Cleanup: split rotation_from_view
Add a function that takes only a quat, instead of the 3D view. Allows for using non-view orientations.
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@ -149,6 +149,7 @@ void ED_object_sculptmode_exit_ex(
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void ED_object_sculptmode_exit(struct bContext *C);
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void ED_object_location_from_view(struct bContext *C, float loc[3]);
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void ED_object_rotation_from_quat(float rot[3], const float quat[4], const char align_axis);
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void ED_object_rotation_from_view(struct bContext *C, float rot[3], const char align_axis);
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void ED_object_base_init_transform(struct bContext *C, struct Base *base, const float loc[3], const float rot[3]);
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float ED_object_new_primitive_matrix(
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@ -159,45 +159,44 @@ void ED_object_location_from_view(bContext *C, float loc[3])
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copy_v3_v3(loc, cursor);
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}
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void ED_object_rotation_from_view(bContext *C, float rot[3], const char align_axis)
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void ED_object_rotation_from_quat(float rot[3], const float viewquat[4], const char align_axis)
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{
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RegionView3D *rv3d = CTX_wm_region_view3d(C);
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BLI_assert(align_axis >= 'X' && align_axis <= 'Z');
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if (rv3d) {
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float quat[4];
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switch (align_axis) {
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case 'X':
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{
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float quat_y[4];
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axis_angle_to_quat(quat_y, rv3d->viewinv[1], -M_PI_2);
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mul_qt_qtqt(quat, rv3d->viewquat, quat_y);
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quat[0] = -quat[0];
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/* Same as 'rv3d->viewinv[1]' */
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float axis_y[4] = {0.0f, 1.0f, 0.0f};
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float quat_y[4], quat[4];
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axis_angle_to_quat(quat_y, axis_y, M_PI_2);
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mul_qt_qtqt(quat, viewquat, quat_y);
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quat_to_eul(rot, quat);
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break;
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}
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case 'Y':
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{
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copy_qt_qt(quat, rv3d->viewquat);
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quat[0] = -quat[0];
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quat_to_eul(rot, quat);
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quat_to_eul(rot, viewquat);
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rot[0] -= (float)M_PI_2;
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break;
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}
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case 'Z':
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{
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copy_qt_qt(quat, rv3d->viewquat);
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quat[0] = -quat[0];
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quat_to_eul(rot, quat);
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quat_to_eul(rot, viewquat);
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break;
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}
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}
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}
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void ED_object_rotation_from_view(bContext *C, float rot[3], const char align_axis)
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{
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RegionView3D *rv3d = CTX_wm_region_view3d(C);
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BLI_assert(align_axis >= 'X' && align_axis <= 'Z');
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if (rv3d) {
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float viewquat[4];
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copy_qt_qt(viewquat, rv3d->viewquat);
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viewquat[0] *= -1.0f;
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ED_object_rotation_from_quat(rot, viewquat, align_axis);
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}
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else {
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zero_v3(rot);
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