The reasoning is that the detail namespace is not to be used
outside the module itself. But one might want to use different
number types with these templates.
The `Base` suffix was chosen in order to be consistent with `MatBase`
and `Vector` naming convention.
This patch re-implement the whole C rotation API into a more type
oriented C++ API. See the #104444 design task for more details about
the goals.
The list of C to C++ equivalent syntax can be found attached.
This adds `AngleRadian`, `AngleCartesian` and `AngleFraction` as
different angle types with the same interface. Each of them have
specific benefits / cons. See inline documentation for detail.
This adds `Axis` and `AxisSigned` class wrapped enums to increase type
safety with axes selection.
This adds `CartesianBasis` to represent orthonormal orientations.
Added a weight accumulation to dual-quaternions to make normalization
error proof. Creates the overhead of summing the total weight twice
(which I think is negligible) and add an extra float.
Named the dual-quaternion `DualQuaternion` to avoid naming ambiguity
with `DualQuat` which come up quite often (even with namespace).
Pull Request: blender/blender#104941
This patch implements the matrix types (i.e:float4x4) by making heavy
usage of templating. All matrix functions are now outside of the vector
classes (inside the blender::math namespace) and are not vector size
dependent for the most part.
###Motivations
The goal/motivations of this rewrite are the same as the Vector C++ API (D13791):
- Template everything for making it work with any types and avoid code duplication.
- Use functional style instead of Object Oriented function call to allow a simple compatibility layer with GLSL syntax (see T103026 for more details).
- Allow most convenient constructor syntax and accessors (array subscript `matrix[c][r]`, or component alias `matrix.y.z`).
- Make it cover all features the current C API supports for adoption.
- Keep compilation time and debug performance somehow acceptable.
###Consideration:
- The new `MatView` class can be generated by `my_float.view<NumCol, NumRow, StartCol, StartRow>()` (with the last 2 being optionnal). This one allows modifying parts of the source matrix in place. It isn't pretty and duplicates a lot of code, but it is needed mainly to replace `normalize_m4`. At least I think it is a good starting point that can refined further.
- An exhaustive list of missing `BLI_math_matrix.h` functions from the new API can be found here P3373.
- This adds new Rotation types in order to have a clean API. This will be extended when we port the full Rotation API. The types are made so that they don't allow implicit down-casting to their vector representation.
- Some functions make direct use of the Eigen library, bypassing the Eigen C API defined in `intern/eigen`. Its use is contained inside `math_matrix.cc`. There is conflicting opinion wether we should use it more so I contained its usage to almost the tasks as in the C API for now.
Reviewed By: sergey, JacquesLucke, HooglyBoogly, Severin, brecht
Differential Revision: https://developer.blender.org/D16625
This commit ports the fillet curves node to the new curves data-block,
and moves the fillet node implementation to the geometry module to help
separate the implementation from the node.
The changes are similar to the subdivide node or resample node. I've
resused common utilities where it makes sense, though some things like
the iteration over attributes can be generalized further. The node
is now multi-threaded per-curve and inside each curve, and some buffers
are reused per curve to avoid many allocations.
The code is more explicit now, and though there is more boilerplate to
pass around many spans, the more complex logic should be more readable.
Differential Revision: https://developer.blender.org/D15346
The ported normal calculation from ceed37fc5c neglected to
use the tilt attribute to rotate the normals around the tangents.
This commit adds that behavior back, adding a new math header file
to avoid duplicating the rotation function for normalized axes.
Differential Revision: https://developer.blender.org/D14655