remove vec_rot_to_mat3(), replace with axis_angle_normalized_to_mat3()
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@ -1474,7 +1474,7 @@ void vec_roll_to_mat3(const float vec[3], const float roll, float mat[3][3])
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theta = angle_normalized_v3v3(target, nor);
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/* Make Bone matrix*/
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vec_rot_to_mat3(bMatrix, axis, theta);
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axis_angle_normalized_to_mat3(bMatrix, axis, theta);
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}
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else {
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/* if nor is a multiple of target ... */
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@ -1490,7 +1490,7 @@ void vec_roll_to_mat3(const float vec[3], const float roll, float mat[3][3])
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}
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/* Make Roll matrix */
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vec_rot_to_mat3(rMatrix, nor, roll);
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axis_angle_normalized_to_mat3(rMatrix, nor, roll);
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/* Combine and output result */
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mul_m3_m3m3(mat, rMatrix, bMatrix);
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@ -106,13 +106,6 @@ void mat4_to_axis_angle(float axis[3], float *angle, float M[4][4]);
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void single_axis_angle_to_mat3(float R[3][3], const char axis, const float angle);
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/****************************** Vector/Rotation ******************************/
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/* old axis angle code */
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/* TODO: the following calls should probably be deprecated sometime */
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/* conversion */
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void vec_rot_to_mat3(float mat[3][3], const float vec[3], const float phi);
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/******************************** XYZ Eulers *********************************/
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void eul_to_quat(float quat[4], const float eul[3]);
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@ -861,35 +861,6 @@ void single_axis_angle_to_mat3(float mat[3][3], const char axis, const float ang
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}
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}
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/****************************** Vector/Rotation ******************************/
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/* TODO: the following calls should probably be deprecated sometime */
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/* TODO, replace use of this function with axis_angle_to_mat3() */
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void vec_rot_to_mat3(float mat[3][3], const float vec[3], const float phi)
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{
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/* rotation of phi radials around vec */
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float vx, vx2, vy, vy2, vz, vz2, co, si;
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vx = vec[0];
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vy = vec[1];
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vz = vec[2];
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vx2 = vx * vx;
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vy2 = vy * vy;
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vz2 = vz * vz;
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co = cosf(phi);
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si = sinf(phi);
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mat[0][0] = vx2 + co * (1.0f - vx2);
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mat[0][1] = vx * vy * (1.0f - co) + vz * si;
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mat[0][2] = vz * vx * (1.0f - co) - vy * si;
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mat[1][0] = vx * vy * (1.0f - co) - vz * si;
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mat[1][1] = vy2 + co * (1.0f - vy2);
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mat[1][2] = vy * vz * (1.0f - co) + vx * si;
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mat[2][0] = vz * vx * (1.0f - co) + vy * si;
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mat[2][1] = vy * vz * (1.0f - co) - vx * si;
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mat[2][2] = vz2 + co * (1.0f - vz2);
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}
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/******************************** XYZ Eulers *********************************/
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/* XYZ order */
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@ -1160,8 +1160,8 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
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short axis;
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/* setup a 45 degree rotation matrix */
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vec_rot_to_mat3(mat, imat[2], (float)M_PI / 4.0f);
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axis_angle_normalized_to_mat3(mat, imat[2], (float)M_PI / 4.0f);
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/* vectors */
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mul_v3_v3fl(v1, imat[0], circrad * 1.2f);
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mul_v3_v3fl(v2, imat[0], circrad * 2.5f);
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@ -3606,7 +3606,7 @@ static void applyRotation(TransInfo *t, float angle, float axis[3])
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float mat[3][3];
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int i;
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vec_rot_to_mat3(mat, axis, angle);
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axis_angle_normalized_to_mat3(mat, axis, angle);
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for (i = 0; i < t->total; i++, td++) {
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@ -3618,10 +3618,10 @@ static void applyRotation(TransInfo *t, float angle, float axis[3])
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if (t->con.applyRot) {
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t->con.applyRot(t, td, axis, NULL);
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vec_rot_to_mat3(mat, axis, angle * td->factor);
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axis_angle_normalized_to_mat3(mat, axis, angle * td->factor);
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}
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else if (t->flag & T_PROP_EDIT) {
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vec_rot_to_mat3(mat, axis, angle * td->factor);
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axis_angle_normalized_to_mat3(mat, axis, angle * td->factor);
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}
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ElementRotation(t, td, mat, t->around);
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@ -3702,14 +3702,14 @@ void initTrackball(TransInfo *t)
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t->flag |= T_NO_CONSTRAINT;
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}
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static void applyTrackball(TransInfo *t, float axis1[3], float axis2[3], float angles[2])
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static void applyTrackball(TransInfo *t, const float axis1[3], const float axis2[3], float angles[2])
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{
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TransData *td = t->data;
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float mat[3][3], smat[3][3], totmat[3][3];
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int i;
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vec_rot_to_mat3(smat, axis1, angles[0]);
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vec_rot_to_mat3(totmat, axis2, angles[1]);
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axis_angle_normalized_to_mat3(smat, axis1, angles[0]);
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axis_angle_normalized_to_mat3(totmat, axis2, angles[1]);
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mul_m3_m3m3(mat, smat, totmat);
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@ -3721,8 +3721,8 @@ static void applyTrackball(TransInfo *t, float axis1[3], float axis2[3], float a
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continue;
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if (t->flag & T_PROP_EDIT) {
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vec_rot_to_mat3(smat, axis1, td->factor * angles[0]);
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vec_rot_to_mat3(totmat, axis2, td->factor * angles[1]);
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axis_angle_normalized_to_mat3(smat, axis1, td->factor * angles[0]);
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axis_angle_normalized_to_mat3(totmat, axis2, td->factor * angles[1]);
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mul_m3_m3m3(mat, smat, totmat);
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}
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@ -3771,8 +3771,8 @@ int Trackball(TransInfo *t, const int UNUSED(mval[2]))
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ofs += BLI_snprintf(str + ofs, MAX_INFO_LEN - ofs, IFACE_(" Proportional size: %.2f"), t->prop_size);
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}
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vec_rot_to_mat3(smat, axis1, phi[0]);
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vec_rot_to_mat3(totmat, axis2, phi[1]);
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axis_angle_normalized_to_mat3(smat, axis1, phi[0]);
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axis_angle_normalized_to_mat3(totmat, axis2, phi[1]);
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mul_m3_m3m3(mat, smat, totmat);
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