Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
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.h"
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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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