forked from bartvdbraak/blender
Math Lib: rotate matrix cleanup
- Remove 'rotate_m2', unlike 'rotate_m4' it created a new matrix duplicating 'angle_to_mat2' - now used instead. (better avoid matching functions having different behavior). - Add 'axis_angle_to_mat4_single', convenience wrapper for 'axis_angle_to_mat3_single'. - Replace 'unit_m4(), rotate_m4()' with a single call to 'axis_angle_to_mat4_single'.
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@ -92,8 +92,7 @@ void AbcTransformWriter::do_write()
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/* Only apply rotation to root camera, parenting will propagate it. */
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if (m_object->type == OB_CAMERA && !has_parent_camera(m_object)) {
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float rot_mat[4][4];
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unit_m4(rot_mat);
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rotate_m4(rot_mat, 'X', -M_PI_2);
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axis_angle_to_mat4_single(rot_mat, 'X', -M_PI_2);
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mul_m4_m4m4(mat, mat, rot_mat);
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}
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@ -221,8 +221,7 @@ void convert_matrix(const Imath::M44d &xform, Object *ob,
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if (ob->type == OB_CAMERA) {
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float cam_to_yup[4][4];
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unit_m4(cam_to_yup);
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rotate_m4(cam_to_yup, 'X', M_PI_2);
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axis_angle_to_mat4_single(cam_to_yup, 'X', M_PI_2);
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mul_m4_m4m4(r_mat, r_mat, cam_to_yup);
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}
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@ -642,8 +642,7 @@ static void make_duplis_font(const DupliContext *ctx)
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float rmat[4][4];
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zero_v3(obmat[3]);
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unit_m4(rmat);
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rotate_m4(rmat, 'Z', -ct->rot);
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axis_angle_to_mat4_single(rmat, 'Z', -ct->rot);
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mul_m4_m4m4(obmat, obmat, rmat);
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}
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@ -587,7 +587,7 @@ static void compensate_rotation_center(const int size, float aspect,
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copy_v2_v2(intended_pivot, pivot);
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copy_v2_v2(rotated_pivot, pivot);
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rotate_m2(rotation_mat, +angle);
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angle_to_mat2(rotation_mat, +angle);
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sub_v2_v2(rotated_pivot, origin);
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mul_m2v2(rotation_mat, rotated_pivot);
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mul_v2_fl(rotated_pivot, scale);
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@ -967,7 +967,7 @@ static void initialize_track_for_stabilization(StabContext *ctx,
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pos[0] *= aspect;
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angle = average_angle - atan2f(pos[1],pos[0]);
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rotate_m2(local_data->stabilization_rotation_base, angle);
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angle_to_mat2(local_data->stabilization_rotation_base, angle);
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/* Per track baseline value for zoom. */
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len = len_v2(pos) + SCALE_ERROR_LIMIT_BIAS;
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@ -219,7 +219,6 @@ void mat4_to_size(float r[3], float M[4][4]);
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void translate_m4(float mat[4][4], float tx, float ty, float tz);
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void rotate_m4(float mat[4][4], const char axis, const float angle);
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void rotate_m2(float mat[2][2], const float angle);
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void transform_pivot_set_m4(float mat[4][4], const float pivot[3]);
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void mat3_to_rot_size(float rot[3][3], float size[3], float mat3[3][3]);
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@ -122,8 +122,9 @@ void mat3_to_axis_angle(float axis[3], float *angle, float M[3][3]);
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void mat4_to_axis_angle(float axis[3], float *angle, float M[4][4]);
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void quat_to_axis_angle(float axis[3], float *angle, const float q[4]);
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void axis_angle_to_mat3_single(float R[3][3], const char axis, const float angle);
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void angle_to_mat2(float R[2][2], const float angle);
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void axis_angle_to_mat3_single(float R[3][3], const char axis, const float angle);
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void axis_angle_to_mat4_single(float R[4][4], const char axis, const float angle);
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void axis_angle_to_quat_single(float q[4], const char axis, const float angle);
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@ -3917,10 +3917,9 @@ void lookat_m4(float mat[4][4], float vx, float vy, float vz, float px, float py
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float sine, cosine, hyp, hyp1, dx, dy, dz;
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float mat1[4][4];
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unit_m4(mat);
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unit_m4(mat1);
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rotate_m4(mat, 'Z', -twist);
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axis_angle_to_mat3_single(mat, 'Z', -twist);
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dx = px - vx;
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dy = py - vy;
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@ -1625,6 +1625,13 @@ void translate_m4(float mat[4][4], float Tx, float Ty, float Tz)
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mat[3][2] += (Tx * mat[0][2] + Ty * mat[1][2] + Tz * mat[2][2]);
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}
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/**
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* Rotate a matrix in-place.
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*
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* \note To create a new rotation matrix see:
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* #axis_angle_to_mat4_single, #axis_angle_to_mat3_single, #angle_to_mat2
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* (axis & angle args are compatible).
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*/
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void rotate_m4(float mat[4][4], const char axis, const float angle)
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{
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int col;
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@ -1665,13 +1672,6 @@ void rotate_m4(float mat[4][4], const char axis, const float angle)
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}
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}
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void rotate_m2(float mat[2][2], const float angle)
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{
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mat[0][0] = mat[1][1] = cosf(angle);
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mat[0][1] = sinf(angle);
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mat[1][0] = -mat[0][1];
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}
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/**
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* Scale or rotate around a pivot point,
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* a convenience function to avoid having to do inline.
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@ -1009,6 +1009,13 @@ void mat4_to_axis_angle(float axis[3], float *angle, float mat[4][4])
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quat_to_axis_angle(axis, angle, q);
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}
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void axis_angle_to_mat4_single(float mat[4][4], const char axis, const float angle)
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{
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float mat3[3][3];
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axis_angle_to_mat3_single(mat3, axis, angle);
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copy_m4_m3(mat, mat3);
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}
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/* rotation matrix from a single axis */
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void axis_angle_to_mat3_single(float mat[3][3], const char axis, const float angle)
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{
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@ -33,11 +33,8 @@
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UnitConverter::UnitConverter() : unit(), up_axis(COLLADAFW::FileInfo::Z_UP)
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{
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unit_m4(x_up_mat4);
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rotate_m4(x_up_mat4, 'Y', -0.5 * M_PI);
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unit_m4(y_up_mat4);
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rotate_m4(y_up_mat4, 'X', 0.5 * M_PI);
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axis_angle_to_mat4_single(x_up_mat4, 'Y', -0.5 * M_PI);
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axis_angle_to_mat4_single(y_up_mat4, 'X', 0.5 * M_PI);
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unit_m4(z_up_mat4);
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unit_m4(scale_mat4);
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@ -2140,7 +2140,7 @@ static float snap_v2_angle(float r[2], const float v[2], const float v_ref[2], f
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normalize_v2_v2(v_unit, v);
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angle = angle_signed_v2v2(v_unit, v_ref);
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angle_delta = (roundf(angle / angle_snap) * angle_snap) - angle;
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rotate_m2(m2, angle_delta);
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angle_to_mat2(m2, angle_delta);
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mul_v2_m2v2(r, m2, v);
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return angle + angle_delta;
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@ -53,8 +53,7 @@ static void object_warp_calc_view_matrix(float r_mat_view[4][4], float r_center_
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float viewmat_roll[4][4];
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/* apply the rotation offset by rolling the view */
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unit_m4(mat_offset);
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rotate_m4(mat_offset, 'Z', offset_angle);
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axis_angle_to_mat4_single(mat_offset, 'Z', offset_angle);
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mul_m4_m4m4(viewmat_roll, mat_offset, viewmat);
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/* apply the view and the object matrix */
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@ -821,10 +821,9 @@ static float calc_overlap(StrokeCache *cache, const char symm, const char axis,
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flip_v3_v3(mirror, cache->true_location, symm);
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if (axis != 0) {
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float mat[4][4];
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unit_m4(mat);
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rotate_m4(mat, axis, angle);
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mul_m4_v3(mat, mirror);
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float mat[3][3];
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axis_angle_to_mat3_single(mat, axis, angle);
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mul_m3_v3(mat, mirror);
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}
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/* distsq = len_squared_v3v3(mirror, cache->traced_location); */
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@ -459,7 +459,7 @@ static void stitch_calculate_island_snapping(
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island_stitch_data[i].num_rot_elements_neg) / totelem;
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}
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rotate_m2(rotation_mat, rotation);
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angle_to_mat2(rotation_mat, rotation);
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numOfIslandUVs = getNumOfIslandUvs(state->element_map, i);
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element = &state->element_map->buf[state->element_map->islandIndices[i]];
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for (j = 0; j < numOfIslandUVs; j++, element++) {
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@ -798,13 +798,11 @@ static DerivedMesh *applyModifier(ModifierData *md, Object *ob,
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if (ltmd->ob_axis) {
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axis_angle_normalized_to_mat3(mat3, axis_vec, step_angle);
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copy_m4_m3(mat, mat3);
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}
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else {
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unit_m4(mat);
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rotate_m4(mat, axis_char, step_angle);
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copy_m3_m4(mat3, mat);
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axis_angle_to_mat3_single(mat3, axis_char, step_angle);
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}
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copy_m4_m3(mat, mat3);
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if (screw_ofs)
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madd_v3_v3fl(mat[3], axis_vec, screw_ofs * ((float)step / (float)(step_tot - 1)));
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