/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2008 Blender Foundation. All rights reserved. */ #include "BLI_utildefines.h" #include "BCMath.h" #include "BlenderContext.h" void BCQuat::rotate_to(Matrix &mat_to) { Quat qd; Matrix matd; Matrix mati; Matrix mat_from; quat_to_mat4(mat_from, q); /* Calculate the difference matrix matd between mat_from and mat_to */ invert_m4_m4(mati, mat_from); mul_m4_m4m4(matd, mati, mat_to); mat4_to_quat(qd, matd); mul_qt_qtqt(q, qd, q); /* rotate to the final rotation to mat_to */ } BCMatrix::BCMatrix(const BCMatrix &mat) { set_transform(mat.matrix); } BCMatrix::BCMatrix(Matrix &mat) { set_transform(mat); } BCMatrix::BCMatrix(Object *ob) { set_transform(ob); } BCMatrix::BCMatrix() { unit(); } BCMatrix::BCMatrix(BC_global_forward_axis global_forward_axis, BC_global_up_axis global_up_axis) { float mrot[3][3]; float mat[4][4]; mat3_from_axis_conversion( global_forward_axis, global_up_axis, BC_DEFAULT_FORWARD, BC_DEFAULT_UP, mrot); copy_m4_m3(mat, mrot); set_transform(mat); } void BCMatrix::add_transform(const Matrix &mat, bool inverted) { add_transform(this->matrix, mat, this->matrix, inverted); } void BCMatrix::add_transform(const BCMatrix &mat, bool inverted) { add_transform(this->matrix, mat.matrix, this->matrix, inverted); } void BCMatrix::apply_transform(const BCMatrix &mat, bool inverted) { apply_transform(this->matrix, mat.matrix, this->matrix, inverted); } void BCMatrix::add_transform(Matrix &to, const Matrix &transform, const Matrix &from, bool inverted) { if (inverted) { Matrix globinv; invert_m4_m4(globinv, transform); add_transform(to, globinv, from, /*inverted=*/false); } else { mul_m4_m4m4(to, transform, from); } } void BCMatrix::apply_transform(Matrix &to, const Matrix &transform, const Matrix &from, bool inverse) { Matrix globinv; invert_m4_m4(globinv, transform); if (inverse) { add_transform(to, globinv, from, /*inverted=*/false); } else { mul_m4_m4m4(to, transform, from); mul_m4_m4m4(to, to, globinv); } } void BCMatrix::add_inverted_transform(Matrix &to, const Matrix &transform, const Matrix &from) { Matrix workmat; invert_m4_m4(workmat, transform); mul_m4_m4m4(to, workmat, from); } void BCMatrix::set_transform(Object *ob) { Matrix lmat; BKE_object_matrix_local_get(ob, lmat); copy_m4_m4(matrix, lmat); mat4_decompose(this->loc, this->q, this->size, lmat); quat_to_compatible_eul(this->rot, ob->rot, this->q); } void BCMatrix::set_transform(Matrix &mat) { copy_m4_m4(matrix, mat); mat4_decompose(this->loc, this->q, this->size, mat); quat_to_eul(this->rot, this->q); } void BCMatrix::copy(Matrix &r, Matrix &a) { /* destination comes first: */ memcpy(r, a, sizeof(Matrix)); } void BCMatrix::transpose(Matrix &mat) { transpose_m4(mat); } void BCMatrix::sanitize(Matrix &mat, int precision) { for (auto &row : mat) { for (float &cell : row) { double val = double(cell); val = double_round(val, precision); cell = float(val); } } } void BCMatrix::sanitize(DMatrix &mat, int precision) { for (auto &row : mat) { for (double &cell : row) { cell = double_round(cell, precision); } } } void BCMatrix::unit() { unit_m4(this->matrix); mat4_decompose(this->loc, this->q, this->size, this->matrix); quat_to_eul(this->rot, this->q); } void BCMatrix::get_matrix(DMatrix &mat, const bool transposed, const int precision) const { for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { float val = (transposed) ? matrix[j][i] : matrix[i][j]; if (precision >= 0) { val = floor(val * pow(10, precision) + 0.5) / pow(10, precision); } mat[i][j] = val; } } } void BCMatrix::get_matrix(Matrix &mat, const bool transposed, const int precision, const bool inverted) const { for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { float val = (transposed) ? matrix[j][i] : matrix[i][j]; if (precision >= 0) { val = floor(val * pow(10, precision) + 0.5) / pow(10, precision); } mat[i][j] = val; } } if (inverted) { invert_m4(mat); } } bool BCMatrix::in_range(const BCMatrix &other, float distance) const { for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { if (fabs(other.matrix[i][j] - matrix[i][j]) > distance) { return false; } } } return true; } float (&BCMatrix::location() const)[3] { return loc; } float (&BCMatrix::rotation() const)[3] { return rot; } float (&BCMatrix::scale() const)[3] { return size; } float (&BCMatrix::quat() const)[4] { return q; }