[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57659] trunk/blender/source/blender: remove vec_rot_to_mat3(), replace with axis_angle_normalized_to_mat3()
Campbell Barton
ideasman42 at gmail.com
Sun Jun 23 01:58:52 CEST 2013
Revision: 57659
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=57659
Author: campbellbarton
Date: 2013-06-22 23:58:52 +0000 (Sat, 22 Jun 2013)
Log Message:
-----------
remove vec_rot_to_mat3(), replace with axis_angle_normalized_to_mat3()
Modified Paths:
--------------
trunk/blender/source/blender/blenkernel/intern/armature.c
trunk/blender/source/blender/blenlib/BLI_math_rotation.h
trunk/blender/source/blender/blenlib/intern/math_rotation.c
trunk/blender/source/blender/editors/space_view3d/drawobject.c
trunk/blender/source/blender/editors/transform/transform.c
Modified: trunk/blender/source/blender/blenkernel/intern/armature.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/armature.c 2013-06-22 23:37:45 UTC (rev 57658)
+++ trunk/blender/source/blender/blenkernel/intern/armature.c 2013-06-22 23:58:52 UTC (rev 57659)
@@ -1474,7 +1474,7 @@
theta = angle_normalized_v3v3(target, nor);
/* Make Bone matrix*/
- vec_rot_to_mat3(bMatrix, axis, theta);
+ axis_angle_normalized_to_mat3(bMatrix, axis, theta);
}
else {
/* if nor is a multiple of target ... */
@@ -1490,7 +1490,7 @@
}
/* Make Roll matrix */
- vec_rot_to_mat3(rMatrix, nor, roll);
+ axis_angle_normalized_to_mat3(rMatrix, nor, roll);
/* Combine and output result */
mul_m3_m3m3(mat, rMatrix, bMatrix);
Modified: trunk/blender/source/blender/blenlib/BLI_math_rotation.h
===================================================================
--- trunk/blender/source/blender/blenlib/BLI_math_rotation.h 2013-06-22 23:37:45 UTC (rev 57658)
+++ trunk/blender/source/blender/blenlib/BLI_math_rotation.h 2013-06-22 23:58:52 UTC (rev 57659)
@@ -106,13 +106,6 @@
void single_axis_angle_to_mat3(float R[3][3], const char axis, const float angle);
-/****************************** Vector/Rotation ******************************/
-/* old axis angle code */
-/* TODO: the following calls should probably be deprecated sometime */
-
-/* conversion */
-void vec_rot_to_mat3(float mat[3][3], const float vec[3], const float phi);
-
/******************************** XYZ Eulers *********************************/
void eul_to_quat(float quat[4], const float eul[3]);
Modified: trunk/blender/source/blender/blenlib/intern/math_rotation.c
===================================================================
--- trunk/blender/source/blender/blenlib/intern/math_rotation.c 2013-06-22 23:37:45 UTC (rev 57658)
+++ trunk/blender/source/blender/blenlib/intern/math_rotation.c 2013-06-22 23:58:52 UTC (rev 57659)
@@ -861,35 +861,6 @@
}
}
-/****************************** Vector/Rotation ******************************/
-/* TODO: the following calls should probably be deprecated sometime */
-
-/* TODO, replace use of this function with axis_angle_to_mat3() */
-void vec_rot_to_mat3(float mat[3][3], const float vec[3], const float phi)
-{
- /* rotation of phi radials around vec */
- float vx, vx2, vy, vy2, vz, vz2, co, si;
-
- vx = vec[0];
- vy = vec[1];
- vz = vec[2];
- vx2 = vx * vx;
- vy2 = vy * vy;
- vz2 = vz * vz;
- co = cosf(phi);
- si = sinf(phi);
-
- mat[0][0] = vx2 + co * (1.0f - vx2);
- mat[0][1] = vx * vy * (1.0f - co) + vz * si;
- mat[0][2] = vz * vx * (1.0f - co) - vy * si;
- mat[1][0] = vx * vy * (1.0f - co) - vz * si;
- mat[1][1] = vy2 + co * (1.0f - vy2);
- mat[1][2] = vy * vz * (1.0f - co) + vx * si;
- mat[2][0] = vz * vx * (1.0f - co) + vy * si;
- mat[2][1] = vy * vz * (1.0f - co) - vx * si;
- mat[2][2] = vz2 + co * (1.0f - vz2);
-}
-
/******************************** XYZ Eulers *********************************/
/* XYZ order */
Modified: trunk/blender/source/blender/editors/space_view3d/drawobject.c
===================================================================
--- trunk/blender/source/blender/editors/space_view3d/drawobject.c 2013-06-22 23:37:45 UTC (rev 57658)
+++ trunk/blender/source/blender/editors/space_view3d/drawobject.c 2013-06-22 23:58:52 UTC (rev 57659)
@@ -1160,8 +1160,8 @@
short axis;
/* setup a 45 degree rotation matrix */
- vec_rot_to_mat3(mat, imat[2], (float)M_PI / 4.0f);
-
+ axis_angle_normalized_to_mat3(mat, imat[2], (float)M_PI / 4.0f);
+
/* vectors */
mul_v3_v3fl(v1, imat[0], circrad * 1.2f);
mul_v3_v3fl(v2, imat[0], circrad * 2.5f);
Modified: trunk/blender/source/blender/editors/transform/transform.c
===================================================================
--- trunk/blender/source/blender/editors/transform/transform.c 2013-06-22 23:37:45 UTC (rev 57658)
+++ trunk/blender/source/blender/editors/transform/transform.c 2013-06-22 23:58:52 UTC (rev 57659)
@@ -3606,7 +3606,7 @@
float mat[3][3];
int i;
- vec_rot_to_mat3(mat, axis, angle);
+ axis_angle_normalized_to_mat3(mat, axis, angle);
for (i = 0; i < t->total; i++, td++) {
@@ -3618,10 +3618,10 @@
if (t->con.applyRot) {
t->con.applyRot(t, td, axis, NULL);
- vec_rot_to_mat3(mat, axis, angle * td->factor);
+ axis_angle_normalized_to_mat3(mat, axis, angle * td->factor);
}
else if (t->flag & T_PROP_EDIT) {
- vec_rot_to_mat3(mat, axis, angle * td->factor);
+ axis_angle_normalized_to_mat3(mat, axis, angle * td->factor);
}
ElementRotation(t, td, mat, t->around);
@@ -3702,14 +3702,14 @@
t->flag |= T_NO_CONSTRAINT;
}
-static void applyTrackball(TransInfo *t, float axis1[3], float axis2[3], float angles[2])
+static void applyTrackball(TransInfo *t, const float axis1[3], const float axis2[3], float angles[2])
{
TransData *td = t->data;
float mat[3][3], smat[3][3], totmat[3][3];
int i;
- vec_rot_to_mat3(smat, axis1, angles[0]);
- vec_rot_to_mat3(totmat, axis2, angles[1]);
+ axis_angle_normalized_to_mat3(smat, axis1, angles[0]);
+ axis_angle_normalized_to_mat3(totmat, axis2, angles[1]);
mul_m3_m3m3(mat, smat, totmat);
@@ -3721,8 +3721,8 @@
continue;
if (t->flag & T_PROP_EDIT) {
- vec_rot_to_mat3(smat, axis1, td->factor * angles[0]);
- vec_rot_to_mat3(totmat, axis2, td->factor * angles[1]);
+ axis_angle_normalized_to_mat3(smat, axis1, td->factor * angles[0]);
+ axis_angle_normalized_to_mat3(totmat, axis2, td->factor * angles[1]);
mul_m3_m3m3(mat, smat, totmat);
}
@@ -3771,8 +3771,8 @@
ofs += BLI_snprintf(str + ofs, MAX_INFO_LEN - ofs, IFACE_(" Proportional size: %.2f"), t->prop_size);
}
- vec_rot_to_mat3(smat, axis1, phi[0]);
- vec_rot_to_mat3(totmat, axis2, phi[1]);
+ axis_angle_normalized_to_mat3(smat, axis1, phi[0]);
+ axis_angle_normalized_to_mat3(totmat, axis2, phi[1]);
mul_m3_m3m3(mat, smat, totmat);
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