Cleanup: split rotation_from_view

Add a function that takes only a quat, instead of the 3D view.

Allows for using non-view orientations.
This commit is contained in:
Campbell Barton 2018-05-06 18:32:18 +02:00
parent 84474b0171
commit 046904e3fc
2 changed files with 34 additions and 34 deletions

View File

@ -149,6 +149,7 @@ void ED_object_sculptmode_exit_ex(
void ED_object_sculptmode_exit(struct bContext *C);
void ED_object_location_from_view(struct bContext *C, float loc[3]);
void ED_object_rotation_from_quat(float rot[3], const float quat[4], const char align_axis);
void ED_object_rotation_from_view(struct bContext *C, float rot[3], const char align_axis);
void ED_object_base_init_transform(struct bContext *C, struct Base *base, const float loc[3], const float rot[3]);
float ED_object_new_primitive_matrix(

View File

@ -159,45 +159,44 @@ void ED_object_location_from_view(bContext *C, float loc[3])
copy_v3_v3(loc, cursor);
}
void ED_object_rotation_from_quat(float rot[3], const float viewquat[4], const char align_axis)
{
BLI_assert(align_axis >= 'X' && align_axis <= 'Z');
switch (align_axis) {
case 'X':
{
/* Same as 'rv3d->viewinv[1]' */
float axis_y[4] = {0.0f, 1.0f, 0.0f};
float quat_y[4], quat[4];
axis_angle_to_quat(quat_y, axis_y, M_PI_2);
mul_qt_qtqt(quat, viewquat, quat_y);
quat_to_eul(rot, quat);
break;
}
case 'Y':
{
quat_to_eul(rot, viewquat);
rot[0] -= (float)M_PI_2;
break;
}
case 'Z':
{
quat_to_eul(rot, viewquat);
break;
}
}
}
void ED_object_rotation_from_view(bContext *C, float rot[3], const char align_axis)
{
RegionView3D *rv3d = CTX_wm_region_view3d(C);
BLI_assert(align_axis >= 'X' && align_axis <= 'Z');
if (rv3d) {
float quat[4];
switch (align_axis) {
case 'X':
{
float quat_y[4];
axis_angle_to_quat(quat_y, rv3d->viewinv[1], -M_PI_2);
mul_qt_qtqt(quat, rv3d->viewquat, quat_y);
quat[0] = -quat[0];
quat_to_eul(rot, quat);
break;
}
case 'Y':
{
copy_qt_qt(quat, rv3d->viewquat);
quat[0] = -quat[0];
quat_to_eul(rot, quat);
rot[0] -= (float)M_PI_2;
break;
}
case 'Z':
{
copy_qt_qt(quat, rv3d->viewquat);
quat[0] = -quat[0];
quat_to_eul(rot, quat);
break;
}
}
float viewquat[4];
copy_qt_qt(viewquat, rv3d->viewquat);
viewquat[0] *= -1.0f;
ED_object_rotation_from_quat(rot, viewquat, align_axis);
}
else {
zero_v3(rot);