[3] = (float)(a[2]); 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); } /* Construct 3x3 matrix from Euler angles (in radians). */ void eulO_to_mat3(float M[3][3], const float e[3], const short order) { const 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]; } else { 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] = (float)(cj * ch); M[j][i] = (float)(sj * sc - cs); M[k][i] = (float)(sj * cc + ss); M[i][j] = (float)(cj * sh); M[j][j] = (float)(sj * ss + cc); M[k][j] = (float)(sj * cs - sc); M[i][k] = (float)(-sj); M[j][k] = (float)(cj * si); M[k][k] = (float)(cj * ci); } /* returns two euler calculation methods, so we can pick the best */ static void mat3_to_eulo2(float M[3][3], float eul1[3], float eul2[3], const short order) { const RotOrderInfo *R = GET_ROTATIONORDER_INFO(order); short i = R->axis[0], j = R->axis[1], k = R->axis[2]; float mat[3][3]; float cy; /* process the matrix first */ normalize_m3_m3(mat, M); cy = hypotf(mat[i][i], mat[i][j]); if (cy > 16.0f * FLT_EPSILON) { eul1[i] = atan2f(mat[j][k], mat[k][k]); eul1[j] = atan2f(-mat[i][k], cy); eul1[k] = atan2f(mat[i][j], mat[i][i]); eul2[i] = atan2f(-mat[j][k], -mat[k][k]); eul2[j] = atan2f(-mat[i][k], -cy); eul2[k] = atan2f(-mat[i][j], -mat[i][i]); } else { eul1[i] = atan2f(-mat[k][j], mat[j][j]); eul1[j] = atan2f(-mat[i][k], cy); eul1[k] = 0; copy_v3_v3(eul2, eul1); } if (R->parity) { negate_v3(eul1); negate_v3(eul2); } } /* Construct 4x4 matrix from Euler angles (in radians). */ 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); 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]) { float eul1[3], eul2[3]; float d1, d2; mat3_to_eulo2(M, eul1, eul2, order); d1 = fabsf(eul1[0]) + fabsf(eul1[1]) + fabsf(eul1[2]); d2 = fabsf(eul2[0]) + fabsf(eul2[1]) + fabsf(eul2[2]); /* return best, which is just the one with lowest values it in */ if (d1 > d2) { copy_v3_v3(eul, eul2); } else { copy_v3_v3(eul, eul1); } } /* Convert 4x4 matrix to Euler angles (in radians). */ 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); } /* uses 2 methods to retrieve eulers, and picks the closest */ void mat3_to_compatible_eulO(float eul[3], float oldrot[3], const 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]); /* return best, which is just the one with lowest difference */ if (d1 > d2) { copy_v3_v3(eul, eul2); } else { copy_v3_v3(eul, eul1); } } void mat4_to_compatible_eulO(float eul[3], float oldrot[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_compatible_eulO(eul, oldrot, order, 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], const short order, char axis, float ang) { float eul[3], mat1[3][3], mat2[3][3], totmat[3][3]; assert(axis >= 'X' && axis <= 'Z'); zero_v3(eul); 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); } /* the matrix is written to as 3 axis vectors */ void eulO_to_gimbal_axis(float gmat[3][3], const float eul[3], const short order) { const RotOrderInfo *R = GET_ROTATIONORDER_INFO(order); float mat[3][3]; float teul[3]; /* first axis is local */ 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); copy_v3_v3(gmat[R->axis[1]], mat[R->axis[1]]); /* Last axis is global */ zero_v3(gmat[R->axis[2]]); gmat[R->axis[2]][R->axis[2]] = 1; } /******************************* Dual Quaternions ****************************/ /** * Conversion routines between (regular quaternion, translation) and * dual quaternion. * * Version 1.0.0, February 7th, 2007 * * Copyright (C) 2006-2007 University of Dublin, Trinity College, All Rights * Reserved * * This software is provided 'as-is', without any express or implied * warranty. In no event will the author(s) be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. * * \author Ladislav Kavan, kavanl@cs.tcd.ie * * Changes for Blender: * - renaming, style changes and optimization's * - added support for scaling */ 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]; float R[4][4], S[4][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 */ mul_m4_m4m4(baseRS, mat, basemat); mat4_to_size(scale, baseRS); dscale[0] = scale[0] - 1.0f; dscale[1] = scale[1] - 1.0f; dscale[2] = scale[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 */ copy_m4_m4(tmp, baseRS); orthogonalize_m4(tmp, 1); mat4_to_quat(basequat, tmp); quat_to_mat4(baseR, basequat); copy_v3_v3(baseR[3], baseRS[3]); invert_m4_m4(baseinv, basemat); mul_m4_m4m4(R, baseR, baseinv); invert_m4_m4(baseRinv, baseR); mul_m4_m4m4(S, baseRinv, baseRS); /* set scaling part */ mul_m4_series(dq->scale, basemat, S, baseinv); dq->scale_weight = 1.0f; } else { /* matrix does not contain scaling */ copy_m4_m4(R, mat); dq->scale_weight = 0.0f; } /* non-dual part */ 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]); } void dquat_to_mat4(float mat[4][4], const DualQuat *dq) { float len, q0[4]; const float *t; /* regular quaternion */ copy_qt_qt(q0, dq->quat); /* normalize */ len = sqrtf(dot_qtqt(q0, q0)); if (len != 0.0f) mul_qt_fl(q0, 1.0f / len); /* rotation */ 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]); /* note: this does not handle scaling */ } void add_weighted_dq_dq(DualQuat *dqsum, const DualQuat *dq, float weight) { bool flipped = false; /* make sure we interpolate quats in the right direction */ if (dot_qtqt(dq->quat, dqsum->quat) < 0) { flipped = true; 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->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; copy_m4_m4(wmat, (float(*)[4])dq->scale); mul_m4_fl(wmat, weight); add_m4_m4m4(dqsum->scale, dqsum->scale, wmat); dqsum->scale_weight += weight; } } void normalize_dq(DualQuat *dq, float totweight) { const 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; if (addweight) { dq->scale[0][0] += addweight; dq->scale[1][1] += addweight; dq->scale[2][2] += addweight; dq->scale[3][3] += addweight; } mul_m4_fl(dq->scale, scale); dq->scale_weight = 1.0f; } } 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]; 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); if (len2 > 0.0f) 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); /* 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; /* compute crazyspace correction mat */ if (mat) { if (dq->scale_weight) { copy_m3_m4(scalemat, dq->scale); mul_m3_m3m3(mat, M, scalemat); } else copy_m3_m3(mat, M); mul_m3_fl(mat, len2); } } void copy_dq_dq(DualQuat *dq1, const 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 sqrt_1_2 = (float)M_SQRT1_2; const float quat_track[][4] = { {sqrt_1_2, 0.0, -sqrt_1_2, 0.0}, /* pos-y90 */ {0.5, 0.5, 0.5, 0.5}, /* Quaternion((1,0,0), radians(90)) * Quaternion((0,1,0), radians(90)) */ {sqrt_1_2, 0.0, 0.0, sqrt_1_2}, /* pos-z90 */ {sqrt_1_2, 0.0, sqrt_1_2, 0.0}, /* neg-y90 */ {0.5, -0.5, -0.5, 0.5}, /* Quaternion((1,0,0), radians(-90)) * Quaternion((0,1,0), radians(-90)) */ {0.0, sqrt_1_2, sqrt_1_2, 0.0} /* no rotation */ }; assert(axis >= 0 && axis <= 5); assert(upflag >= 0 && upflag <= 2); mul_qt_qtqt(quat, quat, quat_track[axis]); if (axis > 2) { axis = (short)(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't 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] = {sqrt_1_2, 0.0, 0.0, 0.0}; /* assign 90d rotation axis */ q[axis + 1] = ((axis == 1)) ? sqrt_1_2 : -sqrt_1_2; /* 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; } } /* lens/angle conversion (radians) */ float focallength_to_fov(float focal_length, float sensor) { 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); } /* 'mod_inline(-3, 4)= 1', 'fmod(-3, 4)= -3' */ static float mod_inline(float a, float b) { return a - (b * floorf(a / b)); } float angle_wrap_rad(float angle) { return mod_inline(angle + (float)M_PI, (float)M_PI * 2.0f) - (float)M_PI; } float angle_wrap_deg(float angle) { return mod_inline(angle + 180.0f, 360.0f) - 180.0f; } /* returns an angle compatible with angle_compat */ float angle_compat_rad(float angle, float angle_compat) { return angle + (floorf(((angle_compat - angle) / (float)M_PI) + 0.5f)) * (float)M_PI; } /* axis conversion */ static float _axis_convert_matrix[23][3][3] = { {{-1.0, 0.0, 0.0}, {0.0, -1.0, 0.0}, {0.0, 0.0, 1.0}}, {{-1.0, 0.0, 0.0}, {0.0, 0.0, -1.0}, {0.0, -1.0, 0.0}}, {{-1.0, 0.0, 0.0}, {0.0, 0.0, 1.0}, {0.0, 1.0, 0.0}}, {{-1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}, {0.0, 0.0, -1.0}}, {{0.0, -1.0, 0.0}, {-1.0, 0.0, 0.0}, {0.0, 0.0, -1.0}}, {{0.0, 0.0, 1.0}, {-1.0, 0.0, 0.0}, {0.0, -1.0, 0.0}}, {{0.0, 0.0, -1.0}, {-1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}}, {{0.0, 1.0, 0.0}, {-1.0, 0.0, 0.0}, {0.0, 0.0, 1.0}}, {{0.0, -1.0, 0.0}, {0.0, 0.0, 1.0}, {-1.0, 0.0, 0.0}}, {{0.0, 0.0, -1.0}, {0.0, -1.0, 0.0}, {-1.0, 0.0, 0.0}}, {{0.0, 0.0, 1.0}, {0.0, 1.0, 0.0}, {-1.0, 0.0, 0.0}}, {{0.0, 1.0, 0.0}, {0.0, 0.0, -1.0}, {-1.0, 0.0, 0.0}}, {{0.0, -1.0, 0.0}, {0.0, 0.0, -1.0}, {1.0, 0.0, 0.0}}, {{0.0, 0.0, 1.0}, {0.0, -1.0, 0.0}, {1.0, 0.0, 0.0}}, {{0.0, 0.0, -1.0}, {0.0, 1.0, 0.0}, {1.0, 0.0, 0.0}}, {{0.0, 1.0, 0.0}, {0.0, 0.0, 1.0}, {1.0, 0.0, 0.0}}, {{0.0, -1.0, 0.0}, {1.0, 0.0, 0.0}, {0.0, 0.0, 1.0}}, {{0.0, 0.0, -1.0}, {1.0, 0.0, 0.0}, {0.0, -1.0, 0.0}}, {{0.0, 0.0, 1.0}, {1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}}, {{0.0, 1.0, 0.0}, {1.0, 0.0, 0.0}, {0.0, 0.0, -1.0}}, {{1.0, 0.0, 0.0}, {0.0, -1.0, 0.0}, {0.0, 0.0, -1.0}}, {{1.0, 0.0, 0.0}, {0.0, 0.0, 1.0}, {0.0, -1.0, 0.0}}, {{1.0, 0.0, 0.0}, {0.0, 0.0, -1.0}, {0.0, 1.0, 0.0}}, }; static int _axis_convert_lut[23][24] = { {0x8C8, 0x4D0, 0x2E0, 0xAE8, 0x701, 0x511, 0x119, 0xB29, 0x682, 0x88A, 0x09A, 0x2A2, 0x80B, 0x413, 0x223, 0xA2B, 0x644, 0x454, 0x05C, 0xA6C, 0x745, 0x94D, 0x15D, 0x365}, {0xAC8, 0x8D0, 0x4E0, 0x2E8, 0x741, 0x951, 0x159, 0x369, 0x702, 0xB0A, 0x11A, 0x522, 0xA0B, 0x813, 0x423, 0x22B, 0x684, 0x894, 0x09C, 0x2AC, 0x645, 0xA4D, 0x05D, 0x465}, {0x4C8, 0x2D0, 0xAE0, 0x8E8, 0x681, 0x291, 0x099, 0x8A9, 0x642, 0x44A, 0x05A, 0xA62, 0x40B, 0x213, 0xA23, 0x82B, 0x744, 0x354, 0x15C, 0x96C, 0x705, 0x50D, 0x11D, 0xB25}, {0x2C8, 0xAD0, 0x8E0, 0x4E8, 0x641, 0xA51, 0x059, 0x469, 0x742, 0x34A, 0x15A, 0x962, 0x20B, 0xA13, 0x823, 0x42B, 0x704, 0xB14, 0x11C, 0x52C, 0x685, 0x28D, 0x09D, 0x8A5}, {0x708, 0xB10, 0x120, 0x528, 0x8C1, 0xAD1, 0x2D9, 0x4E9, 0x942, 0x74A, 0x35A, 0x162, 0x64B, 0xA53, 0x063, 0x46B, 0x804, 0xA14, 0x21C, 0x42C, 0x885, 0x68D, 0x29D, 0x0A5}, {0xB08, 0x110, 0x520, 0x728, 0x941, 0x151, 0x359, 0x769, 0x802, 0xA0A, 0x21A, 0x422, 0xA4B, 0x053, 0x463, 0x66B, 0x884, 0x094, 0x29C, 0x6AC, 0x8C5, 0xACD, 0x2DD, 0x4E5}, {0x508, 0x710, 0xB20, 0x128, 0x881, 0x691, 0x299, 0x0A9, 0x8C2, 0x4CA, 0x2DA, 0xAE2, 0x44B, 0x653, 0xA63, 0x06B, 0x944, 0x754, 0x35C, 0x16C, 0x805, 0x40D, 0x21D, 0xA25}, {0x108, 0x510, 0x720, 0xB28, 0x801, 0x411, 0x219, 0xA29, 0x882, 0x08A, 0x29A, 0x6A2, 0x04B, 0x453, 0x663, 0xA6B, 0x8C4, 0x4D4, 0x2DC, 0xAEC, 0x945, 0x14D, 0x35D, 0x765}, {0x748, 0x350, 0x160, 0x968, 0xAC1, 0x2D1, 0x4D9, 0x8E9, 0xA42, 0x64A, 0x45A, 0x062, 0x68B, 0x293, 0x0A3, 0x8AB, 0xA04, 0x214, 0x41C, 0x82C, 0xB05, 0x70D, 0x51D, 0x125}, {0x948, 0x750, 0x360, 0x168, 0xB01, 0x711, 0x519, 0x129, 0xAC2, 0x8CA, 0x4DA, 0x2E2, 0x88B, 0x693, 0x2A3, 0x0AB, 0xA44, 0x654, 0x45C, 0x06C, 0xA05, 0x80D, 0x41D, 0x225}, {0x348, 0x150, 0x960, 0x768, 0xA41, 0x051, 0x459, 0x669, 0xA02, 0x20A, 0x41A, 0x822, 0x28B, 0x093, 0x8A3, 0x6AB, 0xB04, 0x114, 0x51C, 0x72C, 0xAC5, 0x2CD, 0x4DD, 0x8E5}, {0x148, 0x950, 0x760, 0x368, 0xA01, 0x811, 0x419, 0x229, 0xB02, 0x10A, 0x51A, 0x722, 0x08B, 0x893, 0x6A3, 0x2AB, 0xAC4, 0x8D4, 0x4DC, 0x2EC, 0xA45, 0x04D, 0x45D, 0x665}, {0x688, 0x890, 0x0A0, 0x2A8, 0x4C1, 0x8D1, 0xAD9, 0x2E9, 0x502, 0x70A, 0xB1A, 0x122, 0x74B, 0x953, 0x163, 0x36B, 0x404, 0x814, 0xA1C, 0x22C, 0x445, 0x64D, 0xA5D, 0x065}, {0x888, 0x090, 0x2A0, 0x6A8, 0x501, 0x111, 0xB19, 0x729, 0x402, 0x80A, 0xA1A, 0x222, 0x94B, 0x153, 0x363, 0x76B, 0x444, 0x054, 0xA5C, 0x66C, 0x4C5, 0x8CD, 0xADD, 0x2E5}, {0x288, 0x690, 0x8A0, 0x0A8, 0x441, 0x651, 0xA59, 0x069, 0x4C2, 0x2CA, 0xADA, 0x8E2, 0x34B, 0x753, 0x963, 0x16B, 0x504, 0x714, 0xB1C, 0x12C, 0x405, 0x20D, 0xA1D, 0x825}, {0x088, 0x290, 0x6A0, 0x8A8, 0x401, 0x211, 0xA19, 0x829, 0x442, 0x04A, 0xA5A, 0x662, 0x14B, 0x353, 0x763, 0x96B, 0x4C4, 0x2D4, 0xADC, 0x8EC, 0x505, 0x10D, 0xB1D, 0x725}, {0x648, 0x450, 0x060, 0xA68, 0x2C1, 0x4D1, 0x8D9, 0xAE9, 0x282, 0x68A, 0x89A, 0x0A2, 0x70B, 0x513, 0x123, 0xB2B, 0x204, 0x414, 0x81C, 0xA2C, 0x345, 0x74D, 0x95D, 0x165}, {0xA48, 0x650, 0x460, 0x068, 0x341, 0x751, 0x959, 0x169, 0x2C2, 0xACA, 0x8DA, 0x4E2, 0xB0B, 0x713, 0x523, 0x12B, 0x284, 0x694, 0x89C, 0x0AC, 0x205, 0xA0D, 0x81D, 0x425}, {0x448, 0x050, 0xA60, 0x668, 0x281, 0x091, 0x899, 0x6A9, 0x202, 0x40A, 0x81A, 0xA22, 0x50B, 0x113, 0xB23, 0x72B, 0x344, 0x154, 0x95C, 0x76C, 0x2C5, 0x4CD, 0x8DD, 0xAE5}, {0x048, 0xA50, 0x660, 0x468, 0x201, 0xA11, 0x819, 0x429, 0x342, 0x14A, 0x95A, 0x762, 0x10B, 0xB13, 0x723, 0x52B, 0x2C4, 0xAD4, 0x8DC, 0x4EC, 0x285, 0x08D, 0x89D, 0x6A5}, {0x808, 0xA10, 0x220, 0x428, 0x101, 0xB11, 0x719, 0x529, 0x142, 0x94A, 0x75A, 0x362, 0x8CB, 0xAD3, 0x2E3, 0x4EB, 0x044, 0xA54, 0x65C, 0x46C, 0x085, 0x88D, 0x69D, 0x2A5}, {0xA08, 0x210, 0x420, 0x828, 0x141, 0x351, 0x759, 0x969, 0x042, 0xA4A, 0x65A, 0x462, 0xACB, 0x2D3, 0x4E3, 0x8EB, 0x084, 0x294, 0x69C, 0x8AC, 0x105, 0xB0D, 0x71D, 0x525}, {0x408, 0x810, 0xA20, 0x228, 0x081, 0x891, 0x699, 0x2A9, 0x102, 0x50A, 0x71A, 0xB22, 0x4CB, 0x8D3, 0xAE3, 0x2EB, 0x144, 0x954, 0x75C, 0x36C, 0x045, 0x44D, 0x65D, 0xA65}, }; // _axis_convert_num = {'X': 0, 'Y': 1, 'Z': 2, '-X': 3, '-Y': 4, '-Z': 5} BLI_INLINE int _axis_signed(const int axis) { return (axis < 3) ? axis : axis - 3; } /* * Each argument us an axis in ['X', 'Y', 'Z', '-X', '-Y', '-Z'] * where the first 2 are a source and the second 2 are the target. */ int mat3_from_axis_conversion(int from_forward, int from_up, int to_forward, int to_up, float r_mat[3][3]) { // from functools import reduce int value; unsigned int i; if (from_forward == to_forward && from_up == to_up) { unit_m3(r_mat); return false; } if ((_axis_signed(from_forward) == _axis_signed(from_up)) || (_axis_signed(to_forward) == _axis_signed(to_up))) { /* we could assert here! */ unit_m3(r_mat); return false; } value = ((from_forward << (0 * 3)) | (from_up << (1 * 3)) | (to_forward << (2 * 3)) | (to_up << (3 * 3))); for (i = 0; i < (sizeof(_axis_convert_matrix) / sizeof(*_axis_convert_matrix)); i++) { unsigned int j; for (j = 0; j < (sizeof(*_axis_convert_lut) / sizeof(*_axis_convert_lut[0])); j++) { if (_axis_convert_lut[i][j] == value) { copy_m3_m3(r_mat, _axis_convert_matrix[i]); return true; } } } // BLI_assert(0); return false; }