Revision: 56064
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=56064
Author: campbellbarton
Date: 2013-04-15 15:16:11 +0000 (Mon, 15 Apr 2013)
Log Message:
-----------
rename axis_angle_to_mat3_no_norm() --> axis_angle_normalized_to_mat3().
this matches closer to convention from existing functions - angle_v3v3()
angle_normalized_v3v3().
also added assert to ensure argument given to axis_angle_normalized_to_mat3()
is in fact normalized.
Modified Paths:
--------------
trunk/blender/source/blender/blenlib/BLI_math_rotation.h
trunk/blender/source/blender/blenlib/intern/math_rotation.c
trunk/blender/source/blender/bmesh/operators/bmo_dupe.c
trunk/blender/source/blender/editors/sculpt_paint/paint_stroke.c
trunk/blender/source/blender/editors/sculpt_paint/sculpt.c
trunk/blender/source/blender/modifiers/intern/MOD_screw.c
Modified: trunk/blender/source/blender/blenlib/BLI_math_rotation.h
===================================================================
--- trunk/blender/source/blender/blenlib/BLI_math_rotation.h 2013-04-15
15:01:12 UTC (rev 56063)
+++ trunk/blender/source/blender/blenlib/BLI_math_rotation.h 2013-04-15
15:16:11 UTC (rev 56064)
@@ -97,7 +97,7 @@
/* conversion */
void axis_angle_to_quat(float r[4], const float axis[3], const float angle);
void axis_angle_to_mat3(float R[3][3], const float axis[3], const float angle);
-void axis_angle_to_mat3_no_norm(float R[3][3], const float axis[3], const
float angle);
+void axis_angle_normalized_to_mat3(float R[3][3], const float axis[3], const
float angle);
void axis_angle_to_mat4(float R[4][4], const float axis[3], const float angle);
void quat_to_axis_angle(float axis[3], float *angle, const float q[4]);
Modified: trunk/blender/source/blender/blenlib/intern/math_rotation.c
===================================================================
--- trunk/blender/source/blender/blenlib/intern/math_rotation.c 2013-04-15
15:01:12 UTC (rev 56063)
+++ trunk/blender/source/blender/blenlib/intern/math_rotation.c 2013-04-15
15:16:11 UTC (rev 56064)
@@ -750,10 +750,12 @@
}
/* axis angle to 3x3 matrix - note: requires that axis is normalized */
-void axis_angle_to_mat3_no_norm(float mat[3][3], const float nor[3], const
float angle)
+void axis_angle_normalized_to_mat3(float mat[3][3], const float nor[3], const
float angle)
{
float nsi[3], co, si, ico;
+ BLI_ASSERT_UNIT_V3(nor);
+
/* now convert this to a 3x3 matrix */
co = cosf(angle);
si = sinf(angle);
@@ -778,7 +780,7 @@
/* axis angle to 3x3 matrix - safer version (normalization of axis performed)
*/
void axis_angle_to_mat3(float mat[3][3], const float axis[3], const float
angle)
{
- float nor[3], nsi[3], co, si, ico;
+ float nor[3];
/* normalize the axis first (to remove unwanted scaling) */
if (normalize_v3_v3(nor, axis) == 0.0f) {
@@ -786,24 +788,7 @@
return;
}
- /* now convert this to a 3x3 matrix */
- co = cosf(angle);
- si = sinf(angle);
-
- ico = (1.0f - co);
- nsi[0] = nor[0] * si;
- nsi[1] = nor[1] * si;
- nsi[2] = nor[2] * si;
-
- mat[0][0] = ((nor[0] * nor[0]) * ico) + co;
- mat[0][1] = ((nor[0] * nor[1]) * ico) + nsi[2];
- mat[0][2] = ((nor[0] * nor[2]) * ico) - nsi[1];
- mat[1][0] = ((nor[0] * nor[1]) * ico) - nsi[2];
- mat[1][1] = ((nor[1] * nor[1]) * ico) + co;
- mat[1][2] = ((nor[1] * nor[2]) * ico) + nsi[0];
- mat[2][0] = ((nor[0] * nor[2]) * ico) + nsi[1];
- mat[2][1] = ((nor[1] * nor[2]) * ico) - nsi[0];
- mat[2][2] = ((nor[2] * nor[2]) * ico) + co;
+ axis_angle_normalized_to_mat3(mat, nor, angle);
}
/* axis angle to 4x4 matrix - safer version (normalization of axis performed)
*/
Modified: trunk/blender/source/blender/bmesh/operators/bmo_dupe.c
===================================================================
--- trunk/blender/source/blender/bmesh/operators/bmo_dupe.c 2013-04-15
15:01:12 UTC (rev 56063)
+++ trunk/blender/source/blender/bmesh/operators/bmo_dupe.c 2013-04-15
15:16:11 UTC (rev 56064)
@@ -496,7 +496,7 @@
phi = BMO_slot_float_get(op->slots_in, "angle") / steps;
do_dupli = BMO_slot_bool_get(op->slots_in, "use_duplicate");
- axis_angle_to_mat3(rmat, axis, phi);
+ axis_angle_normalized_to_mat3(rmat, axis, phi);
BMO_slot_copy(op, slots_in, "geom",
op, slots_out, "geom_last.out");
Modified: trunk/blender/source/blender/editors/sculpt_paint/paint_stroke.c
===================================================================
--- trunk/blender/source/blender/editors/sculpt_paint/paint_stroke.c
2013-04-15 15:01:12 UTC (rev 56063)
+++ trunk/blender/source/blender/editors/sculpt_paint/paint_stroke.c
2013-04-15 15:16:11 UTC (rev 56064)
@@ -460,10 +460,10 @@
static bool sculpt_is_grab_tool(Brush *br)
{
return ELEM4(br->sculpt_tool,
- SCULPT_TOOL_GRAB,
- SCULPT_TOOL_THUMB,
- SCULPT_TOOL_ROTATE,
- SCULPT_TOOL_SNAKE_HOOK);
+ SCULPT_TOOL_GRAB,
+ SCULPT_TOOL_THUMB,
+ SCULPT_TOOL_ROTATE,
+ SCULPT_TOOL_SNAKE_HOOK);
}
/* return true if the brush size can change during paint (normally used for
pressure) */
Modified: trunk/blender/source/blender/editors/sculpt_paint/sculpt.c
===================================================================
--- trunk/blender/source/blender/editors/sculpt_paint/sculpt.c 2013-04-15
15:01:12 UTC (rev 56063)
+++ trunk/blender/source/blender/editors/sculpt_paint/sculpt.c 2013-04-15
15:16:11 UTC (rev 56064)
@@ -2120,7 +2120,7 @@
NULL, vd.mask ? *vd.mask : 0.0f);
sub_v3_v3v3(vec, orig_data.co,
ss->cache->location);
- axis_angle_to_mat3_no_norm(rot,
ss->cache->sculpt_normal_symm, angle*fade);
+ axis_angle_normalized_to_mat3(rot,
ss->cache->sculpt_normal_symm, angle * fade);
mul_v3_m3v3(proxy[vd.i], rot, vec);
add_v3_v3(proxy[vd.i], ss->cache->location);
sub_v3_v3(proxy[vd.i], orig_data.co);
@@ -3955,7 +3955,7 @@
/* only update when we have enough precision, by having the
mouse adequately away from center
* may be better to convert to radial representation but square
works for small values too*/
- if(fabs(dx) > PIXEL_INPUT_THRESHHOLD && fabs(dy) >
PIXEL_INPUT_THRESHHOLD) {
+ if (fabsf(dx) > PIXEL_INPUT_THRESHHOLD && fabsf(dy) >
PIXEL_INPUT_THRESHHOLD) {
float mouse_angle;
float dir[2] = {dx, dy};
float cosval, sinval;
@@ -3971,8 +3971,8 @@
sinval = cross_v2v2(dir, cache->initial_mouse_dir);
/* clamp to avoid nans in acos */
- CLAMP(cosval, -1.0, 1.0);
- mouse_angle = (sinval > 0)? acos(cosval) :
-acos(cosval);
+ CLAMP(cosval, -1.0f, 1.0f);
+ mouse_angle = (sinval > 0) ? acosf(cosval) :
-acosf(cosval);
/* change of sign, we passed the 180 degree threshold.
This means we need to add a turn.
* to distinguish between transition from 0 to -1 and
-PI to +PI, use comparison with PI/2 */
@@ -3984,7 +3984,7 @@
}
cache->previous_vertex_rotation = mouse_angle;
- cache->vertex_rotation = -(mouse_angle +
2*M_PI*cache->num_vertex_turns)* cache->bstrength;
+ cache->vertex_rotation = -(mouse_angle + 2.0f *
(float)M_PI * cache->num_vertex_turns) * cache->bstrength;
#undef PIXEL_INPUT_THRESHHOLD
}
Modified: trunk/blender/source/blender/modifiers/intern/MOD_screw.c
===================================================================
--- trunk/blender/source/blender/modifiers/intern/MOD_screw.c 2013-04-15
15:01:12 UTC (rev 56063)
+++ trunk/blender/source/blender/modifiers/intern/MOD_screw.c 2013-04-15
15:16:11 UTC (rev 56064)
@@ -697,7 +697,7 @@
step_angle = (angle / (step_tot - (!close))) * step;
if (ltmd->ob_axis) {
- axis_angle_to_mat3(mat3, axis_vec, step_angle);
+ axis_angle_normalized_to_mat3(mat3, axis_vec,
step_angle);
copy_m4_m3(mat, mat3);
}
else {
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