107 lines
2.8 KiB
C++
107 lines
2.8 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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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 "BlenderTypes.h"
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#include "BKE_object.h"
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#include "BLI_math.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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void get_matrix(DMatrix &matrix, const bool transposed = false, const int precision = -1) const;
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void get_matrix(Matrix &matrix,
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const bool transposed = false,
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const int precision = -1,
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const 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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const 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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const 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, const bool inverted = false);
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void add_transform(const BCMatrix &matrix, const bool inverted = false);
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void apply_transform(const BCMatrix &matrix, const 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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