BLI_math: axis_angle_to_quat_single
Useful to avoid defining a vector for an axis-aligned rotation. Matches axis_angle_to_mat3_single behavior.
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@ -119,6 +119,8 @@ void mat4_to_axis_angle(float axis[3], float *angle, float M[4][4]);
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void axis_angle_to_mat3_single(float R[3][3], const char axis, const float angle);
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void angle_to_mat2(float R[2][2], const float angle);
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void axis_angle_to_quat_single(float q[4], const char axis, const float angle);
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/****************************** Exponential Map ******************************/
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void quat_to_expmap(float expmap[3], const float q[4]);
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void quat_normalized_to_expmap(float expmap[3], const float q[4]);
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@ -1016,6 +1016,20 @@ void angle_to_mat2(float mat[2][2], const float angle)
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mat[1][1] = angle_cos;
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}
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void axis_angle_to_quat_single(float q[4], const char axis, const float angle)
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{
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const float angle_half = angle * 0.5f;
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const float angle_cos = cosf(angle_half);
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const float angle_sin = sinf(angle_half);
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const int axis_index = (axis - 'X');
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assert(axis >= 'X' && axis <= 'Z');
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q[0] = angle_cos;
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zero_v3(q + 1);
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q[axis_index + 1] = angle_sin;
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}
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/****************************** Exponential Map ******************************/
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void quat_normalized_to_expmap(float expmap[3], const float q[4])
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@ -1097,7 +1097,7 @@ static void viewrotate_apply(ViewOpsData *vod, int x, int y)
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mul_qt_qtqt(quat_local_x, vod->viewquat, quat_local_x);
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/* Perform the orbital rotation */
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axis_angle_normalized_to_quat(quat_global_z, zvec_global, sensitivity * vod->reverse * (x - vod->oldx));
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axis_angle_to_quat_single(quat_global_z, 'Z', sensitivity * vod->reverse * (x - vod->oldx));
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mul_qt_qtqt(vod->viewquat, quat_local_x, quat_global_z);
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viewrotate_apply_dyn_ofs(vod, vod->viewquat);
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@ -1482,10 +1482,7 @@ static void view3d_ndof_orbit(const struct wmNDOFMotionData *ndof, ScrArea *sa,
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rv3d->rot_axis[1] = 0;
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rv3d->rot_axis[2] = 1;
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quat[0] = cosf(angle);
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quat[1] = 0.0f;
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quat[2] = 0.0f;
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quat[3] = sinf(angle);
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axis_angle_to_quat_single(quat, 'Z', angle * 2);
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mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, quat);
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}
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@ -3992,14 +3989,12 @@ static int vieworbit_exec(bContext *C, wmOperator *op)
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}
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if (ELEM(orbitdir, V3D_VIEW_STEPLEFT, V3D_VIEW_STEPRIGHT)) {
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const float zvec[3] = {0.0f, 0.0f, 1.0f};
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if (orbitdir == V3D_VIEW_STEPRIGHT) {
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angle = -angle;
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}
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/* z-axis */
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axis_angle_normalized_to_quat(quat_mul, zvec, angle);
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axis_angle_to_quat_single(quat_mul, 'Z', angle);
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}
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else {
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@ -720,8 +720,6 @@ static int flyApply(bContext *C, FlyInfo *fly)
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float dvec[3] = {0, 0, 0}; /* this is the direction thast added to the view offset per redraw */
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/* Camera Uprighting variables */
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float upvec[3] = {0, 0, 0}; /* stores the view's up vector */
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float moffset[2]; /* mouse offset from the views center */
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float tmp_quat[4]; /* used for rotating the view */
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@ -815,6 +813,7 @@ static int flyApply(bContext *C, FlyInfo *fly)
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/* rotate about the X axis- look up/down */
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if (moffset[1]) {
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float upvec[3];
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copy_v3_fl3(upvec, 1.0f, 0.0f, 0.0f);
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mul_m3_v3(mat, upvec);
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/* Rotate about the relative up vec */
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@ -830,7 +829,7 @@ static int flyApply(bContext *C, FlyInfo *fly)
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/* rotate about the Y axis- look left/right */
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if (moffset[0]) {
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float upvec[3];
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/* if we're upside down invert the moffset */
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copy_v3_fl3(upvec, 0.0f, 1.0f, 0.0f);
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mul_m3_v3(mat, upvec);
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@ -858,6 +857,7 @@ static int flyApply(bContext *C, FlyInfo *fly)
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}
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if (fly->zlock == FLY_AXISLOCK_STATE_ACTIVE) {
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float upvec[3];
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copy_v3_fl3(upvec, 1.0f, 0.0f, 0.0f);
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mul_m3_v3(mat, upvec);
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@ -882,6 +882,7 @@ static int flyApply(bContext *C, FlyInfo *fly)
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/* only apply xcorrect when mouse isn't applying x rot */
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if (fly->xlock == FLY_AXISLOCK_STATE_ACTIVE && moffset[1] == 0) {
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float upvec[3];
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copy_v3_fl3(upvec, 0.0f, 0.0f, 1.0f);
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mul_m3_v3(mat, upvec);
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/* make sure we have some z rolling */
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@ -972,9 +972,6 @@ static int walkApply(bContext *C, wmOperator *op, WalkInfo *walk)
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float mat[3][3]; /* 3x3 copy of the view matrix so we can move along the view axis */
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float dvec[3] = {0.0f, 0.0f, 0.0f}; /* this is the direction that's added to the view offset per redraw */
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/* Camera Uprighting variables */
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float upvec[3] = {0.0f, 0.0f, 0.0f}; /* stores the view's up vector */
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int moffset[2]; /* mouse offset from the views center */
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float tmp_quat[4]; /* used for rotating the view */
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@ -1033,6 +1030,7 @@ static int walkApply(bContext *C, wmOperator *op, WalkInfo *walk)
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{
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/* rotate about the X axis- look up/down */
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if (moffset[1]) {
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float upvec[3];
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float angle;
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float y;
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@ -1064,6 +1062,7 @@ static int walkApply(bContext *C, wmOperator *op, WalkInfo *walk)
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/* rotate about the Y axis- look left/right */
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if (moffset[0]) {
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float upvec[3];
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float x;
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/* if we're upside down invert the moffset */
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@ -1082,10 +1081,8 @@ static int walkApply(bContext *C, wmOperator *op, WalkInfo *walk)
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/* user adjustement factor */
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x *= walk->mouse_speed;
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copy_v3_fl3(upvec, 0.0f, 0.0f, 1.0f);
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/* Rotate about the relative up vec */
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axis_angle_normalized_to_quat(tmp_quat, upvec, x);
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axis_angle_to_quat_single(tmp_quat, 'Z', x);
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mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat);
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}
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}
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