Revision: 57659
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=57659
Author:   campbellbarton
Date:     2013-06-22 23:58:52 +0000 (Sat, 22 Jun 2013)
Log Message:
-----------
remove vec_rot_to_mat3(), replace with axis_angle_normalized_to_mat3()

Modified Paths:
--------------
    trunk/blender/source/blender/blenkernel/intern/armature.c
    trunk/blender/source/blender/blenlib/BLI_math_rotation.h
    trunk/blender/source/blender/blenlib/intern/math_rotation.c
    trunk/blender/source/blender/editors/space_view3d/drawobject.c
    trunk/blender/source/blender/editors/transform/transform.c

Modified: trunk/blender/source/blender/blenkernel/intern/armature.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/armature.c   2013-06-22 
23:37:45 UTC (rev 57658)
+++ trunk/blender/source/blender/blenkernel/intern/armature.c   2013-06-22 
23:58:52 UTC (rev 57659)
@@ -1474,7 +1474,7 @@
                theta = angle_normalized_v3v3(target, nor);
 
                /* Make Bone matrix*/
-               vec_rot_to_mat3(bMatrix, axis, theta);
+               axis_angle_normalized_to_mat3(bMatrix, axis, theta);
        }
        else {
                /* if nor is a multiple of target ... */
@@ -1490,7 +1490,7 @@
        }
 
        /* Make Roll matrix */
-       vec_rot_to_mat3(rMatrix, nor, roll);
+       axis_angle_normalized_to_mat3(rMatrix, nor, roll);
 
        /* Combine and output result */
        mul_m3_m3m3(mat, rMatrix, bMatrix);

Modified: trunk/blender/source/blender/blenlib/BLI_math_rotation.h
===================================================================
--- trunk/blender/source/blender/blenlib/BLI_math_rotation.h    2013-06-22 
23:37:45 UTC (rev 57658)
+++ trunk/blender/source/blender/blenlib/BLI_math_rotation.h    2013-06-22 
23:58:52 UTC (rev 57659)
@@ -106,13 +106,6 @@
 
 void single_axis_angle_to_mat3(float R[3][3], const char axis, const float 
angle);
 
-/****************************** Vector/Rotation ******************************/
-/* old axis angle code                                                       */
-/* TODO: the following calls should probably be deprecated sometime         */
-
-/* conversion */
-void vec_rot_to_mat3(float mat[3][3], const float vec[3], const float phi);
-
 /******************************** XYZ Eulers *********************************/
 
 void eul_to_quat(float quat[4], const float eul[3]);

Modified: trunk/blender/source/blender/blenlib/intern/math_rotation.c
===================================================================
--- trunk/blender/source/blender/blenlib/intern/math_rotation.c 2013-06-22 
23:37:45 UTC (rev 57658)
+++ trunk/blender/source/blender/blenlib/intern/math_rotation.c 2013-06-22 
23:58:52 UTC (rev 57659)
@@ -861,35 +861,6 @@
        }
 }
 
-/****************************** Vector/Rotation ******************************/
-/* TODO: the following calls should probably be deprecated sometime         */
-
-/* TODO, replace use of this function with axis_angle_to_mat3() */
-void vec_rot_to_mat3(float mat[3][3], const float vec[3], const float phi)
-{
-       /* rotation of phi radials around vec */
-       float vx, vx2, vy, vy2, vz, vz2, co, si;
-
-       vx = vec[0];
-       vy = vec[1];
-       vz = vec[2];
-       vx2 = vx * vx;
-       vy2 = vy * vy;
-       vz2 = vz * vz;
-       co = cosf(phi);
-       si = sinf(phi);
-
-       mat[0][0] = vx2 + co * (1.0f - vx2);
-       mat[0][1] = vx * vy * (1.0f - co) + vz * si;
-       mat[0][2] = vz * vx * (1.0f - co) - vy * si;
-       mat[1][0] = vx * vy * (1.0f - co) - vz * si;
-       mat[1][1] = vy2 + co * (1.0f - vy2);
-       mat[1][2] = vy * vz * (1.0f - co) + vx * si;
-       mat[2][0] = vz * vx * (1.0f - co) + vy * si;
-       mat[2][1] = vy * vz * (1.0f - co) - vx * si;
-       mat[2][2] = vz2 + co * (1.0f - vz2);
-}
-
 /******************************** XYZ Eulers *********************************/
 
 /* XYZ order */

Modified: trunk/blender/source/blender/editors/space_view3d/drawobject.c
===================================================================
--- trunk/blender/source/blender/editors/space_view3d/drawobject.c      
2013-06-22 23:37:45 UTC (rev 57658)
+++ trunk/blender/source/blender/editors/space_view3d/drawobject.c      
2013-06-22 23:58:52 UTC (rev 57659)
@@ -1160,8 +1160,8 @@
                short axis;
                
                /* setup a 45 degree rotation matrix */
-               vec_rot_to_mat3(mat, imat[2], (float)M_PI / 4.0f);
-               
+               axis_angle_normalized_to_mat3(mat, imat[2], (float)M_PI / 4.0f);
+
                /* vectors */
                mul_v3_v3fl(v1, imat[0], circrad * 1.2f);
                mul_v3_v3fl(v2, imat[0], circrad * 2.5f);

Modified: trunk/blender/source/blender/editors/transform/transform.c
===================================================================
--- trunk/blender/source/blender/editors/transform/transform.c  2013-06-22 
23:37:45 UTC (rev 57658)
+++ trunk/blender/source/blender/editors/transform/transform.c  2013-06-22 
23:58:52 UTC (rev 57659)
@@ -3606,7 +3606,7 @@
        float mat[3][3];
        int i;
        
-       vec_rot_to_mat3(mat, axis, angle);
+       axis_angle_normalized_to_mat3(mat, axis, angle);
        
        for (i = 0; i < t->total; i++, td++) {
                
@@ -3618,10 +3618,10 @@
                
                if (t->con.applyRot) {
                        t->con.applyRot(t, td, axis, NULL);
-                       vec_rot_to_mat3(mat, axis, angle * td->factor);
+                       axis_angle_normalized_to_mat3(mat, axis, angle * 
td->factor);
                }
                else if (t->flag & T_PROP_EDIT) {
-                       vec_rot_to_mat3(mat, axis, angle * td->factor);
+                       axis_angle_normalized_to_mat3(mat, axis, angle * 
td->factor);
                }
                
                ElementRotation(t, td, mat, t->around);
@@ -3702,14 +3702,14 @@
        t->flag |= T_NO_CONSTRAINT;
 }
 
-static void applyTrackball(TransInfo *t, float axis1[3], float axis2[3], float 
angles[2])
+static void applyTrackball(TransInfo *t, const float axis1[3], const float 
axis2[3], float angles[2])
 {
        TransData *td = t->data;
        float mat[3][3], smat[3][3], totmat[3][3];
        int i;
 
-       vec_rot_to_mat3(smat, axis1, angles[0]);
-       vec_rot_to_mat3(totmat, axis2, angles[1]);
+       axis_angle_normalized_to_mat3(smat, axis1, angles[0]);
+       axis_angle_normalized_to_mat3(totmat, axis2, angles[1]);
 
        mul_m3_m3m3(mat, smat, totmat);
 
@@ -3721,8 +3721,8 @@
                        continue;
 
                if (t->flag & T_PROP_EDIT) {
-                       vec_rot_to_mat3(smat, axis1, td->factor * angles[0]);
-                       vec_rot_to_mat3(totmat, axis2, td->factor * angles[1]);
+                       axis_angle_normalized_to_mat3(smat, axis1, td->factor * 
angles[0]);
+                       axis_angle_normalized_to_mat3(totmat, axis2, td->factor 
* angles[1]);
 
                        mul_m3_m3m3(mat, smat, totmat);
                }
@@ -3771,8 +3771,8 @@
                ofs += BLI_snprintf(str + ofs, MAX_INFO_LEN - ofs, IFACE_(" 
Proportional size: %.2f"), t->prop_size);
        }
 
-       vec_rot_to_mat3(smat, axis1, phi[0]);
-       vec_rot_to_mat3(totmat, axis2, phi[1]);
+       axis_angle_normalized_to_mat3(smat, axis1, phi[0]);
+       axis_angle_normalized_to_mat3(totmat, axis2, phi[1]);
 
        mul_m3_m3m3(mat, smat, totmat);
 

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