98 lines
2.3 KiB
C++
98 lines
2.3 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup collada
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*/
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#pragma once
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#include "BKE_object.hh"
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#include "BLI_math_rotation.h"
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#include "BLI_math_vector.h"
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#include "BlenderTypes.h"
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class BCQuat {
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private:
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mutable Quat q;
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public:
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BCQuat(const BCQuat &other)
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{
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copy_v4_v4(q, other.q);
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}
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BCQuat(Quat &other)
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{
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copy_v4_v4(q, other);
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}
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BCQuat()
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{
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unit_qt(q);
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}
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Quat &quat()
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{
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return q;
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}
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void rotate_to(Matrix &mat_to);
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};
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class BCMatrix {
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private:
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mutable float matrix[4][4];
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mutable float size[3];
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mutable float rot[3];
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mutable float loc[3];
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mutable float q[4];
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void unit();
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void copy(Matrix &r, Matrix &a);
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public:
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float (&location() const)[3];
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float (&rotation() const)[3];
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float (&scale() const)[3];
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float (&quat() const)[4];
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BCMatrix(BC_global_forward_axis global_forward_axis, BC_global_up_axis global_up_axis);
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BCMatrix(const BCMatrix &mat);
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BCMatrix(Matrix &mat);
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BCMatrix(Object *ob);
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BCMatrix();
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/**
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* We need double here because the OpenCollada API needs it.
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* precision = -1 indicates to not limit the precision.
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*/
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void get_matrix(DMatrix &matrix, bool transposed = false, int precision = -1) const;
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void get_matrix(Matrix &matrix,
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bool transposed = false,
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int precision = -1,
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bool inverted = false) const;
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void set_transform(Object *ob);
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void set_transform(Matrix &mat);
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void add_transform(Matrix &to,
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const Matrix &transform,
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const Matrix &from,
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bool inverted = false);
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void apply_transform(Matrix &to,
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const Matrix &transform,
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const Matrix &from,
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bool inverse = false);
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void add_inverted_transform(Matrix &to, const Matrix &transform, const Matrix &from);
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void add_transform(const Matrix &matrix, bool inverted = false);
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void add_transform(const BCMatrix &matrix, bool inverted = false);
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void apply_transform(const BCMatrix &matrix, bool inverted = false);
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bool in_range(const BCMatrix &other, float distance) const;
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static void sanitize(Matrix &matrix, int precision);
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static void sanitize(DMatrix &matrix, int precision);
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static void transpose(Matrix &matrix);
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};
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