Files
test2/source/blender/io/collada/BCMath.h
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00

99 lines
2.3 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup collada
*/
#pragma once
#include "BlenderTypes.h"
#include "BKE_object.h"
#include "BLI_math.h"
class BCQuat {
private:
mutable Quat q;
public:
BCQuat(const BCQuat &other)
{
copy_v4_v4(q, other.q);
}
BCQuat(Quat &other)
{
copy_v4_v4(q, other);
}
BCQuat()
{
unit_qt(q);
}
Quat &quat()
{
return q;
}
void rotate_to(Matrix &mat_to);
};
class BCMatrix {
private:
mutable float matrix[4][4];
mutable float size[3];
mutable float rot[3];
mutable float loc[3];
mutable float q[4];
void unit();
void copy(Matrix &r, Matrix &a);
public:
float (&location() const)[3];
float (&rotation() const)[3];
float (&scale() const)[3];
float (&quat() const)[4];
BCMatrix(BC_global_forward_axis global_forward_axis, BC_global_up_axis global_up_axis);
BCMatrix(const BCMatrix &mat);
BCMatrix(Matrix &mat);
BCMatrix(Object *ob);
BCMatrix();
/**
* We need double here because the OpenCollada API needs it.
* precision = -1 indicates to not limit the precision.
*/
void get_matrix(DMatrix &matrix, bool transposed = false, int precision = -1) const;
void get_matrix(Matrix &matrix,
bool transposed = false,
int precision = -1,
bool inverted = false) const;
void set_transform(Object *ob);
void set_transform(Matrix &mat);
void add_transform(Matrix &to,
const Matrix &transform,
const Matrix &from,
bool inverted = false);
void apply_transform(Matrix &to,
const Matrix &transform,
const Matrix &from,
bool inverse = false);
void add_inverted_transform(Matrix &to, const Matrix &transform, const Matrix &from);
void add_transform(const Matrix &matrix, bool inverted = false);
void add_transform(const BCMatrix &matrix, bool inverted = false);
void apply_transform(const BCMatrix &matrix, bool inverted = false);
bool in_range(const BCMatrix &other, float distance) const;
static void sanitize(Matrix &matrix, int precision);
static void sanitize(DMatrix &matrix, int precision);
static void transpose(Matrix &matrix);
};