/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2016 Kévin Dietrich & Blender Foundation. All rights reserved. */ #pragma once /** \file * \ingroup Alembic */ #include "BLI_compiler_compat.h" struct Object; namespace blender::io::alembic { /* TODO(kevin): for now keeping these transformations hardcoded to make sure * everything works properly, and also because Alembic is almost exclusively * used in Y-up software, but eventually they'll be set by the user in the UI * like other importers/exporters do, to support other axis. */ /* Copy from Y-up to Z-up. */ BLI_INLINE void copy_zup_from_yup(float zup[3], const float yup[3]) { const float old_yup1 = yup[1]; /* in case zup == yup */ zup[0] = yup[0]; zup[1] = -yup[2]; zup[2] = old_yup1; } BLI_INLINE void copy_zup_from_yup(short zup[3], const short yup[3]) { const short old_yup1 = yup[1]; /* in case zup == yup */ zup[0] = yup[0]; zup[1] = -yup[2]; zup[2] = old_yup1; } /* Copy from Z-up to Y-up. */ BLI_INLINE void copy_yup_from_zup(float yup[3], const float zup[3]) { const float old_zup1 = zup[1]; /* in case yup == zup */ yup[0] = zup[0]; yup[1] = zup[2]; yup[2] = -old_zup1; } BLI_INLINE void copy_yup_from_zup(short yup[3], const short zup[3]) { const short old_zup1 = zup[1]; /* in case yup == zup */ yup[0] = zup[0]; yup[1] = zup[2]; yup[2] = -old_zup1; } /* Names are given in (dst, src) order, just like * the parameters of copy_m44_axis_swap(). */ typedef enum { ABC_ZUP_FROM_YUP = 1, ABC_YUP_FROM_ZUP = 2, } AbcAxisSwapMode; /** * Create a rotation matrix for each axis from euler angles. * Euler angles are swapped to change coordinate system. */ void create_swapped_rotation_matrix(float rot_x_mat[3][3], float rot_y_mat[3][3], float rot_z_mat[3][3], const float euler[3], AbcAxisSwapMode mode); /** * Convert matrix from Z=up to Y=up or vice versa. * Use yup_mat = zup_mat for in-place conversion. */ void copy_m44_axis_swap(float dst_mat[4][4], float src_mat[4][4], AbcAxisSwapMode mode); typedef enum { ABC_MATRIX_WORLD = 1, ABC_MATRIX_LOCAL = 2, } AbcMatrixMode; /** * Recompute transform matrix of object in new coordinate system * (from Z-Up to Y-Up). */ void create_transform_matrix(Object *obj, float r_yup_mat[4][4], AbcMatrixMode mode, Object *proxy_from); } // namespace blender::io::alembic