/* * ***** 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" /******************************** Quaternions ********************************/ /* used to test is a quat is not normalized */ #define QUAT_EPSILON 0.0001 /* 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]; } 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[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? * * infact not, but you may wan't 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(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]) { 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) { 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; 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], 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], 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)) == 0.0f || (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[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); } 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[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 = 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[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[4], float m[][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 = (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); 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; mul_qt_qtqt(q, q1, q2); } 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); } 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); } /* 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]; 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[4], const float q1[4], const float q2[4]) { float tquat[4]; double dot = 0.0f; int x; copy_qt_qt(tquat, q1); conjugate_qt(tquat); dot = 1.0f / dot_qtqt(tquat, tquat); for (x = 0; x < 4; x++) tquat[x] *= dot; 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; } else { 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); 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 (fabs(y2) + fabs(z2) < 0.0001) nor[1] = 1.0; 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 { /* z-axis */ nor[0] = -y2; nor[1] = x2; nor[2] = 0.0; if (fabs(x2) + fabs(y2) < 0.0001) nor[0] = 1.0; co = z2; } 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])); } 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])); } 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[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]; } 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]; } } #endif void interp_qt_qtqt(float result[4], const float quat1[4], const float quat2[4], const float t) { float quat[4], 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 (cosom < 0.0f) { cosom = -cosom; 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]; } if ((1.0f - cosom) > 0.0001f) { omega = (float)acos(cosom); sinom = (float)sin(omega); sc1 = (float)sin((1 - t) * omega) / sinom; sc2 = (float)sin(t * omega) / sinom; } else { 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]; result[3] = sc1 * quat[3] + sc2 * 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]; } 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); 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; /* 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 = (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]) { printf("%s: %.3f %.3f %.3f %.3f\n", str, q[0], q[1], q[2], q[3]); } /******************************** Axis Angle *********************************/ /* Axis angle to Quaternions */ void axis_angle_to_quat(float q[4], const float axis[3], float angle) { float nor[3]; float si; if (normalize_v3_v3(nor, axis) == 0.0f) { unit_qt(q); return; } angle /= 2; si = (float)sin(angle); q[0] = (float)cos(angle); q[1] = nor[0] * si; q[2] = nor[1] * si; q[3] = nor[2] * si; } /* 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 = (float)acos(q[0]); si = (float)sin(ha); /* from half-angle to angle */ *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; } /* 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 - safer version (normalization of axis performed) * * note: we may want a normalized and non normalized version of this function. */ 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; 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]; mat[1][0] = ((nor[0] * nor[1]) * ico) - nsi[2]; mat[1][1] = ((nor[1] * nor[1]) * ico) + co; mat[1][2] = ((nor[1] * nor[2]) * ico) + nsi[0]; mat[2][0] = ((nor[0] * nor[2]) * ico) + nsi[1]; mat[2][1] = ((nor[1] * nor[2]) * ico) - nsi[0]; mat[2][2] = ((nor[2] * nor[2]) * ico) + co; } /* 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); } 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); } } /****************************** Vector/Rotation ******************************/ /* TODO: the following calls should probably be depreceated sometime */ /* ODO, replace use of this function with axis_angle_to_mat3() */ void vec_rot_to_mat3(float mat[][3], const float vec[3], const float phi) { /* 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); } /* 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); unit_m4(mat); copy_m4_m3(mat, tmat); } /* axis angle to quaternion */ 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) { unit_qt(quat); } else { quat[0] = (float)cos((double)phi / 2.0); si = (float)sin((double)phi / 2.0); quat[1] *= si; quat[2] *= si; quat[3] *= si; } } /******************************** XYZ Eulers *********************************/ /* XYZ order */ 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]); 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], 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], float eul1[3], float eul2[3]) { float cy, quat[4], mat[3][3]; 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) { 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]) { 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])) { copy_v3_v3(eul, eul2); } else { copy_v3_v3(eul, eul1); } } /* XYZ order */ 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); } /* 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, 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, 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); } /* 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]; 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]; } 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]; } 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]; } /* 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(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 /* calc again */ 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; } 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]; } 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; } #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]); /* 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 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) { 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; q[1] = a[0]; q[2] = a[1]; q[3] = 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) { 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] = 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]; 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) { 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[2] = -e1[2]; e2[0] = -e2[0]; e2[1] = -e2[1]; e2[2] = -e2[2]; } } /* 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]; 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])) { 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], 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], 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], 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); 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], const float eul[3], const short order) { 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 */ gmat[R->axis[2]][0] = 0; gmat[R->axis[2]][1] = 0; gmat[R->axis[2]][2] = 0; 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], 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]; 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 */ mult_m4_m4m4(baseRS, mat, basemat); mat4_to_size(scale, baseRS); copy_v3_v3(dscale, scale); 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 */ 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); mult_m4_m4m4(R, baseR, baseinv); invert_m4_m4(baseRinv, baseR); mult_m4_m4m4(S, baseRinv, baseRS); /* set scaling part */ mul_serie_m4(dq->scale, basemat, S, baseinv, NULL, NULL, NULL, NULL, NULL); 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], DualQuat *dq) { float len, *t, q0[4]; /* regular quaternion */ copy_qt_qt(q0, dq->quat); /* normalize */ len = (float)sqrt(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, DualQuat *dq, float weight) { int flipped = 0; /* make sure we interpolate quats in the right direction */ if (dot_qtqt(dq->quat, dqsum->quat) < 0) { 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->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, 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) { 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], 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, DualQuat *dq2) { memcpy(dq1, dq2, sizeof(DualQuat)); } /* axis matches eTrackToAxis_Modes */ void quat_apply_track(float quat[4], short axis, short upflag) { /* rotations are hard coded to match vec_to_quat */ const float quat_track[][4] = { {0.70710676908493, 0.0, -0.70710676908493, 0.0}, /* pos-y90 */ {0.5, 0.5, 0.5, 0.5}, /* Quaternion((1,0,0), radians(90)) * Quaternion((0,1,0), radians(90)) */ {0.70710676908493, 0.0, 0.0, 0.70710676908493}, /* pos-z90 */ {0.70710676908493, 0.0, 0.70710676908493, 0.0}, /* neg-y90 */ {0.5, -0.5, -0.5, 0.5}, /* Quaternion((1,0,0), radians(-90)) * Quaternion((0,1,0), radians(-90)) */ {-3.0908619663705394e-08, 0.70710676908493, 0.70710676908493, 3.0908619663705394e-08}}; /* no rotation */ assert(axis >= 0 && axis <= 5); assert(upflag >= 0 && upflag <= 2); mul_qt_qtqt(quat, quat, quat_track[axis]); if (axis > 2) axis = axis - 3; /* there are 2 possible up-axis for each axis used, the 'quat_track' applies so the first * up axis is used X->Y, Y->X, Z->X, if this first up axis isn used then rotate 90d * the strange bit shift below just find the low axis {X:Y, Y:X, Z:X} */ if (upflag != (2 - axis) >> 1) { float q[4] = {0.70710676908493, 0.0, 0.0, 0.0}; /* assign 90d rotation axis */ q[axis + 1] = ((axis == 1)) ? 0.70710676908493 : -0.70710676908493; /* flip non Y axis */ mul_qt_qtqt(quat, quat, q); } } void vec_apply_track(float vec[3], short axis) { float tvec[3]; 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; }