1 /*
2  * This program is free software; you can redistribute it and/or
3  * modify it under the terms of the GNU General Public License
4  * as published by the Free Software Foundation; either version 2
5  * of the License, or (at your option) any later version.
6  *
7  * This program is distributed in the hope that it will be useful,
8  * but WITHOUT ANY WARRANTY; without even the implied warranty of
9  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
10  * GNU General Public License for more details.
11  *
12  * You should have received a copy of the GNU General Public License
13  * along with this program; if not, write to the Free Software Foundation,
14  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
15  *
16  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
17  * All rights reserved.
18  *
19  * The Original Code is: some of this file.
20  */
21 
22 /** \file
23  * \ingroup bli
24  */
25 
26 #include "BLI_math.h"
27 
28 #include "BLI_strict_flags.h"
29 
30 /******************************** Quaternions ********************************/
31 
32 /* used to test is a quat is not normalized (only used for debug prints) */
33 #ifdef DEBUG
34 #  define QUAT_EPSILON 0.0001
35 #endif
36 
37 /* convenience, avoids setting Y axis everywhere */
unit_axis_angle(float axis[3],float * angle)38 void unit_axis_angle(float axis[3], float *angle)
39 {
40   axis[0] = 0.0f;
41   axis[1] = 1.0f;
42   axis[2] = 0.0f;
43   *angle = 0.0f;
44 }
45 
unit_qt(float q[4])46 void unit_qt(float q[4])
47 {
48   q[0] = 1.0f;
49   q[1] = q[2] = q[3] = 0.0f;
50 }
51 
copy_qt_qt(float q[4],const float a[4])52 void copy_qt_qt(float q[4], const float a[4])
53 {
54   q[0] = a[0];
55   q[1] = a[1];
56   q[2] = a[2];
57   q[3] = a[3];
58 }
59 
is_zero_qt(const float q[4])60 bool is_zero_qt(const float q[4])
61 {
62   return (q[0] == 0 && q[1] == 0 && q[2] == 0 && q[3] == 0);
63 }
64 
mul_qt_qtqt(float q[4],const float a[4],const float b[4])65 void mul_qt_qtqt(float q[4], const float a[4], const float b[4])
66 {
67   float t0, t1, t2;
68 
69   t0 = a[0] * b[0] - a[1] * b[1] - a[2] * b[2] - a[3] * b[3];
70   t1 = a[0] * b[1] + a[1] * b[0] + a[2] * b[3] - a[3] * b[2];
71   t2 = a[0] * b[2] + a[2] * b[0] + a[3] * b[1] - a[1] * b[3];
72   q[3] = a[0] * b[3] + a[3] * b[0] + a[1] * b[2] - a[2] * b[1];
73   q[0] = t0;
74   q[1] = t1;
75   q[2] = t2;
76 }
77 
78 /**
79  * \note
80  * Assumes a unit quaternion?
81  *
82  * in fact not, but you may want to use a unit quat, read on...
83  *
84  * Shortcut for 'q v q*' when \a v is actually a quaternion.
85  * This removes the need for converting a vector to a quaternion,
86  * calculating q's conjugate and converting back to a vector.
87  * It also happens to be faster (17+,24* vs * 24+,32*).
88  * If \a q is not a unit quaternion, then \a v will be both rotated by
89  * the same amount as if q was a unit quaternion, and scaled by the square of
90  * the length of q.
91  *
92  * For people used to python mathutils, its like:
93  * def mul_qt_v3(q, v): (q * Quaternion((0.0, v[0], v[1], v[2])) * q.conjugated())[1:]
94  *
95  * \note Multiplying by 3x3 matrix is ~25% faster.
96  */
mul_qt_v3(const float q[4],float r[3])97 void mul_qt_v3(const float q[4], float r[3])
98 {
99   float t0, t1, t2;
100 
101   t0 = -q[1] * r[0] - q[2] * r[1] - q[3] * r[2];
102   t1 = q[0] * r[0] + q[2] * r[2] - q[3] * r[1];
103   t2 = q[0] * r[1] + q[3] * r[0] - q[1] * r[2];
104   r[2] = q[0] * r[2] + q[1] * r[1] - q[2] * r[0];
105   r[0] = t1;
106   r[1] = t2;
107 
108   t1 = t0 * -q[1] + r[0] * q[0] - r[1] * q[3] + r[2] * q[2];
109   t2 = t0 * -q[2] + r[1] * q[0] - r[2] * q[1] + r[0] * q[3];
110   r[2] = t0 * -q[3] + r[2] * q[0] - r[0] * q[2] + r[1] * q[1];
111   r[0] = t1;
112   r[1] = t2;
113 }
114 
conjugate_qt_qt(float q1[4],const float q2[4])115 void conjugate_qt_qt(float q1[4], const float q2[4])
116 {
117   q1[0] = q2[0];
118   q1[1] = -q2[1];
119   q1[2] = -q2[2];
120   q1[3] = -q2[3];
121 }
122 
conjugate_qt(float q[4])123 void conjugate_qt(float q[4])
124 {
125   q[1] = -q[1];
126   q[2] = -q[2];
127   q[3] = -q[3];
128 }
129 
dot_qtqt(const float a[4],const float b[4])130 float dot_qtqt(const float a[4], const float b[4])
131 {
132   return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
133 }
134 
invert_qt(float q[4])135 void invert_qt(float q[4])
136 {
137   const float f = dot_qtqt(q, q);
138 
139   if (f == 0.0f) {
140     return;
141   }
142 
143   conjugate_qt(q);
144   mul_qt_fl(q, 1.0f / f);
145 }
146 
invert_qt_qt(float q1[4],const float q2[4])147 void invert_qt_qt(float q1[4], const float q2[4])
148 {
149   copy_qt_qt(q1, q2);
150   invert_qt(q1);
151 }
152 
153 /**
154  * This is just conjugate_qt for cases we know \a q is unit-length.
155  * we could use #conjugate_qt directly, but use this function to show intent,
156  * and assert if its ever becomes non-unit-length.
157  */
invert_qt_normalized(float q[4])158 void invert_qt_normalized(float q[4])
159 {
160   BLI_ASSERT_UNIT_QUAT(q);
161   conjugate_qt(q);
162 }
163 
invert_qt_qt_normalized(float q1[4],const float q2[4])164 void invert_qt_qt_normalized(float q1[4], const float q2[4])
165 {
166   copy_qt_qt(q1, q2);
167   invert_qt_normalized(q1);
168 }
169 
170 /* simple mult */
mul_qt_fl(float q[4],const float f)171 void mul_qt_fl(float q[4], const float f)
172 {
173   q[0] *= f;
174   q[1] *= f;
175   q[2] *= f;
176   q[3] *= f;
177 }
178 
sub_qt_qtqt(float q[4],const float a[4],const float b[4])179 void sub_qt_qtqt(float q[4], const float a[4], const float b[4])
180 {
181   float n_b[4];
182 
183   n_b[0] = -b[0];
184   n_b[1] = b[1];
185   n_b[2] = b[2];
186   n_b[3] = b[3];
187 
188   mul_qt_qtqt(q, a, n_b);
189 }
190 
191 /* raise a unit quaternion to the specified power */
pow_qt_fl_normalized(float q[4],const float fac)192 void pow_qt_fl_normalized(float q[4], const float fac)
193 {
194   BLI_ASSERT_UNIT_QUAT(q);
195   const float angle = fac * saacos(q[0]); /* quat[0] = cos(0.5 * angle),
196                                            * but now the 0.5 and 2.0 rule out */
197   const float co = cosf(angle);
198   const float si = sinf(angle);
199   q[0] = co;
200   normalize_v3_length(q + 1, si);
201 }
202 
203 /**
204  * Apply the rotation of \a a to \a q keeping the values compatible with \a old.
205  * Avoid axis flipping for animated f-curves for eg.
206  */
quat_to_compatible_quat(float q[4],const float a[4],const float old[4])207 void quat_to_compatible_quat(float q[4], const float a[4], const float old[4])
208 {
209   const float eps = 1e-4f;
210   BLI_ASSERT_UNIT_QUAT(a);
211   float old_unit[4];
212   /* Skips `!finite_v4(old)` case too. */
213   if (normalize_qt_qt(old_unit, old) > eps) {
214     float q_negate[4];
215     float delta[4];
216     rotation_between_quats_to_quat(delta, old_unit, a);
217     mul_qt_qtqt(q, old, delta);
218     negate_v4_v4(q_negate, q);
219     if (len_squared_v4v4(q_negate, old) < len_squared_v4v4(q, old)) {
220       copy_qt_qt(q, q_negate);
221     }
222   }
223   else {
224     copy_qt_qt(q, a);
225   }
226 }
227 
228 /* skip error check, currently only needed by mat3_to_quat_is_ok */
quat_to_mat3_no_error(float m[3][3],const float q[4])229 static void quat_to_mat3_no_error(float m[3][3], const float q[4])
230 {
231   double q0, q1, q2, q3, qda, qdb, qdc, qaa, qab, qac, qbb, qbc, qcc;
232 
233   q0 = M_SQRT2 * (double)q[0];
234   q1 = M_SQRT2 * (double)q[1];
235   q2 = M_SQRT2 * (double)q[2];
236   q3 = M_SQRT2 * (double)q[3];
237 
238   qda = q0 * q1;
239   qdb = q0 * q2;
240   qdc = q0 * q3;
241   qaa = q1 * q1;
242   qab = q1 * q2;
243   qac = q1 * q3;
244   qbb = q2 * q2;
245   qbc = q2 * q3;
246   qcc = q3 * q3;
247 
248   m[0][0] = (float)(1.0 - qbb - qcc);
249   m[0][1] = (float)(qdc + qab);
250   m[0][2] = (float)(-qdb + qac);
251 
252   m[1][0] = (float)(-qdc + qab);
253   m[1][1] = (float)(1.0 - qaa - qcc);
254   m[1][2] = (float)(qda + qbc);
255 
256   m[2][0] = (float)(qdb + qac);
257   m[2][1] = (float)(-qda + qbc);
258   m[2][2] = (float)(1.0 - qaa - qbb);
259 }
260 
quat_to_mat3(float m[3][3],const float q[4])261 void quat_to_mat3(float m[3][3], const float q[4])
262 {
263 #ifdef DEBUG
264   float f;
265   if (!((f = dot_qtqt(q, q)) == 0.0f || (fabsf(f - 1.0f) < (float)QUAT_EPSILON))) {
266     fprintf(stderr,
267             "Warning! quat_to_mat3() called with non-normalized: size %.8f *** report a bug ***\n",
268             f);
269   }
270 #endif
271 
272   quat_to_mat3_no_error(m, q);
273 }
274 
quat_to_mat4(float m[4][4],const float q[4])275 void quat_to_mat4(float m[4][4], const float q[4])
276 {
277   double q0, q1, q2, q3, qda, qdb, qdc, qaa, qab, qac, qbb, qbc, qcc;
278 
279 #ifdef DEBUG
280   if (!((q0 = dot_qtqt(q, q)) == 0.0 || (fabs(q0 - 1.0) < QUAT_EPSILON))) {
281     fprintf(stderr,
282             "Warning! quat_to_mat4() called with non-normalized: size %.8f *** report a bug ***\n",
283             (float)q0);
284   }
285 #endif
286 
287   q0 = M_SQRT2 * (double)q[0];
288   q1 = M_SQRT2 * (double)q[1];
289   q2 = M_SQRT2 * (double)q[2];
290   q3 = M_SQRT2 * (double)q[3];
291 
292   qda = q0 * q1;
293   qdb = q0 * q2;
294   qdc = q0 * q3;
295   qaa = q1 * q1;
296   qab = q1 * q2;
297   qac = q1 * q3;
298   qbb = q2 * q2;
299   qbc = q2 * q3;
300   qcc = q3 * q3;
301 
302   m[0][0] = (float)(1.0 - qbb - qcc);
303   m[0][1] = (float)(qdc + qab);
304   m[0][2] = (float)(-qdb + qac);
305   m[0][3] = 0.0f;
306 
307   m[1][0] = (float)(-qdc + qab);
308   m[1][1] = (float)(1.0 - qaa - qcc);
309   m[1][2] = (float)(qda + qbc);
310   m[1][3] = 0.0f;
311 
312   m[2][0] = (float)(qdb + qac);
313   m[2][1] = (float)(-qda + qbc);
314   m[2][2] = (float)(1.0 - qaa - qbb);
315   m[2][3] = 0.0f;
316 
317   m[3][0] = m[3][1] = m[3][2] = 0.0f;
318   m[3][3] = 1.0f;
319 }
320 
mat3_normalized_to_quat(float q[4],const float mat[3][3])321 void mat3_normalized_to_quat(float q[4], const float mat[3][3])
322 {
323   double tr, s;
324 
325   BLI_ASSERT_UNIT_M3(mat);
326 
327   tr = 0.25 * (double)(1.0f + mat[0][0] + mat[1][1] + mat[2][2]);
328 
329   if (tr > (double)1e-4f) {
330     s = sqrt(tr);
331     q[0] = (float)s;
332     s = 1.0 / (4.0 * s);
333     q[1] = (float)((double)(mat[1][2] - mat[2][1]) * s);
334     q[2] = (float)((double)(mat[2][0] - mat[0][2]) * s);
335     q[3] = (float)((double)(mat[0][1] - mat[1][0]) * s);
336   }
337   else {
338     if (mat[0][0] > mat[1][1] && mat[0][0] > mat[2][2]) {
339       s = 2.0f * sqrtf(1.0f + mat[0][0] - mat[1][1] - mat[2][2]);
340       q[1] = (float)(0.25 * s);
341 
342       s = 1.0 / s;
343       q[0] = (float)((double)(mat[1][2] - mat[2][1]) * s);
344       q[2] = (float)((double)(mat[1][0] + mat[0][1]) * s);
345       q[3] = (float)((double)(mat[2][0] + mat[0][2]) * s);
346     }
347     else if (mat[1][1] > mat[2][2]) {
348       s = 2.0f * sqrtf(1.0f + mat[1][1] - mat[0][0] - mat[2][2]);
349       q[2] = (float)(0.25 * s);
350 
351       s = 1.0 / s;
352       q[0] = (float)((double)(mat[2][0] - mat[0][2]) * s);
353       q[1] = (float)((double)(mat[1][0] + mat[0][1]) * s);
354       q[3] = (float)((double)(mat[2][1] + mat[1][2]) * s);
355     }
356     else {
357       s = 2.0f * sqrtf(1.0f + mat[2][2] - mat[0][0] - mat[1][1]);
358       q[3] = (float)(0.25 * s);
359 
360       s = 1.0 / s;
361       q[0] = (float)((double)(mat[0][1] - mat[1][0]) * s);
362       q[1] = (float)((double)(mat[2][0] + mat[0][2]) * s);
363       q[2] = (float)((double)(mat[2][1] + mat[1][2]) * s);
364     }
365   }
366 
367   normalize_qt(q);
368 }
mat3_to_quat(float q[4],const float m[3][3])369 void mat3_to_quat(float q[4], const float m[3][3])
370 {
371   float unit_mat[3][3];
372 
373   /* work on a copy */
374   /* this is needed AND a 'normalize_qt' in the end */
375   normalize_m3_m3(unit_mat, m);
376   mat3_normalized_to_quat(q, unit_mat);
377 }
378 
mat4_normalized_to_quat(float q[4],const float m[4][4])379 void mat4_normalized_to_quat(float q[4], const float m[4][4])
380 {
381   float mat3[3][3];
382 
383   copy_m3_m4(mat3, m);
384   mat3_normalized_to_quat(q, mat3);
385 }
386 
mat4_to_quat(float q[4],const float m[4][4])387 void mat4_to_quat(float q[4], const float m[4][4])
388 {
389   float mat3[3][3];
390 
391   copy_m3_m4(mat3, m);
392   mat3_to_quat(q, mat3);
393 }
394 
mat3_to_quat_is_ok(float q[4],const float wmat[3][3])395 void mat3_to_quat_is_ok(float q[4], const float wmat[3][3])
396 {
397   float mat[3][3], matr[3][3], matn[3][3], q1[4], q2[4], angle, si, co, nor[3];
398 
399   /* work on a copy */
400   copy_m3_m3(mat, wmat);
401   normalize_m3(mat);
402 
403   /* rotate z-axis of matrix to z-axis */
404 
405   nor[0] = mat[2][1]; /* cross product with (0,0,1) */
406   nor[1] = -mat[2][0];
407   nor[2] = 0.0;
408   normalize_v3(nor);
409 
410   co = mat[2][2];
411   angle = 0.5f * saacos(co);
412 
413   co = cosf(angle);
414   si = sinf(angle);
415   q1[0] = co;
416   q1[1] = -nor[0] * si; /* negative here, but why? */
417   q1[2] = -nor[1] * si;
418   q1[3] = -nor[2] * si;
419 
420   /* rotate back x-axis from mat, using inverse q1 */
421   quat_to_mat3_no_error(matr, q1);
422   invert_m3_m3(matn, matr);
423   mul_m3_v3(matn, mat[0]);
424 
425   /* and align x-axes */
426   angle = 0.5f * atan2f(mat[0][1], mat[0][0]);
427 
428   co = cosf(angle);
429   si = sinf(angle);
430   q2[0] = co;
431   q2[1] = 0.0f;
432   q2[2] = 0.0f;
433   q2[3] = si;
434 
435   mul_qt_qtqt(q, q1, q2);
436 }
437 
normalize_qt(float q[4])438 float normalize_qt(float q[4])
439 {
440   const float len = sqrtf(dot_qtqt(q, q));
441 
442   if (len != 0.0f) {
443     mul_qt_fl(q, 1.0f / len);
444   }
445   else {
446     q[1] = 1.0f;
447     q[0] = q[2] = q[3] = 0.0f;
448   }
449 
450   return len;
451 }
452 
normalize_qt_qt(float r[4],const float q[4])453 float normalize_qt_qt(float r[4], const float q[4])
454 {
455   copy_qt_qt(r, q);
456   return normalize_qt(r);
457 }
458 
459 /**
460  * Calculate a rotation matrix from 2 normalized vectors.
461  */
rotation_between_vecs_to_mat3(float m[3][3],const float v1[3],const float v2[3])462 void rotation_between_vecs_to_mat3(float m[3][3], const float v1[3], const float v2[3])
463 {
464   float axis[3];
465   /* avoid calculating the angle */
466   float angle_sin;
467   float angle_cos;
468 
469   BLI_ASSERT_UNIT_V3(v1);
470   BLI_ASSERT_UNIT_V3(v2);
471 
472   cross_v3_v3v3(axis, v1, v2);
473 
474   angle_sin = normalize_v3(axis);
475   angle_cos = dot_v3v3(v1, v2);
476 
477   if (angle_sin > FLT_EPSILON) {
478   axis_calc:
479     BLI_ASSERT_UNIT_V3(axis);
480     axis_angle_normalized_to_mat3_ex(m, axis, angle_sin, angle_cos);
481     BLI_ASSERT_UNIT_M3(m);
482   }
483   else {
484     if (angle_cos > 0.0f) {
485       /* Same vectors, zero rotation... */
486       unit_m3(m);
487     }
488     else {
489       /* Colinear but opposed vectors, 180 rotation... */
490       ortho_v3_v3(axis, v1);
491       normalize_v3(axis);
492       angle_sin = 0.0f;  /* sin(M_PI) */
493       angle_cos = -1.0f; /* cos(M_PI) */
494       goto axis_calc;
495     }
496   }
497 }
498 
499 /* note: expects vectors to be normalized */
rotation_between_vecs_to_quat(float q[4],const float v1[3],const float v2[3])500 void rotation_between_vecs_to_quat(float q[4], const float v1[3], const float v2[3])
501 {
502   float axis[3];
503 
504   cross_v3_v3v3(axis, v1, v2);
505 
506   if (normalize_v3(axis) > FLT_EPSILON) {
507     float angle;
508 
509     angle = angle_normalized_v3v3(v1, v2);
510 
511     axis_angle_normalized_to_quat(q, axis, angle);
512   }
513   else {
514     /* degenerate case */
515 
516     if (dot_v3v3(v1, v2) > 0.0f) {
517       /* Same vectors, zero rotation... */
518       unit_qt(q);
519     }
520     else {
521       /* Colinear but opposed vectors, 180 rotation... */
522       ortho_v3_v3(axis, v1);
523       axis_angle_to_quat(q, axis, (float)M_PI);
524     }
525   }
526 }
527 
rotation_between_quats_to_quat(float q[4],const float q1[4],const float q2[4])528 void rotation_between_quats_to_quat(float q[4], const float q1[4], const float q2[4])
529 {
530   float tquat[4];
531 
532   conjugate_qt_qt(tquat, q1);
533 
534   mul_qt_fl(tquat, 1.0f / dot_qtqt(tquat, tquat));
535 
536   mul_qt_qtqt(q, tquat, q2);
537 }
538 
539 /**
540  * Decompose a quaternion into a swing rotation (quaternion with the selected
541  * axis component locked at zero), followed by a twist rotation around the axis.
542  *
543  * \param q: input quaternion.
544  * \param axis: twist axis in [0,1,2]
545  * \param r_swing: if not NULL, receives the swing quaternion.
546  * \param r_twist: if not NULL, receives the twist quaternion.
547  * \returns twist angle.
548  */
quat_split_swing_and_twist(const float q[4],int axis,float r_swing[4],float r_twist[4])549 float quat_split_swing_and_twist(const float q[4], int axis, float r_swing[4], float r_twist[4])
550 {
551   BLI_assert(axis >= 0 && axis <= 2);
552 
553   /* Half-twist angle can be computed directly. */
554   float t = atan2f(q[axis + 1], q[0]);
555 
556   if (r_swing || r_twist) {
557     float sin_t = sinf(t), cos_t = cosf(t);
558 
559     /* Compute swing by multiplying the original quaternion by inverted twist. */
560     if (r_swing) {
561       float twist_inv[4];
562 
563       twist_inv[0] = cos_t;
564       zero_v3(twist_inv + 1);
565       twist_inv[axis + 1] = -sin_t;
566 
567       mul_qt_qtqt(r_swing, q, twist_inv);
568 
569       BLI_assert(fabsf(r_swing[axis + 1]) < BLI_ASSERT_UNIT_EPSILON);
570     }
571 
572     /* Output twist last just in case q ovelaps r_twist. */
573     if (r_twist) {
574       r_twist[0] = cos_t;
575       zero_v3(r_twist + 1);
576       r_twist[axis + 1] = sin_t;
577     }
578   }
579 
580   return 2.0f * t;
581 }
582 
583 /* -------------------------------------------------------------------- */
584 /** \name Quaternion Angle
585  *
586  * Unlike the angle between vectors, this does NOT return the shortest angle.
587  * See signed functions below for this.
588  *
589  * \{ */
590 
angle_normalized_qt(const float q[4])591 float angle_normalized_qt(const float q[4])
592 {
593   BLI_ASSERT_UNIT_QUAT(q);
594   return 2.0f * saacos(q[0]);
595 }
596 
angle_qt(const float q[4])597 float angle_qt(const float q[4])
598 {
599   float tquat[4];
600 
601   normalize_qt_qt(tquat, q);
602 
603   return angle_normalized_qt(tquat);
604 }
605 
angle_normalized_qtqt(const float q1[4],const float q2[4])606 float angle_normalized_qtqt(const float q1[4], const float q2[4])
607 {
608   float qdelta[4];
609 
610   BLI_ASSERT_UNIT_QUAT(q1);
611   BLI_ASSERT_UNIT_QUAT(q2);
612 
613   rotation_between_quats_to_quat(qdelta, q1, q2);
614 
615   return angle_normalized_qt(qdelta);
616 }
617 
angle_qtqt(const float q1[4],const float q2[4])618 float angle_qtqt(const float q1[4], const float q2[4])
619 {
620   float quat1[4], quat2[4];
621 
622   normalize_qt_qt(quat1, q1);
623   normalize_qt_qt(quat2, q2);
624 
625   return angle_normalized_qtqt(quat1, quat2);
626 }
627 
628 /** \} */
629 
630 /* -------------------------------------------------------------------- */
631 /** \name Quaternion Angle (Signed)
632  *
633  * Angles with quaternion calculation can exceed 180d,
634  * Having signed versions of these functions allows 'fabsf(angle_signed_qtqt(...))'
635  * to give us the shortest angle between quaternions.
636  * With higher precision than subtracting pi afterwards.
637  *
638  * \{ */
639 
angle_signed_normalized_qt(const float q[4])640 float angle_signed_normalized_qt(const float q[4])
641 {
642   BLI_ASSERT_UNIT_QUAT(q);
643   if (q[0] >= 0.0f) {
644     return 2.0f * saacos(q[0]);
645   }
646 
647   return -2.0f * saacos(-q[0]);
648 }
649 
angle_signed_normalized_qtqt(const float q1[4],const float q2[4])650 float angle_signed_normalized_qtqt(const float q1[4], const float q2[4])
651 {
652   if (dot_qtqt(q1, q2) >= 0.0f) {
653     return angle_normalized_qtqt(q1, q2);
654   }
655 
656   float q2_copy[4];
657   negate_v4_v4(q2_copy, q2);
658   return -angle_normalized_qtqt(q1, q2_copy);
659 }
660 
angle_signed_qt(const float q[4])661 float angle_signed_qt(const float q[4])
662 {
663   float tquat[4];
664 
665   normalize_qt_qt(tquat, q);
666 
667   return angle_signed_normalized_qt(tquat);
668 }
669 
angle_signed_qtqt(const float q1[4],const float q2[4])670 float angle_signed_qtqt(const float q1[4], const float q2[4])
671 {
672   if (dot_qtqt(q1, q2) >= 0.0f) {
673     return angle_qtqt(q1, q2);
674   }
675 
676   float q2_copy[4];
677   negate_v4_v4(q2_copy, q2);
678   return -angle_qtqt(q1, q2_copy);
679 }
680 
681 /** \} */
682 
vec_to_quat(float q[4],const float vec[3],short axis,const short upflag)683 void vec_to_quat(float q[4], const float vec[3], short axis, const short upflag)
684 {
685   const float eps = 1e-4f;
686   float nor[3], tvec[3];
687   float angle, si, co, len;
688 
689   BLI_assert(axis >= 0 && axis <= 5);
690   BLI_assert(upflag >= 0 && upflag <= 2);
691 
692   /* first set the quat to unit */
693   unit_qt(q);
694 
695   len = len_v3(vec);
696 
697   if (UNLIKELY(len == 0.0f)) {
698     return;
699   }
700 
701   /* rotate to axis */
702   if (axis > 2) {
703     copy_v3_v3(tvec, vec);
704     axis = (short)(axis - 3);
705   }
706   else {
707     negate_v3_v3(tvec, vec);
708   }
709 
710   /* nasty! I need a good routine for this...
711    * problem is a rotation of an Y axis to the negative Y-axis for example.
712    */
713 
714   if (axis == 0) { /* x-axis */
715     nor[0] = 0.0;
716     nor[1] = -tvec[2];
717     nor[2] = tvec[1];
718 
719     if (fabsf(tvec[1]) + fabsf(tvec[2]) < eps) {
720       nor[1] = 1.0f;
721     }
722 
723     co = tvec[0];
724   }
725   else if (axis == 1) { /* y-axis */
726     nor[0] = tvec[2];
727     nor[1] = 0.0;
728     nor[2] = -tvec[0];
729 
730     if (fabsf(tvec[0]) + fabsf(tvec[2]) < eps) {
731       nor[2] = 1.0f;
732     }
733 
734     co = tvec[1];
735   }
736   else { /* z-axis */
737     nor[0] = -tvec[1];
738     nor[1] = tvec[0];
739     nor[2] = 0.0;
740 
741     if (fabsf(tvec[0]) + fabsf(tvec[1]) < eps) {
742       nor[0] = 1.0f;
743     }
744 
745     co = tvec[2];
746   }
747   co /= len;
748 
749   normalize_v3(nor);
750 
751   axis_angle_normalized_to_quat(q, nor, saacos(co));
752 
753   if (axis != upflag) {
754     float mat[3][3];
755     float q2[4];
756     const float *fp = mat[2];
757     quat_to_mat3(mat, q);
758 
759     if (axis == 0) {
760       if (upflag == 1) {
761         angle = 0.5f * atan2f(fp[2], fp[1]);
762       }
763       else {
764         angle = -0.5f * atan2f(fp[1], fp[2]);
765       }
766     }
767     else if (axis == 1) {
768       if (upflag == 0) {
769         angle = -0.5f * atan2f(fp[2], fp[0]);
770       }
771       else {
772         angle = 0.5f * atan2f(fp[0], fp[2]);
773       }
774     }
775     else {
776       if (upflag == 0) {
777         angle = 0.5f * atan2f(-fp[1], -fp[0]);
778       }
779       else {
780         angle = -0.5f * atan2f(-fp[0], -fp[1]);
781       }
782     }
783 
784     co = cosf(angle);
785     si = sinf(angle) / len;
786     q2[0] = co;
787     q2[1] = tvec[0] * si;
788     q2[2] = tvec[1] * si;
789     q2[3] = tvec[2] * si;
790 
791     mul_qt_qtqt(q, q2, q);
792   }
793 }
794 
795 #if 0
796 
797 /* A & M Watt, Advanced animation and rendering techniques, 1992 ACM press */
798 void QuatInterpolW(float *result, float quat1[4], float quat2[4], float t)
799 {
800   float omega, cosom, sinom, sc1, sc2;
801 
802   cosom = quat1[0] * quat2[0] + quat1[1] * quat2[1] + quat1[2] * quat2[2] + quat1[3] * quat2[3];
803 
804   /* rotate around shortest angle */
805   if ((1.0f + cosom) > 0.0001f) {
806 
807     if ((1.0f - cosom) > 0.0001f) {
808       omega = (float)acos(cosom);
809       sinom = sinf(omega);
810       sc1 = sinf((1.0 - t) * omega) / sinom;
811       sc2 = sinf(t * omega) / sinom;
812     }
813     else {
814       sc1 = 1.0f - t;
815       sc2 = t;
816     }
817     result[0] = sc1 * quat1[0] + sc2 * quat2[0];
818     result[1] = sc1 * quat1[1] + sc2 * quat2[1];
819     result[2] = sc1 * quat1[2] + sc2 * quat2[2];
820     result[3] = sc1 * quat1[3] + sc2 * quat2[3];
821   }
822   else {
823     result[0] = quat2[3];
824     result[1] = -quat2[2];
825     result[2] = quat2[1];
826     result[3] = -quat2[0];
827 
828     sc1 = sinf((1.0 - t) * M_PI_2);
829     sc2 = sinf(t * M_PI_2);
830 
831     result[0] = sc1 * quat1[0] + sc2 * result[0];
832     result[1] = sc1 * quat1[1] + sc2 * result[1];
833     result[2] = sc1 * quat1[2] + sc2 * result[2];
834     result[3] = sc1 * quat1[3] + sc2 * result[3];
835   }
836 }
837 #endif
838 
839 /**
840  * Generic function for implementing slerp
841  * (quaternions and spherical vector coords).
842  *
843  * \param t: factor in [0..1]
844  * \param cosom: dot product from normalized vectors/quats.
845  * \param r_w: calculated weights.
846  */
interp_dot_slerp(const float t,const float cosom,float r_w[2])847 void interp_dot_slerp(const float t, const float cosom, float r_w[2])
848 {
849   const float eps = 1e-4f;
850 
851   BLI_assert(IN_RANGE_INCL(cosom, -1.0001f, 1.0001f));
852 
853   /* within [-1..1] range, avoid aligned axis */
854   if (LIKELY(fabsf(cosom) < (1.0f - eps))) {
855     float omega, sinom;
856 
857     omega = acosf(cosom);
858     sinom = sinf(omega);
859     r_w[0] = sinf((1.0f - t) * omega) / sinom;
860     r_w[1] = sinf(t * omega) / sinom;
861   }
862   else {
863     /* fallback to lerp */
864     r_w[0] = 1.0f - t;
865     r_w[1] = t;
866   }
867 }
868 
interp_qt_qtqt(float q[4],const float a[4],const float b[4],const float t)869 void interp_qt_qtqt(float q[4], const float a[4], const float b[4], const float t)
870 {
871   float quat[4], cosom, w[2];
872 
873   BLI_ASSERT_UNIT_QUAT(a);
874   BLI_ASSERT_UNIT_QUAT(b);
875 
876   cosom = dot_qtqt(a, b);
877 
878   /* rotate around shortest angle */
879   if (cosom < 0.0f) {
880     cosom = -cosom;
881     negate_v4_v4(quat, a);
882   }
883   else {
884     copy_qt_qt(quat, a);
885   }
886 
887   interp_dot_slerp(t, cosom, w);
888 
889   q[0] = w[0] * quat[0] + w[1] * b[0];
890   q[1] = w[0] * quat[1] + w[1] * b[1];
891   q[2] = w[0] * quat[2] + w[1] * b[2];
892   q[3] = w[0] * quat[3] + w[1] * b[3];
893 }
894 
add_qt_qtqt(float q[4],const float a[4],const float b[4],const float t)895 void add_qt_qtqt(float q[4], const float a[4], const float b[4], const float t)
896 {
897   q[0] = a[0] + t * b[0];
898   q[1] = a[1] + t * b[1];
899   q[2] = a[2] + t * b[2];
900   q[3] = a[3] + t * b[3];
901 }
902 
903 /* same as tri_to_quat() but takes pre-computed normal from the triangle
904  * used for ngons when we know their normal */
tri_to_quat_ex(float quat[4],const float v1[3],const float v2[3],const float v3[3],const float no_orig[3])905 void tri_to_quat_ex(
906     float quat[4], const float v1[3], const float v2[3], const float v3[3], const float no_orig[3])
907 {
908   /* imaginary x-axis, y-axis triangle is being rotated */
909   float vec[3], q1[4], q2[4], n[3], si, co, angle, mat[3][3], imat[3][3];
910 
911   /* move z-axis to face-normal */
912 #if 0
913   normal_tri_v3(vec, v1, v2, v3);
914 #else
915   copy_v3_v3(vec, no_orig);
916   (void)v3;
917 #endif
918 
919   n[0] = vec[1];
920   n[1] = -vec[0];
921   n[2] = 0.0f;
922   normalize_v3(n);
923 
924   if (n[0] == 0.0f && n[1] == 0.0f) {
925     n[0] = 1.0f;
926   }
927 
928   angle = -0.5f * saacos(vec[2]);
929   co = cosf(angle);
930   si = sinf(angle);
931   q1[0] = co;
932   q1[1] = n[0] * si;
933   q1[2] = n[1] * si;
934   q1[3] = 0.0f;
935 
936   /* rotate back line v1-v2 */
937   quat_to_mat3(mat, q1);
938   invert_m3_m3(imat, mat);
939   sub_v3_v3v3(vec, v2, v1);
940   mul_m3_v3(imat, vec);
941 
942   /* what angle has this line with x-axis? */
943   vec[2] = 0.0f;
944   normalize_v3(vec);
945 
946   angle = 0.5f * atan2f(vec[1], vec[0]);
947   co = cosf(angle);
948   si = sinf(angle);
949   q2[0] = co;
950   q2[1] = 0.0f;
951   q2[2] = 0.0f;
952   q2[3] = si;
953 
954   mul_qt_qtqt(quat, q1, q2);
955 }
956 
957 /**
958  * \return the length of the normal, use to test for degenerate triangles.
959  */
tri_to_quat(float q[4],const float a[3],const float b[3],const float c[3])960 float tri_to_quat(float q[4], const float a[3], const float b[3], const float c[3])
961 {
962   float vec[3];
963   const float len = normal_tri_v3(vec, a, b, c);
964 
965   tri_to_quat_ex(q, a, b, c, vec);
966   return len;
967 }
968 
print_qt(const char * str,const float q[4])969 void print_qt(const char *str, const float q[4])
970 {
971   printf("%s: %.3f %.3f %.3f %.3f\n", str, q[0], q[1], q[2], q[3]);
972 }
973 
974 /******************************** Axis Angle *********************************/
975 
axis_angle_normalized_to_quat(float r[4],const float axis[3],const float angle)976 void axis_angle_normalized_to_quat(float r[4], const float axis[3], const float angle)
977 {
978   const float phi = 0.5f * angle;
979   const float si = sinf(phi);
980   const float co = cosf(phi);
981   BLI_ASSERT_UNIT_V3(axis);
982   r[0] = co;
983   mul_v3_v3fl(r + 1, axis, si);
984 }
985 
axis_angle_to_quat(float r[4],const float axis[3],const float angle)986 void axis_angle_to_quat(float r[4], const float axis[3], const float angle)
987 {
988   float nor[3];
989 
990   if (LIKELY(normalize_v3_v3(nor, axis) != 0.0f)) {
991     axis_angle_normalized_to_quat(r, nor, angle);
992   }
993   else {
994     unit_qt(r);
995   }
996 }
997 
998 /* Quaternions to Axis Angle */
quat_to_axis_angle(float axis[3],float * angle,const float q[4])999 void quat_to_axis_angle(float axis[3], float *angle, const float q[4])
1000 {
1001   float ha, si;
1002 
1003 #ifdef DEBUG
1004   if (!((ha = dot_qtqt(q, q)) == 0.0f || (fabsf(ha - 1.0f) < (float)QUAT_EPSILON))) {
1005     fprintf(stderr,
1006             "Warning! quat_to_axis_angle() called with non-normalized: size %.8f *** report a bug "
1007             "***\n",
1008             ha);
1009   }
1010 #endif
1011 
1012   /* calculate angle/2, and sin(angle/2) */
1013   ha = acosf(q[0]);
1014   si = sinf(ha);
1015 
1016   /* from half-angle to angle */
1017   *angle = ha * 2;
1018 
1019   /* prevent division by zero for axis conversion */
1020   if (fabsf(si) < 0.0005f) {
1021     si = 1.0f;
1022   }
1023 
1024   axis[0] = q[1] / si;
1025   axis[1] = q[2] / si;
1026   axis[2] = q[3] / si;
1027   if (is_zero_v3(axis)) {
1028     axis[1] = 1.0f;
1029   }
1030 }
1031 
1032 /* Axis Angle to Euler Rotation */
axis_angle_to_eulO(float eul[3],const short order,const float axis[3],const float angle)1033 void axis_angle_to_eulO(float eul[3], const short order, const float axis[3], const float angle)
1034 {
1035   float q[4];
1036 
1037   /* use quaternions as intermediate representation for now... */
1038   axis_angle_to_quat(q, axis, angle);
1039   quat_to_eulO(eul, order, q);
1040 }
1041 
1042 /* Euler Rotation to Axis Angle */
eulO_to_axis_angle(float axis[3],float * angle,const float eul[3],const short order)1043 void eulO_to_axis_angle(float axis[3], float *angle, const float eul[3], const short order)
1044 {
1045   float q[4];
1046 
1047   /* use quaternions as intermediate representation for now... */
1048   eulO_to_quat(q, eul, order);
1049   quat_to_axis_angle(axis, angle, q);
1050 }
1051 
1052 /**
1053  * axis angle to 3x3 matrix
1054  *
1055  * This takes the angle with sin/cos applied so we can avoid calculating it in some cases.
1056  *
1057  * \param axis: rotation axis (must be normalized).
1058  * \param angle_sin: sin(angle)
1059  * \param angle_cos: cos(angle)
1060  */
axis_angle_normalized_to_mat3_ex(float mat[3][3],const float axis[3],const float angle_sin,const float angle_cos)1061 void axis_angle_normalized_to_mat3_ex(float mat[3][3],
1062                                       const float axis[3],
1063                                       const float angle_sin,
1064                                       const float angle_cos)
1065 {
1066   float nsi[3], ico;
1067   float n_00, n_01, n_11, n_02, n_12, n_22;
1068 
1069   BLI_ASSERT_UNIT_V3(axis);
1070 
1071   /* now convert this to a 3x3 matrix */
1072 
1073   ico = (1.0f - angle_cos);
1074   nsi[0] = axis[0] * angle_sin;
1075   nsi[1] = axis[1] * angle_sin;
1076   nsi[2] = axis[2] * angle_sin;
1077 
1078   n_00 = (axis[0] * axis[0]) * ico;
1079   n_01 = (axis[0] * axis[1]) * ico;
1080   n_11 = (axis[1] * axis[1]) * ico;
1081   n_02 = (axis[0] * axis[2]) * ico;
1082   n_12 = (axis[1] * axis[2]) * ico;
1083   n_22 = (axis[2] * axis[2]) * ico;
1084 
1085   mat[0][0] = n_00 + angle_cos;
1086   mat[0][1] = n_01 + nsi[2];
1087   mat[0][2] = n_02 - nsi[1];
1088   mat[1][0] = n_01 - nsi[2];
1089   mat[1][1] = n_11 + angle_cos;
1090   mat[1][2] = n_12 + nsi[0];
1091   mat[2][0] = n_02 + nsi[1];
1092   mat[2][1] = n_12 - nsi[0];
1093   mat[2][2] = n_22 + angle_cos;
1094 }
1095 
axis_angle_normalized_to_mat3(float R[3][3],const float axis[3],const float angle)1096 void axis_angle_normalized_to_mat3(float R[3][3], const float axis[3], const float angle)
1097 {
1098   axis_angle_normalized_to_mat3_ex(R, axis, sinf(angle), cosf(angle));
1099 }
1100 
1101 /* axis angle to 3x3 matrix - safer version (normalization of axis performed) */
axis_angle_to_mat3(float R[3][3],const float axis[3],const float angle)1102 void axis_angle_to_mat3(float R[3][3], const float axis[3], const float angle)
1103 {
1104   float nor[3];
1105 
1106   /* normalize the axis first (to remove unwanted scaling) */
1107   if (normalize_v3_v3(nor, axis) == 0.0f) {
1108     unit_m3(R);
1109     return;
1110   }
1111 
1112   axis_angle_normalized_to_mat3(R, nor, angle);
1113 }
1114 
1115 /* axis angle to 4x4 matrix - safer version (normalization of axis performed) */
axis_angle_to_mat4(float R[4][4],const float axis[3],const float angle)1116 void axis_angle_to_mat4(float R[4][4], const float axis[3], const float angle)
1117 {
1118   float tmat[3][3];
1119 
1120   axis_angle_to_mat3(tmat, axis, angle);
1121   unit_m4(R);
1122   copy_m4_m3(R, tmat);
1123 }
1124 
1125 /* 3x3 matrix to axis angle */
mat3_normalized_to_axis_angle(float axis[3],float * angle,const float mat[3][3])1126 void mat3_normalized_to_axis_angle(float axis[3], float *angle, const float mat[3][3])
1127 {
1128   float q[4];
1129 
1130   /* use quaternions as intermediate representation */
1131   /* TODO: it would be nicer to go straight there... */
1132   mat3_normalized_to_quat(q, mat);
1133   quat_to_axis_angle(axis, angle, q);
1134 }
mat3_to_axis_angle(float axis[3],float * angle,const float mat[3][3])1135 void mat3_to_axis_angle(float axis[3], float *angle, const float mat[3][3])
1136 {
1137   float q[4];
1138 
1139   /* use quaternions as intermediate representation */
1140   /* TODO: it would be nicer to go straight there... */
1141   mat3_to_quat(q, mat);
1142   quat_to_axis_angle(axis, angle, q);
1143 }
1144 
1145 /* 4x4 matrix to axis angle */
mat4_normalized_to_axis_angle(float axis[3],float * angle,const float mat[4][4])1146 void mat4_normalized_to_axis_angle(float axis[3], float *angle, const float mat[4][4])
1147 {
1148   float q[4];
1149 
1150   /* use quaternions as intermediate representation */
1151   /* TODO: it would be nicer to go straight there... */
1152   mat4_normalized_to_quat(q, mat);
1153   quat_to_axis_angle(axis, angle, q);
1154 }
1155 
1156 /* 4x4 matrix to axis angle */
mat4_to_axis_angle(float axis[3],float * angle,const float mat[4][4])1157 void mat4_to_axis_angle(float axis[3], float *angle, const float mat[4][4])
1158 {
1159   float q[4];
1160 
1161   /* use quaternions as intermediate representation */
1162   /* TODO: it would be nicer to go straight there... */
1163   mat4_to_quat(q, mat);
1164   quat_to_axis_angle(axis, angle, q);
1165 }
1166 
axis_angle_to_mat4_single(float R[4][4],const char axis,const float angle)1167 void axis_angle_to_mat4_single(float R[4][4], const char axis, const float angle)
1168 {
1169   float mat3[3][3];
1170   axis_angle_to_mat3_single(mat3, axis, angle);
1171   copy_m4_m3(R, mat3);
1172 }
1173 
1174 /* rotation matrix from a single axis */
axis_angle_to_mat3_single(float R[3][3],const char axis,const float angle)1175 void axis_angle_to_mat3_single(float R[3][3], const char axis, const float angle)
1176 {
1177   const float angle_cos = cosf(angle);
1178   const float angle_sin = sinf(angle);
1179 
1180   switch (axis) {
1181     case 'X': /* rotation around X */
1182       R[0][0] = 1.0f;
1183       R[0][1] = 0.0f;
1184       R[0][2] = 0.0f;
1185       R[1][0] = 0.0f;
1186       R[1][1] = angle_cos;
1187       R[1][2] = angle_sin;
1188       R[2][0] = 0.0f;
1189       R[2][1] = -angle_sin;
1190       R[2][2] = angle_cos;
1191       break;
1192     case 'Y': /* rotation around Y */
1193       R[0][0] = angle_cos;
1194       R[0][1] = 0.0f;
1195       R[0][2] = -angle_sin;
1196       R[1][0] = 0.0f;
1197       R[1][1] = 1.0f;
1198       R[1][2] = 0.0f;
1199       R[2][0] = angle_sin;
1200       R[2][1] = 0.0f;
1201       R[2][2] = angle_cos;
1202       break;
1203     case 'Z': /* rotation around Z */
1204       R[0][0] = angle_cos;
1205       R[0][1] = angle_sin;
1206       R[0][2] = 0.0f;
1207       R[1][0] = -angle_sin;
1208       R[1][1] = angle_cos;
1209       R[1][2] = 0.0f;
1210       R[2][0] = 0.0f;
1211       R[2][1] = 0.0f;
1212       R[2][2] = 1.0f;
1213       break;
1214     default:
1215       BLI_assert(0);
1216       break;
1217   }
1218 }
1219 
angle_to_mat2(float R[2][2],const float angle)1220 void angle_to_mat2(float R[2][2], const float angle)
1221 {
1222   const float angle_cos = cosf(angle);
1223   const float angle_sin = sinf(angle);
1224 
1225   /* 2D rotation matrix */
1226   R[0][0] = angle_cos;
1227   R[0][1] = angle_sin;
1228   R[1][0] = -angle_sin;
1229   R[1][1] = angle_cos;
1230 }
1231 
axis_angle_to_quat_single(float q[4],const char axis,const float angle)1232 void axis_angle_to_quat_single(float q[4], const char axis, const float angle)
1233 {
1234   const float angle_half = angle * 0.5f;
1235   const float angle_cos = cosf(angle_half);
1236   const float angle_sin = sinf(angle_half);
1237   const int axis_index = (axis - 'X');
1238 
1239   BLI_assert(axis >= 'X' && axis <= 'Z');
1240 
1241   q[0] = angle_cos;
1242   zero_v3(q + 1);
1243   q[axis_index + 1] = angle_sin;
1244 }
1245 
1246 /****************************** Exponential Map ******************************/
1247 
quat_normalized_to_expmap(float expmap[3],const float q[4])1248 void quat_normalized_to_expmap(float expmap[3], const float q[4])
1249 {
1250   float angle;
1251   BLI_ASSERT_UNIT_QUAT(q);
1252 
1253   /* Obtain axis/angle representation. */
1254   quat_to_axis_angle(expmap, &angle, q);
1255 
1256   /* Convert to exponential map. */
1257   mul_v3_fl(expmap, angle);
1258 }
1259 
quat_to_expmap(float expmap[3],const float q[4])1260 void quat_to_expmap(float expmap[3], const float q[4])
1261 {
1262   float q_no[4];
1263   normalize_qt_qt(q_no, q);
1264   quat_normalized_to_expmap(expmap, q_no);
1265 }
1266 
expmap_to_quat(float r[4],const float expmap[3])1267 void expmap_to_quat(float r[4], const float expmap[3])
1268 {
1269   float axis[3];
1270   float angle;
1271 
1272   /* Obtain axis/angle representation. */
1273   if (LIKELY((angle = normalize_v3_v3(axis, expmap)) != 0.0f)) {
1274     axis_angle_normalized_to_quat(r, axis, angle_wrap_rad(angle));
1275   }
1276   else {
1277     unit_qt(r);
1278   }
1279 }
1280 
1281 /******************************** XYZ Eulers *********************************/
1282 
1283 /* XYZ order */
eul_to_mat3(float mat[3][3],const float eul[3])1284 void eul_to_mat3(float mat[3][3], const float eul[3])
1285 {
1286   double ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
1287 
1288   ci = cos(eul[0]);
1289   cj = cos(eul[1]);
1290   ch = cos(eul[2]);
1291   si = sin(eul[0]);
1292   sj = sin(eul[1]);
1293   sh = sin(eul[2]);
1294   cc = ci * ch;
1295   cs = ci * sh;
1296   sc = si * ch;
1297   ss = si * sh;
1298 
1299   mat[0][0] = (float)(cj * ch);
1300   mat[1][0] = (float)(sj * sc - cs);
1301   mat[2][0] = (float)(sj * cc + ss);
1302   mat[0][1] = (float)(cj * sh);
1303   mat[1][1] = (float)(sj * ss + cc);
1304   mat[2][1] = (float)(sj * cs - sc);
1305   mat[0][2] = (float)-sj;
1306   mat[1][2] = (float)(cj * si);
1307   mat[2][2] = (float)(cj * ci);
1308 }
1309 
1310 /* XYZ order */
eul_to_mat4(float mat[4][4],const float eul[3])1311 void eul_to_mat4(float mat[4][4], const float eul[3])
1312 {
1313   double ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
1314 
1315   ci = cos(eul[0]);
1316   cj = cos(eul[1]);
1317   ch = cos(eul[2]);
1318   si = sin(eul[0]);
1319   sj = sin(eul[1]);
1320   sh = sin(eul[2]);
1321   cc = ci * ch;
1322   cs = ci * sh;
1323   sc = si * ch;
1324   ss = si * sh;
1325 
1326   mat[0][0] = (float)(cj * ch);
1327   mat[1][0] = (float)(sj * sc - cs);
1328   mat[2][0] = (float)(sj * cc + ss);
1329   mat[0][1] = (float)(cj * sh);
1330   mat[1][1] = (float)(sj * ss + cc);
1331   mat[2][1] = (float)(sj * cs - sc);
1332   mat[0][2] = (float)-sj;
1333   mat[1][2] = (float)(cj * si);
1334   mat[2][2] = (float)(cj * ci);
1335 
1336   mat[3][0] = mat[3][1] = mat[3][2] = mat[0][3] = mat[1][3] = mat[2][3] = 0.0f;
1337   mat[3][3] = 1.0f;
1338 }
1339 
1340 /* returns two euler calculation methods, so we can pick the best */
1341 
1342 /* XYZ order */
mat3_normalized_to_eul2(const float mat[3][3],float eul1[3],float eul2[3])1343 static void mat3_normalized_to_eul2(const float mat[3][3], float eul1[3], float eul2[3])
1344 {
1345   const float cy = hypotf(mat[0][0], mat[0][1]);
1346 
1347   BLI_ASSERT_UNIT_M3(mat);
1348 
1349   if (cy > 16.0f * FLT_EPSILON) {
1350 
1351     eul1[0] = atan2f(mat[1][2], mat[2][2]);
1352     eul1[1] = atan2f(-mat[0][2], cy);
1353     eul1[2] = atan2f(mat[0][1], mat[0][0]);
1354 
1355     eul2[0] = atan2f(-mat[1][2], -mat[2][2]);
1356     eul2[1] = atan2f(-mat[0][2], -cy);
1357     eul2[2] = atan2f(-mat[0][1], -mat[0][0]);
1358   }
1359   else {
1360     eul1[0] = atan2f(-mat[2][1], mat[1][1]);
1361     eul1[1] = atan2f(-mat[0][2], cy);
1362     eul1[2] = 0.0f;
1363 
1364     copy_v3_v3(eul2, eul1);
1365   }
1366 }
1367 
1368 /* XYZ order */
mat3_normalized_to_eul(float eul[3],const float mat[3][3])1369 void mat3_normalized_to_eul(float eul[3], const float mat[3][3])
1370 {
1371   float eul1[3], eul2[3];
1372 
1373   mat3_normalized_to_eul2(mat, eul1, eul2);
1374 
1375   /* return best, which is just the one with lowest values it in */
1376   if (fabsf(eul1[0]) + fabsf(eul1[1]) + fabsf(eul1[2]) >
1377       fabsf(eul2[0]) + fabsf(eul2[1]) + fabsf(eul2[2])) {
1378     copy_v3_v3(eul, eul2);
1379   }
1380   else {
1381     copy_v3_v3(eul, eul1);
1382   }
1383 }
mat3_to_eul(float eul[3],const float mat[3][3])1384 void mat3_to_eul(float eul[3], const float mat[3][3])
1385 {
1386   float unit_mat[3][3];
1387   normalize_m3_m3(unit_mat, mat);
1388   mat3_normalized_to_eul(eul, unit_mat);
1389 }
1390 
1391 /* XYZ order */
mat4_normalized_to_eul(float eul[3],const float m[4][4])1392 void mat4_normalized_to_eul(float eul[3], const float m[4][4])
1393 {
1394   float mat3[3][3];
1395   copy_m3_m4(mat3, m);
1396   mat3_normalized_to_eul(eul, mat3);
1397 }
mat4_to_eul(float eul[3],const float m[4][4])1398 void mat4_to_eul(float eul[3], const float m[4][4])
1399 {
1400   float mat3[3][3];
1401   copy_m3_m4(mat3, m);
1402   mat3_to_eul(eul, mat3);
1403 }
1404 
1405 /* XYZ order */
quat_to_eul(float eul[3],const float quat[4])1406 void quat_to_eul(float eul[3], const float quat[4])
1407 {
1408   float unit_mat[3][3];
1409   quat_to_mat3(unit_mat, quat);
1410   mat3_normalized_to_eul(eul, unit_mat);
1411 }
1412 
1413 /* XYZ order */
eul_to_quat(float quat[4],const float eul[3])1414 void eul_to_quat(float quat[4], const float eul[3])
1415 {
1416   float ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
1417 
1418   ti = eul[0] * 0.5f;
1419   tj = eul[1] * 0.5f;
1420   th = eul[2] * 0.5f;
1421   ci = cosf(ti);
1422   cj = cosf(tj);
1423   ch = cosf(th);
1424   si = sinf(ti);
1425   sj = sinf(tj);
1426   sh = sinf(th);
1427   cc = ci * ch;
1428   cs = ci * sh;
1429   sc = si * ch;
1430   ss = si * sh;
1431 
1432   quat[0] = cj * cc + sj * ss;
1433   quat[1] = cj * sc - sj * cs;
1434   quat[2] = cj * ss + sj * cc;
1435   quat[3] = cj * cs - sj * sc;
1436 }
1437 
1438 /* XYZ order */
rotate_eul(float beul[3],const char axis,const float ang)1439 void rotate_eul(float beul[3], const char axis, const float ang)
1440 {
1441   float eul[3], mat1[3][3], mat2[3][3], totmat[3][3];
1442 
1443   BLI_assert(axis >= 'X' && axis <= 'Z');
1444 
1445   eul[0] = eul[1] = eul[2] = 0.0f;
1446   if (axis == 'X') {
1447     eul[0] = ang;
1448   }
1449   else if (axis == 'Y') {
1450     eul[1] = ang;
1451   }
1452   else {
1453     eul[2] = ang;
1454   }
1455 
1456   eul_to_mat3(mat1, eul);
1457   eul_to_mat3(mat2, beul);
1458 
1459   mul_m3_m3m3(totmat, mat2, mat1);
1460 
1461   mat3_to_eul(beul, totmat);
1462 }
1463 
1464 /* order independent! */
compatible_eul(float eul[3],const float oldrot[3])1465 void compatible_eul(float eul[3], const float oldrot[3])
1466 {
1467   /* we could use M_PI as pi_thresh: which is correct but 5.1 gives better results.
1468    * Checked with baking actions to fcurves - campbell */
1469   const float pi_thresh = (5.1f);
1470   const float pi_x2 = (2.0f * (float)M_PI);
1471 
1472   float deul[3];
1473   unsigned int i;
1474 
1475   /* correct differences of about 360 degrees first */
1476   for (i = 0; i < 3; i++) {
1477     deul[i] = eul[i] - oldrot[i];
1478     if (deul[i] > pi_thresh) {
1479       eul[i] -= floorf((deul[i] / pi_x2) + 0.5f) * pi_x2;
1480       deul[i] = eul[i] - oldrot[i];
1481     }
1482     else if (deul[i] < -pi_thresh) {
1483       eul[i] += floorf((-deul[i] / pi_x2) + 0.5f) * pi_x2;
1484       deul[i] = eul[i] - oldrot[i];
1485     }
1486   }
1487 
1488   /* is 1 of the axis rotations larger than 180 degrees and the other small? NO ELSE IF!! */
1489   if (fabsf(deul[0]) > 3.2f && fabsf(deul[1]) < 1.6f && fabsf(deul[2]) < 1.6f) {
1490     if (deul[0] > 0.0f) {
1491       eul[0] -= pi_x2;
1492     }
1493     else {
1494       eul[0] += pi_x2;
1495     }
1496   }
1497   if (fabsf(deul[1]) > 3.2f && fabsf(deul[2]) < 1.6f && fabsf(deul[0]) < 1.6f) {
1498     if (deul[1] > 0.0f) {
1499       eul[1] -= pi_x2;
1500     }
1501     else {
1502       eul[1] += pi_x2;
1503     }
1504   }
1505   if (fabsf(deul[2]) > 3.2f && fabsf(deul[0]) < 1.6f && fabsf(deul[1]) < 1.6f) {
1506     if (deul[2] > 0.0f) {
1507       eul[2] -= pi_x2;
1508     }
1509     else {
1510       eul[2] += pi_x2;
1511     }
1512   }
1513 }
1514 
1515 /* uses 2 methods to retrieve eulers, and picks the closest */
1516 
1517 /* XYZ order */
mat3_normalized_to_compatible_eul(float eul[3],const float oldrot[3],float mat[3][3])1518 void mat3_normalized_to_compatible_eul(float eul[3], const float oldrot[3], float mat[3][3])
1519 {
1520   float eul1[3], eul2[3];
1521   float d1, d2;
1522 
1523   mat3_normalized_to_eul2(mat, eul1, eul2);
1524 
1525   compatible_eul(eul1, oldrot);
1526   compatible_eul(eul2, oldrot);
1527 
1528   d1 = fabsf(eul1[0] - oldrot[0]) + fabsf(eul1[1] - oldrot[1]) + fabsf(eul1[2] - oldrot[2]);
1529   d2 = fabsf(eul2[0] - oldrot[0]) + fabsf(eul2[1] - oldrot[1]) + fabsf(eul2[2] - oldrot[2]);
1530 
1531   /* return best, which is just the one with lowest difference */
1532   if (d1 > d2) {
1533     copy_v3_v3(eul, eul2);
1534   }
1535   else {
1536     copy_v3_v3(eul, eul1);
1537   }
1538 }
mat3_to_compatible_eul(float eul[3],const float oldrot[3],float mat[3][3])1539 void mat3_to_compatible_eul(float eul[3], const float oldrot[3], float mat[3][3])
1540 {
1541   float unit_mat[3][3];
1542   normalize_m3_m3(unit_mat, mat);
1543   mat3_normalized_to_compatible_eul(eul, oldrot, unit_mat);
1544 }
1545 
quat_to_compatible_eul(float eul[3],const float oldrot[3],const float quat[4])1546 void quat_to_compatible_eul(float eul[3], const float oldrot[3], const float quat[4])
1547 {
1548   float unit_mat[3][3];
1549   quat_to_mat3(unit_mat, quat);
1550   mat3_normalized_to_compatible_eul(eul, oldrot, unit_mat);
1551 }
1552 
1553 /************************** Arbitrary Order Eulers ***************************/
1554 
1555 /* Euler Rotation Order Code:
1556  * was adapted from
1557  *      ANSI C code from the article
1558  *      "Euler Angle Conversion"
1559  *      by Ken Shoemake, shoemake@graphics.cis.upenn.edu
1560  *      in "Graphics Gems IV", Academic Press, 1994
1561  * for use in Blender
1562  */
1563 
1564 /* Type for rotation order info - see wiki for derivation details */
1565 typedef struct RotOrderInfo {
1566   short axis[3];
1567   short parity; /* parity of axis permutation (even=0, odd=1) - 'n' in original code */
1568 } RotOrderInfo;
1569 
1570 /* Array of info for Rotation Order calculations
1571  * WARNING: must be kept in same order as eEulerRotationOrders
1572  */
1573 static const RotOrderInfo rotOrders[] = {
1574     /* i, j, k, n */
1575     {{0, 1, 2}, 0}, /* XYZ */
1576     {{0, 2, 1}, 1}, /* XZY */
1577     {{1, 0, 2}, 1}, /* YXZ */
1578     {{1, 2, 0}, 0}, /* YZX */
1579     {{2, 0, 1}, 0}, /* ZXY */
1580     {{2, 1, 0}, 1}  /* ZYX */
1581 };
1582 
1583 /* Get relevant pointer to rotation order set from the array
1584  * NOTE: since we start at 1 for the values, but arrays index from 0,
1585  *       there is -1 factor involved in this process...
1586  */
get_rotation_order_info(const short order)1587 static const RotOrderInfo *get_rotation_order_info(const short order)
1588 {
1589   BLI_assert(order >= 0 && order <= 6);
1590   if (order < 1) {
1591     return &rotOrders[0];
1592   }
1593   if (order < 6) {
1594     return &rotOrders[order - 1];
1595   }
1596 
1597   return &rotOrders[5];
1598 }
1599 
1600 /* Construct quaternion from Euler angles (in radians). */
eulO_to_quat(float q[4],const float e[3],const short order)1601 void eulO_to_quat(float q[4], const float e[3], const short order)
1602 {
1603   const RotOrderInfo *R = get_rotation_order_info(order);
1604   short i = R->axis[0], j = R->axis[1], k = R->axis[2];
1605   double ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
1606   double a[3];
1607 
1608   ti = e[i] * 0.5f;
1609   tj = e[j] * (R->parity ? -0.5f : 0.5f);
1610   th = e[k] * 0.5f;
1611 
1612   ci = cos(ti);
1613   cj = cos(tj);
1614   ch = cos(th);
1615   si = sin(ti);
1616   sj = sin(tj);
1617   sh = sin(th);
1618 
1619   cc = ci * ch;
1620   cs = ci * sh;
1621   sc = si * ch;
1622   ss = si * sh;
1623 
1624   a[i] = cj * sc - sj * cs;
1625   a[j] = cj * ss + sj * cc;
1626   a[k] = cj * cs - sj * sc;
1627 
1628   q[0] = (float)(cj * cc + sj * ss);
1629   q[1] = (float)(a[0]);
1630   q[2] = (float)(a[1]);
1631   q[3] = (float)(a[2]);
1632 
1633   if (R->parity) {
1634     q[j + 1] = -q[j + 1];
1635   }
1636 }
1637 
1638 /* Convert quaternion to Euler angles (in radians). */
quat_to_eulO(float e[3],short const order,const float q[4])1639 void quat_to_eulO(float e[3], short const order, const float q[4])
1640 {
1641   float unit_mat[3][3];
1642 
1643   quat_to_mat3(unit_mat, q);
1644   mat3_normalized_to_eulO(e, order, unit_mat);
1645 }
1646 
1647 /* Construct 3x3 matrix from Euler angles (in radians). */
eulO_to_mat3(float M[3][3],const float e[3],const short order)1648 void eulO_to_mat3(float M[3][3], const float e[3], const short order)
1649 {
1650   const RotOrderInfo *R = get_rotation_order_info(order);
1651   short i = R->axis[0], j = R->axis[1], k = R->axis[2];
1652   double ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
1653 
1654   if (R->parity) {
1655     ti = -e[i];
1656     tj = -e[j];
1657     th = -e[k];
1658   }
1659   else {
1660     ti = e[i];
1661     tj = e[j];
1662     th = e[k];
1663   }
1664 
1665   ci = cos(ti);
1666   cj = cos(tj);
1667   ch = cos(th);
1668   si = sin(ti);
1669   sj = sin(tj);
1670   sh = sin(th);
1671 
1672   cc = ci * ch;
1673   cs = ci * sh;
1674   sc = si * ch;
1675   ss = si * sh;
1676 
1677   M[i][i] = (float)(cj * ch);
1678   M[j][i] = (float)(sj * sc - cs);
1679   M[k][i] = (float)(sj * cc + ss);
1680   M[i][j] = (float)(cj * sh);
1681   M[j][j] = (float)(sj * ss + cc);
1682   M[k][j] = (float)(sj * cs - sc);
1683   M[i][k] = (float)(-sj);
1684   M[j][k] = (float)(cj * si);
1685   M[k][k] = (float)(cj * ci);
1686 }
1687 
1688 /* returns two euler calculation methods, so we can pick the best */
mat3_normalized_to_eulo2(const float mat[3][3],float eul1[3],float eul2[3],const short order)1689 static void mat3_normalized_to_eulo2(const float mat[3][3],
1690                                      float eul1[3],
1691                                      float eul2[3],
1692                                      const short order)
1693 {
1694   const RotOrderInfo *R = get_rotation_order_info(order);
1695   short i = R->axis[0], j = R->axis[1], k = R->axis[2];
1696   float cy;
1697 
1698   BLI_ASSERT_UNIT_M3(mat);
1699 
1700   cy = hypotf(mat[i][i], mat[i][j]);
1701 
1702   if (cy > 16.0f * FLT_EPSILON) {
1703     eul1[i] = atan2f(mat[j][k], mat[k][k]);
1704     eul1[j] = atan2f(-mat[i][k], cy);
1705     eul1[k] = atan2f(mat[i][j], mat[i][i]);
1706 
1707     eul2[i] = atan2f(-mat[j][k], -mat[k][k]);
1708     eul2[j] = atan2f(-mat[i][k], -cy);
1709     eul2[k] = atan2f(-mat[i][j], -mat[i][i]);
1710   }
1711   else {
1712     eul1[i] = atan2f(-mat[k][j], mat[j][j]);
1713     eul1[j] = atan2f(-mat[i][k], cy);
1714     eul1[k] = 0;
1715 
1716     copy_v3_v3(eul2, eul1);
1717   }
1718 
1719   if (R->parity) {
1720     negate_v3(eul1);
1721     negate_v3(eul2);
1722   }
1723 }
1724 
1725 /* Construct 4x4 matrix from Euler angles (in radians). */
eulO_to_mat4(float mat[4][4],const float e[3],const short order)1726 void eulO_to_mat4(float mat[4][4], const float e[3], const short order)
1727 {
1728   float unit_mat[3][3];
1729 
1730   /* for now, we'll just do this the slow way (i.e. copying matrices) */
1731   eulO_to_mat3(unit_mat, e, order);
1732   copy_m4_m3(mat, unit_mat);
1733 }
1734 
1735 /* Convert 3x3 matrix to Euler angles (in radians). */
mat3_normalized_to_eulO(float eul[3],const short order,const float m[3][3])1736 void mat3_normalized_to_eulO(float eul[3], const short order, const float m[3][3])
1737 {
1738   float eul1[3], eul2[3];
1739   float d1, d2;
1740 
1741   mat3_normalized_to_eulo2(m, eul1, eul2, order);
1742 
1743   d1 = fabsf(eul1[0]) + fabsf(eul1[1]) + fabsf(eul1[2]);
1744   d2 = fabsf(eul2[0]) + fabsf(eul2[1]) + fabsf(eul2[2]);
1745 
1746   /* return best, which is just the one with lowest values it in */
1747   if (d1 > d2) {
1748     copy_v3_v3(eul, eul2);
1749   }
1750   else {
1751     copy_v3_v3(eul, eul1);
1752   }
1753 }
mat3_to_eulO(float eul[3],const short order,const float m[3][3])1754 void mat3_to_eulO(float eul[3], const short order, const float m[3][3])
1755 {
1756   float unit_mat[3][3];
1757   normalize_m3_m3(unit_mat, m);
1758   mat3_normalized_to_eulO(eul, order, unit_mat);
1759 }
1760 
1761 /* Convert 4x4 matrix to Euler angles (in radians). */
mat4_normalized_to_eulO(float eul[3],const short order,const float m[4][4])1762 void mat4_normalized_to_eulO(float eul[3], const short order, const float m[4][4])
1763 {
1764   float mat3[3][3];
1765 
1766   /* for now, we'll just do this the slow way (i.e. copying matrices) */
1767   copy_m3_m4(mat3, m);
1768   mat3_normalized_to_eulO(eul, order, mat3);
1769 }
1770 
mat4_to_eulO(float eul[3],const short order,const float m[4][4])1771 void mat4_to_eulO(float eul[3], const short order, const float m[4][4])
1772 {
1773   float mat3[3][3];
1774   copy_m3_m4(mat3, m);
1775   normalize_m3(mat3);
1776   mat3_normalized_to_eulO(eul, order, mat3);
1777 }
1778 
1779 /* uses 2 methods to retrieve eulers, and picks the closest */
mat3_normalized_to_compatible_eulO(float eul[3],const float oldrot[3],const short order,const float mat[3][3])1780 void mat3_normalized_to_compatible_eulO(float eul[3],
1781                                         const float oldrot[3],
1782                                         const short order,
1783                                         const float mat[3][3])
1784 {
1785   float eul1[3], eul2[3];
1786   float d1, d2;
1787 
1788   mat3_normalized_to_eulo2(mat, eul1, eul2, order);
1789 
1790   compatible_eul(eul1, oldrot);
1791   compatible_eul(eul2, oldrot);
1792 
1793   d1 = fabsf(eul1[0] - oldrot[0]) + fabsf(eul1[1] - oldrot[1]) + fabsf(eul1[2] - oldrot[2]);
1794   d2 = fabsf(eul2[0] - oldrot[0]) + fabsf(eul2[1] - oldrot[1]) + fabsf(eul2[2] - oldrot[2]);
1795 
1796   /* return best, which is just the one with lowest difference */
1797   if (d1 > d2) {
1798     copy_v3_v3(eul, eul2);
1799   }
1800   else {
1801     copy_v3_v3(eul, eul1);
1802   }
1803 }
mat3_to_compatible_eulO(float eul[3],const float oldrot[3],const short order,const float mat[3][3])1804 void mat3_to_compatible_eulO(float eul[3],
1805                              const float oldrot[3],
1806                              const short order,
1807                              const float mat[3][3])
1808 {
1809   float unit_mat[3][3];
1810 
1811   normalize_m3_m3(unit_mat, mat);
1812   mat3_normalized_to_compatible_eulO(eul, oldrot, order, unit_mat);
1813 }
1814 
mat4_normalized_to_compatible_eulO(float eul[3],const float oldrot[3],const short order,const float m[4][4])1815 void mat4_normalized_to_compatible_eulO(float eul[3],
1816                                         const float oldrot[3],
1817                                         const short order,
1818                                         const float m[4][4])
1819 {
1820   float mat3[3][3];
1821 
1822   /* for now, we'll just do this the slow way (i.e. copying matrices) */
1823   copy_m3_m4(mat3, m);
1824   mat3_normalized_to_compatible_eulO(eul, oldrot, order, mat3);
1825 }
mat4_to_compatible_eulO(float eul[3],const float oldrot[3],const short order,const float m[4][4])1826 void mat4_to_compatible_eulO(float eul[3],
1827                              const float oldrot[3],
1828                              const short order,
1829                              const float m[4][4])
1830 {
1831   float mat3[3][3];
1832 
1833   /* for now, we'll just do this the slow way (i.e. copying matrices) */
1834   copy_m3_m4(mat3, m);
1835   normalize_m3(mat3);
1836   mat3_normalized_to_compatible_eulO(eul, oldrot, order, mat3);
1837 }
1838 
quat_to_compatible_eulO(float eul[3],const float oldrot[3],const short order,const float quat[4])1839 void quat_to_compatible_eulO(float eul[3],
1840                              const float oldrot[3],
1841                              const short order,
1842                              const float quat[4])
1843 {
1844   float unit_mat[3][3];
1845 
1846   quat_to_mat3(unit_mat, quat);
1847   mat3_normalized_to_compatible_eulO(eul, oldrot, order, unit_mat);
1848 }
1849 
1850 /* rotate the given euler by the given angle on the specified axis */
1851 /* NOTE: is this safe to do with different axis orders? */
1852 
rotate_eulO(float beul[3],const short order,char axis,float ang)1853 void rotate_eulO(float beul[3], const short order, char axis, float ang)
1854 {
1855   float eul[3], mat1[3][3], mat2[3][3], totmat[3][3];
1856 
1857   BLI_assert(axis >= 'X' && axis <= 'Z');
1858 
1859   zero_v3(eul);
1860 
1861   if (axis == 'X') {
1862     eul[0] = ang;
1863   }
1864   else if (axis == 'Y') {
1865     eul[1] = ang;
1866   }
1867   else {
1868     eul[2] = ang;
1869   }
1870 
1871   eulO_to_mat3(mat1, eul, order);
1872   eulO_to_mat3(mat2, beul, order);
1873 
1874   mul_m3_m3m3(totmat, mat2, mat1);
1875 
1876   mat3_to_eulO(beul, order, totmat);
1877 }
1878 
1879 /* the matrix is written to as 3 axis vectors */
eulO_to_gimbal_axis(float gmat[3][3],const float eul[3],const short order)1880 void eulO_to_gimbal_axis(float gmat[3][3], const float eul[3], const short order)
1881 {
1882   const RotOrderInfo *R = get_rotation_order_info(order);
1883 
1884   float mat[3][3];
1885   float teul[3];
1886 
1887   /* first axis is local */
1888   eulO_to_mat3(mat, eul, order);
1889   copy_v3_v3(gmat[R->axis[0]], mat[R->axis[0]]);
1890 
1891   /* second axis is local minus first rotation */
1892   copy_v3_v3(teul, eul);
1893   teul[R->axis[0]] = 0;
1894   eulO_to_mat3(mat, teul, order);
1895   copy_v3_v3(gmat[R->axis[1]], mat[R->axis[1]]);
1896 
1897   /* Last axis is global */
1898   zero_v3(gmat[R->axis[2]]);
1899   gmat[R->axis[2]][R->axis[2]] = 1;
1900 }
1901 
1902 /******************************* Dual Quaternions ****************************/
1903 
1904 /**
1905  * Conversion routines between (regular quaternion, translation) and
1906  * dual quaternion.
1907  *
1908  * Version 1.0.0, February 7th, 2007
1909  *
1910  * Copyright (C) 2006-2007 University of Dublin, Trinity College, All Rights
1911  * Reserved
1912  *
1913  * This software is provided 'as-is', without any express or implied
1914  * warranty.  In no event will the author(s) be held liable for any damages
1915  * arising from the use of this software.
1916  *
1917  * Permission is granted to anyone to use this software for any purpose,
1918  * including commercial applications, and to alter it and redistribute it
1919  * freely, subject to the following restrictions:
1920  *
1921  * 1. The origin of this software must not be misrepresented; you must not
1922  *    claim that you wrote the original software. If you use this software
1923  *    in a product, an acknowledgment in the product documentation would be
1924  *    appreciated but is not required.
1925  * 2. Altered source versions must be plainly marked as such, and must not be
1926  *    misrepresented as being the original software.
1927  * 3. This notice may not be removed or altered from any source distribution.
1928  * Changes for Blender:
1929  * - renaming, style changes and optimization's
1930  * - added support for scaling
1931  */
1932 
mat4_to_dquat(DualQuat * dq,const float basemat[4][4],const float mat[4][4])1933 void mat4_to_dquat(DualQuat *dq, const float basemat[4][4], const float mat[4][4])
1934 {
1935   float *t, *q, dscale[3], scale[3], basequat[4], mat3[3][3];
1936   float baseRS[4][4], baseinv[4][4], baseR[4][4], baseRinv[4][4];
1937   float R[4][4], S[4][4];
1938 
1939   /* split scaling and rotation, there is probably a faster way to do
1940    * this, it's done like this now to correctly get negative scaling */
1941   mul_m4_m4m4(baseRS, mat, basemat);
1942   mat4_to_size(scale, baseRS);
1943 
1944   dscale[0] = scale[0] - 1.0f;
1945   dscale[1] = scale[1] - 1.0f;
1946   dscale[2] = scale[2] - 1.0f;
1947 
1948   copy_m3_m4(mat3, mat);
1949 
1950   if (!is_orthonormal_m3(mat3) || (determinant_m4(mat) < 0.0f) ||
1951       len_squared_v3(dscale) > square_f(1e-4f)) {
1952     /* extract R and S  */
1953     float tmp[4][4];
1954 
1955     /* extra orthogonalize, to avoid flipping with stretched bones */
1956     copy_m4_m4(tmp, baseRS);
1957     orthogonalize_m4(tmp, 1);
1958     mat4_to_quat(basequat, tmp);
1959 
1960     quat_to_mat4(baseR, basequat);
1961     copy_v3_v3(baseR[3], baseRS[3]);
1962 
1963     invert_m4_m4(baseinv, basemat);
1964     mul_m4_m4m4(R, baseR, baseinv);
1965 
1966     invert_m4_m4(baseRinv, baseR);
1967     mul_m4_m4m4(S, baseRinv, baseRS);
1968 
1969     /* set scaling part */
1970     mul_m4_series(dq->scale, basemat, S, baseinv);
1971     dq->scale_weight = 1.0f;
1972   }
1973   else {
1974     /* matrix does not contain scaling */
1975     copy_m4_m4(R, mat);
1976     dq->scale_weight = 0.0f;
1977   }
1978 
1979   /* non-dual part */
1980   mat4_to_quat(dq->quat, R);
1981 
1982   /* dual part */
1983   t = R[3];
1984   q = dq->quat;
1985   dq->trans[0] = -0.5f * (t[0] * q[1] + t[1] * q[2] + t[2] * q[3]);
1986   dq->trans[1] = 0.5f * (t[0] * q[0] + t[1] * q[3] - t[2] * q[2]);
1987   dq->trans[2] = 0.5f * (-t[0] * q[3] + t[1] * q[0] + t[2] * q[1]);
1988   dq->trans[3] = 0.5f * (t[0] * q[2] - t[1] * q[1] + t[2] * q[0]);
1989 }
1990 
dquat_to_mat4(float R[4][4],const DualQuat * dq)1991 void dquat_to_mat4(float R[4][4], const DualQuat *dq)
1992 {
1993   float len, q0[4];
1994   const float *t;
1995 
1996   /* regular quaternion */
1997   copy_qt_qt(q0, dq->quat);
1998 
1999   /* normalize */
2000   len = sqrtf(dot_qtqt(q0, q0));
2001   if (len != 0.0f) {
2002     len = 1.0f / len;
2003   }
2004   mul_qt_fl(q0, len);
2005 
2006   /* rotation */
2007   quat_to_mat4(R, q0);
2008 
2009   /* translation */
2010   t = dq->trans;
2011   R[3][0] = 2.0f * (-t[0] * q0[1] + t[1] * q0[0] - t[2] * q0[3] + t[3] * q0[2]) * len;
2012   R[3][1] = 2.0f * (-t[0] * q0[2] + t[1] * q0[3] + t[2] * q0[0] - t[3] * q0[1]) * len;
2013   R[3][2] = 2.0f * (-t[0] * q0[3] - t[1] * q0[2] + t[2] * q0[1] + t[3] * q0[0]) * len;
2014 
2015   /* scaling */
2016   if (dq->scale_weight) {
2017     mul_m4_m4m4(R, R, dq->scale);
2018   }
2019 }
2020 
add_weighted_dq_dq(DualQuat * dq_sum,const DualQuat * dq,float weight)2021 void add_weighted_dq_dq(DualQuat *dq_sum, const DualQuat *dq, float weight)
2022 {
2023   bool flipped = false;
2024 
2025   /* make sure we interpolate quats in the right direction */
2026   if (dot_qtqt(dq->quat, dq_sum->quat) < 0) {
2027     flipped = true;
2028     weight = -weight;
2029   }
2030 
2031   /* interpolate rotation and translation */
2032   dq_sum->quat[0] += weight * dq->quat[0];
2033   dq_sum->quat[1] += weight * dq->quat[1];
2034   dq_sum->quat[2] += weight * dq->quat[2];
2035   dq_sum->quat[3] += weight * dq->quat[3];
2036 
2037   dq_sum->trans[0] += weight * dq->trans[0];
2038   dq_sum->trans[1] += weight * dq->trans[1];
2039   dq_sum->trans[2] += weight * dq->trans[2];
2040   dq_sum->trans[3] += weight * dq->trans[3];
2041 
2042   /* Interpolate scale - but only if there is scale present. If any dual
2043    * quaternions without scale are added, they will be compensated for in
2044    * normalize_dq. */
2045   if (dq->scale_weight) {
2046     float wmat[4][4];
2047 
2048     if (flipped) {
2049       /* we don't want negative weights for scaling */
2050       weight = -weight;
2051     }
2052 
2053     copy_m4_m4(wmat, (float(*)[4])dq->scale);
2054     mul_m4_fl(wmat, weight);
2055     add_m4_m4m4(dq_sum->scale, dq_sum->scale, wmat);
2056     dq_sum->scale_weight += weight;
2057   }
2058 }
2059 
normalize_dq(DualQuat * dq,float totweight)2060 void normalize_dq(DualQuat *dq, float totweight)
2061 {
2062   const float scale = 1.0f / totweight;
2063 
2064   mul_qt_fl(dq->quat, scale);
2065   mul_qt_fl(dq->trans, scale);
2066 
2067   /* Handle scale if needed. */
2068   if (dq->scale_weight) {
2069     /* Compensate for any dual quaternions added without scale. This is an
2070      * optimization so that we can skip the scale part when not needed. */
2071     float addweight = totweight - dq->scale_weight;
2072 
2073     if (addweight) {
2074       dq->scale[0][0] += addweight;
2075       dq->scale[1][1] += addweight;
2076       dq->scale[2][2] += addweight;
2077       dq->scale[3][3] += addweight;
2078     }
2079 
2080     mul_m4_fl(dq->scale, scale);
2081     dq->scale_weight = 1.0f;
2082   }
2083 }
2084 
mul_v3m3_dq(float r[3],float R[3][3],DualQuat * dq)2085 void mul_v3m3_dq(float r[3], float R[3][3], DualQuat *dq)
2086 {
2087   float M[3][3], t[3], scalemat[3][3], len2;
2088   float w = dq->quat[0], x = dq->quat[1], y = dq->quat[2], z = dq->quat[3];
2089   float t0 = dq->trans[0], t1 = dq->trans[1], t2 = dq->trans[2], t3 = dq->trans[3];
2090 
2091   /* rotation matrix */
2092   M[0][0] = w * w + x * x - y * y - z * z;
2093   M[1][0] = 2 * (x * y - w * z);
2094   M[2][0] = 2 * (x * z + w * y);
2095 
2096   M[0][1] = 2 * (x * y + w * z);
2097   M[1][1] = w * w + y * y - x * x - z * z;
2098   M[2][1] = 2 * (y * z - w * x);
2099 
2100   M[0][2] = 2 * (x * z - w * y);
2101   M[1][2] = 2 * (y * z + w * x);
2102   M[2][2] = w * w + z * z - x * x - y * y;
2103 
2104   len2 = dot_qtqt(dq->quat, dq->quat);
2105   if (len2 > 0.0f) {
2106     len2 = 1.0f / len2;
2107   }
2108 
2109   /* translation */
2110   t[0] = 2 * (-t0 * x + w * t1 - t2 * z + y * t3);
2111   t[1] = 2 * (-t0 * y + t1 * z - x * t3 + w * t2);
2112   t[2] = 2 * (-t0 * z + x * t2 + w * t3 - t1 * y);
2113 
2114   /* apply scaling */
2115   if (dq->scale_weight) {
2116     mul_m4_v3(dq->scale, r);
2117   }
2118 
2119   /* apply rotation and translation */
2120   mul_m3_v3(M, r);
2121   r[0] = (r[0] + t[0]) * len2;
2122   r[1] = (r[1] + t[1]) * len2;
2123   r[2] = (r[2] + t[2]) * len2;
2124 
2125   /* Compute crazy-space correction matrix. */
2126   if (R) {
2127     if (dq->scale_weight) {
2128       copy_m3_m4(scalemat, dq->scale);
2129       mul_m3_m3m3(R, M, scalemat);
2130     }
2131     else {
2132       copy_m3_m3(R, M);
2133     }
2134     mul_m3_fl(R, len2);
2135   }
2136 }
2137 
copy_dq_dq(DualQuat * r,const DualQuat * dq)2138 void copy_dq_dq(DualQuat *r, const DualQuat *dq)
2139 {
2140   memcpy(r, dq, sizeof(DualQuat));
2141 }
2142 
2143 /* axis matches eTrackToAxis_Modes */
quat_apply_track(float quat[4],short axis,short upflag)2144 void quat_apply_track(float quat[4], short axis, short upflag)
2145 {
2146   /* rotations are hard coded to match vec_to_quat */
2147   const float sqrt_1_2 = (float)M_SQRT1_2;
2148   const float quat_track[][4] = {
2149       /* pos-y90 */
2150       {sqrt_1_2, 0.0, -sqrt_1_2, 0.0},
2151       /* Quaternion((1,0,0), radians(90)) * Quaternion((0,1,0), radians(90)) */
2152       {0.5, 0.5, 0.5, 0.5},
2153       /* pos-z90 */
2154       {sqrt_1_2, 0.0, 0.0, sqrt_1_2},
2155       /* neg-y90 */
2156       {sqrt_1_2, 0.0, sqrt_1_2, 0.0},
2157       /* Quaternion((1,0,0), radians(-90)) * Quaternion((0,1,0), radians(-90)) */
2158       {0.5, -0.5, -0.5, 0.5},
2159       /* no rotation */
2160       {0.0, sqrt_1_2, sqrt_1_2, 0.0},
2161   };
2162 
2163   BLI_assert(axis >= 0 && axis <= 5);
2164   BLI_assert(upflag >= 0 && upflag <= 2);
2165 
2166   mul_qt_qtqt(quat, quat, quat_track[axis]);
2167 
2168   if (axis > 2) {
2169     axis = (short)(axis - 3);
2170   }
2171 
2172   /* there are 2 possible up-axis for each axis used, the 'quat_track' applies so the first
2173    * up axis is used X->Y, Y->X, Z->X, if this first up axis isn't used then rotate 90d
2174    * the strange bit shift below just find the low axis {X:Y, Y:X, Z:X} */
2175   if (upflag != (2 - axis) >> 1) {
2176     float q[4] = {sqrt_1_2, 0.0, 0.0, 0.0};             /* assign 90d rotation axis */
2177     q[axis + 1] = ((axis == 1)) ? sqrt_1_2 : -sqrt_1_2; /* flip non Y axis */
2178     mul_qt_qtqt(quat, quat, q);
2179   }
2180 }
2181 
vec_apply_track(float vec[3],short axis)2182 void vec_apply_track(float vec[3], short axis)
2183 {
2184   float tvec[3];
2185 
2186   BLI_assert(axis >= 0 && axis <= 5);
2187 
2188   copy_v3_v3(tvec, vec);
2189 
2190   switch (axis) {
2191     case 0: /* pos-x */
2192       /* vec[0] =  0.0; */
2193       vec[1] = tvec[2];
2194       vec[2] = -tvec[1];
2195       break;
2196     case 1: /* pos-y */
2197       /* vec[0] = tvec[0]; */
2198       /* vec[1] =  0.0; */
2199       /* vec[2] = tvec[2]; */
2200       break;
2201     case 2: /* pos-z */
2202       /* vec[0] = tvec[0]; */
2203       /* vec[1] = tvec[1]; */
2204       /* vec[2] =  0.0; */
2205       break;
2206     case 3: /* neg-x */
2207       /* vec[0] =  0.0; */
2208       vec[1] = tvec[2];
2209       vec[2] = -tvec[1];
2210       break;
2211     case 4: /* neg-y */
2212       vec[0] = -tvec[2];
2213       /* vec[1] =  0.0; */
2214       vec[2] = tvec[0];
2215       break;
2216     case 5: /* neg-z */
2217       vec[0] = -tvec[0];
2218       vec[1] = -tvec[1];
2219       /* vec[2] =  0.0; */
2220       break;
2221   }
2222 }
2223 
2224 /* lens/angle conversion (radians) */
focallength_to_fov(float focal_length,float sensor)2225 float focallength_to_fov(float focal_length, float sensor)
2226 {
2227   return 2.0f * atanf((sensor / 2.0f) / focal_length);
2228 }
2229 
fov_to_focallength(float hfov,float sensor)2230 float fov_to_focallength(float hfov, float sensor)
2231 {
2232   return (sensor / 2.0f) / tanf(hfov * 0.5f);
2233 }
2234 
2235 /* 'mod_inline(-3, 4)= 1', 'fmod(-3, 4)= -3' */
mod_inline(float a,float b)2236 static float mod_inline(float a, float b)
2237 {
2238   return a - (b * floorf(a / b));
2239 }
2240 
angle_wrap_rad(float angle)2241 float angle_wrap_rad(float angle)
2242 {
2243   return mod_inline(angle + (float)M_PI, (float)M_PI * 2.0f) - (float)M_PI;
2244 }
2245 
angle_wrap_deg(float angle)2246 float angle_wrap_deg(float angle)
2247 {
2248   return mod_inline(angle + 180.0f, 360.0f) - 180.0f;
2249 }
2250 
2251 /* returns an angle compatible with angle_compat */
angle_compat_rad(float angle,float angle_compat)2252 float angle_compat_rad(float angle, float angle_compat)
2253 {
2254   return angle_compat + angle_wrap_rad(angle - angle_compat);
2255 }
2256 
2257 /* axis conversion */
2258 static float _axis_convert_matrix[23][3][3] = {
2259     {{-1.0, 0.0, 0.0}, {0.0, -1.0, 0.0}, {0.0, 0.0, 1.0}},
2260     {{-1.0, 0.0, 0.0}, {0.0, 0.0, -1.0}, {0.0, -1.0, 0.0}},
2261     {{-1.0, 0.0, 0.0}, {0.0, 0.0, 1.0}, {0.0, 1.0, 0.0}},
2262     {{-1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}, {0.0, 0.0, -1.0}},
2263     {{0.0, -1.0, 0.0}, {-1.0, 0.0, 0.0}, {0.0, 0.0, -1.0}},
2264     {{0.0, 0.0, 1.0}, {-1.0, 0.0, 0.0}, {0.0, -1.0, 0.0}},
2265     {{0.0, 0.0, -1.0}, {-1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}},
2266     {{0.0, 1.0, 0.0}, {-1.0, 0.0, 0.0}, {0.0, 0.0, 1.0}},
2267     {{0.0, -1.0, 0.0}, {0.0, 0.0, 1.0}, {-1.0, 0.0, 0.0}},
2268     {{0.0, 0.0, -1.0}, {0.0, -1.0, 0.0}, {-1.0, 0.0, 0.0}},
2269     {{0.0, 0.0, 1.0}, {0.0, 1.0, 0.0}, {-1.0, 0.0, 0.0}},
2270     {{0.0, 1.0, 0.0}, {0.0, 0.0, -1.0}, {-1.0, 0.0, 0.0}},
2271     {{0.0, -1.0, 0.0}, {0.0, 0.0, -1.0}, {1.0, 0.0, 0.0}},
2272     {{0.0, 0.0, 1.0}, {0.0, -1.0, 0.0}, {1.0, 0.0, 0.0}},
2273     {{0.0, 0.0, -1.0}, {0.0, 1.0, 0.0}, {1.0, 0.0, 0.0}},
2274     {{0.0, 1.0, 0.0}, {0.0, 0.0, 1.0}, {1.0, 0.0, 0.0}},
2275     {{0.0, -1.0, 0.0}, {1.0, 0.0, 0.0}, {0.0, 0.0, 1.0}},
2276     {{0.0, 0.0, -1.0}, {1.0, 0.0, 0.0}, {0.0, -1.0, 0.0}},
2277     {{0.0, 0.0, 1.0}, {1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}},
2278     {{0.0, 1.0, 0.0}, {1.0, 0.0, 0.0}, {0.0, 0.0, -1.0}},
2279     {{1.0, 0.0, 0.0}, {0.0, -1.0, 0.0}, {0.0, 0.0, -1.0}},
2280     {{1.0, 0.0, 0.0}, {0.0, 0.0, 1.0}, {0.0, -1.0, 0.0}},
2281     {{1.0, 0.0, 0.0}, {0.0, 0.0, -1.0}, {0.0, 1.0, 0.0}},
2282 };
2283 
2284 static int _axis_convert_lut[23][24] = {
2285     {0x8C8, 0x4D0, 0x2E0, 0xAE8, 0x701, 0x511, 0x119, 0xB29, 0x682, 0x88A, 0x09A, 0x2A2,
2286      0x80B, 0x413, 0x223, 0xA2B, 0x644, 0x454, 0x05C, 0xA6C, 0x745, 0x94D, 0x15D, 0x365},
2287     {0xAC8, 0x8D0, 0x4E0, 0x2E8, 0x741, 0x951, 0x159, 0x369, 0x702, 0xB0A, 0x11A, 0x522,
2288      0xA0B, 0x813, 0x423, 0x22B, 0x684, 0x894, 0x09C, 0x2AC, 0x645, 0xA4D, 0x05D, 0x465},
2289     {0x4C8, 0x2D0, 0xAE0, 0x8E8, 0x681, 0x291, 0x099, 0x8A9, 0x642, 0x44A, 0x05A, 0xA62,
2290      0x40B, 0x213, 0xA23, 0x82B, 0x744, 0x354, 0x15C, 0x96C, 0x705, 0x50D, 0x11D, 0xB25},
2291     {0x2C8, 0xAD0, 0x8E0, 0x4E8, 0x641, 0xA51, 0x059, 0x469, 0x742, 0x34A, 0x15A, 0x962,
2292      0x20B, 0xA13, 0x823, 0x42B, 0x704, 0xB14, 0x11C, 0x52C, 0x685, 0x28D, 0x09D, 0x8A5},
2293     {0x708, 0xB10, 0x120, 0x528, 0x8C1, 0xAD1, 0x2D9, 0x4E9, 0x942, 0x74A, 0x35A, 0x162,
2294      0x64B, 0xA53, 0x063, 0x46B, 0x804, 0xA14, 0x21C, 0x42C, 0x885, 0x68D, 0x29D, 0x0A5},
2295     {0xB08, 0x110, 0x520, 0x728, 0x941, 0x151, 0x359, 0x769, 0x802, 0xA0A, 0x21A, 0x422,
2296      0xA4B, 0x053, 0x463, 0x66B, 0x884, 0x094, 0x29C, 0x6AC, 0x8C5, 0xACD, 0x2DD, 0x4E5},
2297     {0x508, 0x710, 0xB20, 0x128, 0x881, 0x691, 0x299, 0x0A9, 0x8C2, 0x4CA, 0x2DA, 0xAE2,
2298      0x44B, 0x653, 0xA63, 0x06B, 0x944, 0x754, 0x35C, 0x16C, 0x805, 0x40D, 0x21D, 0xA25},
2299     {0x108, 0x510, 0x720, 0xB28, 0x801, 0x411, 0x219, 0xA29, 0x882, 0x08A, 0x29A, 0x6A2,
2300      0x04B, 0x453, 0x663, 0xA6B, 0x8C4, 0x4D4, 0x2DC, 0xAEC, 0x945, 0x14D, 0x35D, 0x765},
2301     {0x748, 0x350, 0x160, 0x968, 0xAC1, 0x2D1, 0x4D9, 0x8E9, 0xA42, 0x64A, 0x45A, 0x062,
2302      0x68B, 0x293, 0x0A3, 0x8AB, 0xA04, 0x214, 0x41C, 0x82C, 0xB05, 0x70D, 0x51D, 0x125},
2303     {0x948, 0x750, 0x360, 0x168, 0xB01, 0x711, 0x519, 0x129, 0xAC2, 0x8CA, 0x4DA, 0x2E2,
2304      0x88B, 0x693, 0x2A3, 0x0AB, 0xA44, 0x654, 0x45C, 0x06C, 0xA05, 0x80D, 0x41D, 0x225},
2305     {0x348, 0x150, 0x960, 0x768, 0xA41, 0x051, 0x459, 0x669, 0xA02, 0x20A, 0x41A, 0x822,
2306      0x28B, 0x093, 0x8A3, 0x6AB, 0xB04, 0x114, 0x51C, 0x72C, 0xAC5, 0x2CD, 0x4DD, 0x8E5},
2307     {0x148, 0x950, 0x760, 0x368, 0xA01, 0x811, 0x419, 0x229, 0xB02, 0x10A, 0x51A, 0x722,
2308      0x08B, 0x893, 0x6A3, 0x2AB, 0xAC4, 0x8D4, 0x4DC, 0x2EC, 0xA45, 0x04D, 0x45D, 0x665},
2309     {0x688, 0x890, 0x0A0, 0x2A8, 0x4C1, 0x8D1, 0xAD9, 0x2E9, 0x502, 0x70A, 0xB1A, 0x122,
2310      0x74B, 0x953, 0x163, 0x36B, 0x404, 0x814, 0xA1C, 0x22C, 0x445, 0x64D, 0xA5D, 0x065},
2311     {0x888, 0x090, 0x2A0, 0x6A8, 0x501, 0x111, 0xB19, 0x729, 0x402, 0x80A, 0xA1A, 0x222,
2312      0x94B, 0x153, 0x363, 0x76B, 0x444, 0x054, 0xA5C, 0x66C, 0x4C5, 0x8CD, 0xADD, 0x2E5},
2313     {0x288, 0x690, 0x8A0, 0x0A8, 0x441, 0x651, 0xA59, 0x069, 0x4C2, 0x2CA, 0xADA, 0x8E2,
2314      0x34B, 0x753, 0x963, 0x16B, 0x504, 0x714, 0xB1C, 0x12C, 0x405, 0x20D, 0xA1D, 0x825},
2315     {0x088, 0x290, 0x6A0, 0x8A8, 0x401, 0x211, 0xA19, 0x829, 0x442, 0x04A, 0xA5A, 0x662,
2316      0x14B, 0x353, 0x763, 0x96B, 0x4C4, 0x2D4, 0xADC, 0x8EC, 0x505, 0x10D, 0xB1D, 0x725},
2317     {0x648, 0x450, 0x060, 0xA68, 0x2C1, 0x4D1, 0x8D9, 0xAE9, 0x282, 0x68A, 0x89A, 0x0A2,
2318      0x70B, 0x513, 0x123, 0xB2B, 0x204, 0x414, 0x81C, 0xA2C, 0x345, 0x74D, 0x95D, 0x165},
2319     {0xA48, 0x650, 0x460, 0x068, 0x341, 0x751, 0x959, 0x169, 0x2C2, 0xACA, 0x8DA, 0x4E2,
2320      0xB0B, 0x713, 0x523, 0x12B, 0x284, 0x694, 0x89C, 0x0AC, 0x205, 0xA0D, 0x81D, 0x425},
2321     {0x448, 0x050, 0xA60, 0x668, 0x281, 0x091, 0x899, 0x6A9, 0x202, 0x40A, 0x81A, 0xA22,
2322      0x50B, 0x113, 0xB23, 0x72B, 0x344, 0x154, 0x95C, 0x76C, 0x2C5, 0x4CD, 0x8DD, 0xAE5},
2323     {0x048, 0xA50, 0x660, 0x468, 0x201, 0xA11, 0x819, 0x429, 0x342, 0x14A, 0x95A, 0x762,
2324      0x10B, 0xB13, 0x723, 0x52B, 0x2C4, 0xAD4, 0x8DC, 0x4EC, 0x285, 0x08D, 0x89D, 0x6A5},
2325     {0x808, 0xA10, 0x220, 0x428, 0x101, 0xB11, 0x719, 0x529, 0x142, 0x94A, 0x75A, 0x362,
2326      0x8CB, 0xAD3, 0x2E3, 0x4EB, 0x044, 0xA54, 0x65C, 0x46C, 0x085, 0x88D, 0x69D, 0x2A5},
2327     {0xA08, 0x210, 0x420, 0x828, 0x141, 0x351, 0x759, 0x969, 0x042, 0xA4A, 0x65A, 0x462,
2328      0xACB, 0x2D3, 0x4E3, 0x8EB, 0x084, 0x294, 0x69C, 0x8AC, 0x105, 0xB0D, 0x71D, 0x525},
2329     {0x408, 0x810, 0xA20, 0x228, 0x081, 0x891, 0x699, 0x2A9, 0x102, 0x50A, 0x71A, 0xB22,
2330      0x4CB, 0x8D3, 0xAE3, 0x2EB, 0x144, 0x954, 0x75C, 0x36C, 0x045, 0x44D, 0x65D, 0xA65},
2331 };
2332 
2333 // _axis_convert_num = {'X': 0, 'Y': 1, 'Z': 2, '-X': 3, '-Y': 4, '-Z': 5}
2334 
_axis_signed(const int axis)2335 BLI_INLINE int _axis_signed(const int axis)
2336 {
2337   return (axis < 3) ? axis : axis - 3;
2338 }
2339 
2340 /**
2341  * Each argument us an axis in ['X', 'Y', 'Z', '-X', '-Y', '-Z']
2342  * where the first 2 are a source and the second 2 are the target.
2343  */
mat3_from_axis_conversion(int src_forward,int src_up,int dst_forward,int dst_up,float r_mat[3][3])2344 bool mat3_from_axis_conversion(
2345     int src_forward, int src_up, int dst_forward, int dst_up, float r_mat[3][3])
2346 {
2347   int value;
2348 
2349   if (src_forward == dst_forward && src_up == dst_up) {
2350     unit_m3(r_mat);
2351     return false;
2352   }
2353 
2354   if ((_axis_signed(src_forward) == _axis_signed(src_up)) ||
2355       (_axis_signed(dst_forward) == _axis_signed(dst_up))) {
2356     /* we could assert here! */
2357     unit_m3(r_mat);
2358     return false;
2359   }
2360 
2361   value = ((src_forward << (0 * 3)) | (src_up << (1 * 3)) | (dst_forward << (2 * 3)) |
2362            (dst_up << (3 * 3)));
2363 
2364   for (uint i = 0; i < (ARRAY_SIZE(_axis_convert_matrix)); i++) {
2365     for (uint j = 0; j < (ARRAY_SIZE(*_axis_convert_lut)); j++) {
2366       if (_axis_convert_lut[i][j] == value) {
2367         copy_m3_m3(r_mat, _axis_convert_matrix[i]);
2368         return true;
2369       }
2370     }
2371   }
2372   //  BLI_assert(0);
2373   return false;
2374 }
2375 
2376 /**
2377  * Use when the second axis can be guessed.
2378  */
mat3_from_axis_conversion_single(int src_axis,int dst_axis,float r_mat[3][3])2379 bool mat3_from_axis_conversion_single(int src_axis, int dst_axis, float r_mat[3][3])
2380 {
2381   if (src_axis == dst_axis) {
2382     unit_m3(r_mat);
2383     return false;
2384   }
2385 
2386   /* Pick predictable next axis. */
2387   int src_axis_next = (src_axis + 1) % 3;
2388   int dst_axis_next = (dst_axis + 1) % 3;
2389 
2390   if ((src_axis < 3) != (dst_axis < 3)) {
2391     /* Flip both axis so matrix sign remains positive. */
2392     dst_axis_next += 3;
2393   }
2394 
2395   return mat3_from_axis_conversion(src_axis, src_axis_next, dst_axis, dst_axis_next, r_mat);
2396 }
2397