/* * 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. */ /** \file * \ingroup collada */ #ifndef __BCMATH_H__ #define __BCMATH_H__ #include "BlenderTypes.h" extern "C" { #include "BKE_object.h" #include "BLI_math.h" } class BCQuat { private: mutable Quat q; public: BCQuat(const BCQuat &other) { copy_v4_v4(q, other.q); } BCQuat(Quat &other) { copy_v4_v4(q, other); } BCQuat() { unit_qt(q); } Quat &quat() { return q; } void rotate_to(Matrix &mat_to); }; class BCMatrix { private: mutable float matrix[4][4]; mutable float size[3]; mutable float rot[3]; mutable float loc[3]; mutable float q[4]; void unit(); void copy(Matrix &r, Matrix &a); public: float (&location() const)[3]; float (&rotation() const)[3]; float (&scale() const)[3]; float (&quat() const)[4]; BCMatrix(BC_global_forward_axis global_forward_axis, BC_global_up_axis global_up_axis); BCMatrix(const BCMatrix &mat); BCMatrix(Matrix &mat); BCMatrix(Object *ob); BCMatrix(); void get_matrix(DMatrix &matrix, const bool transposed = false, const int precision = -1) const; void get_matrix(Matrix &matrix, const bool transposed = false, const int precision = -1, const bool inverted = false) const; void set_transform(Object *ob); void set_transform(Matrix &mat); void add_transform(Matrix &to, const Matrix &transform, const Matrix &from, const bool inverted = false); void apply_transform(Matrix &to, const Matrix &transform, const Matrix &from, const bool inverted = false); void add_inverted_transform(Matrix &to, const Matrix &transform, const Matrix &from); void add_transform(const Matrix &matrix, const bool inverted = false); void add_transform(const BCMatrix &matrix, const bool inverted = false); void apply_transform(const BCMatrix &matrix, const bool inverted = false); const bool in_range(const BCMatrix &other, float distance) const; static void sanitize(Matrix &matrix, int precision); static void sanitize(DMatrix &matrix, int precision); static void transpose(Matrix &matrix); }; #endif /* __BCMATH_H__ */