72 lines
2.7 KiB
C
72 lines
2.7 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2001-2002 NaN Holding BV. All rights reserved. */
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/** \file
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* \ingroup edtransform
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*/
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#pragma once
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#include "RE_engine.h"
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struct bPoseChannel;
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struct Object;
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struct TransInfo;
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bool gimbal_axis_pose(struct Object *ob, const struct bPoseChannel *pchan, float gmat[3][3]);
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bool gimbal_axis_object(struct Object *ob, float gmat[3][3]);
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/**
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* Sets the matrix of the specified space orientation.
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* If the matrix cannot be obtained, an orientation different from the one informed is returned.
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*/
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short transform_orientation_matrix_get(struct bContext *C,
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struct TransInfo *t,
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short orient_index,
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const float custom[3][3],
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float r_spacemtx[3][3]);
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const char *transform_orientations_spacename_get(struct TransInfo *t, short orient_type);
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void transform_orientations_current_set(struct TransInfo *t, short orient_index);
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/**
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* Those two fill in mat and return non-zero on success.
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*/
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bool transform_orientations_create_from_axis(float mat[3][3],
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const float x[3],
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const float y[3],
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const float z[3]);
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bool createSpaceNormal(float mat[3][3], const float normal[3]);
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/**
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* \note To recreate an orientation from the matrix:
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* - (plane == mat[1])
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* - (normal == mat[2])
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*/
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bool createSpaceNormalTangent(float mat[3][3], const float normal[3], const float tangent[3]);
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struct TransformOrientation *addMatrixSpace(struct bContext *C,
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float mat[3][3],
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const char *name,
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bool overwrite);
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void applyTransformOrientation(const struct TransformOrientation *ts,
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float r_mat[3][3],
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char r_name[64]);
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enum {
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ORIENTATION_NONE = 0,
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ORIENTATION_NORMAL = 1,
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ORIENTATION_VERT = 2,
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ORIENTATION_EDGE = 3,
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ORIENTATION_FACE = 4,
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};
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#define ORIENTATION_USE_PLANE(ty) ELEM(ty, ORIENTATION_NORMAL, ORIENTATION_EDGE, ORIENTATION_FACE)
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int getTransformOrientation_ex(const Scene *scene,
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ViewLayer *view_layer,
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const View3D *v3d,
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struct Object *ob,
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struct Object *obedit,
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float normal[3],
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float plane[3],
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short around);
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int getTransformOrientation(const struct bContext *C, float normal[3], float plane[3]);
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