Cleanup: rename mat3_to_quat_is_ok to mat3_to_quat_legacy
Update comment, noting why this is kept.
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@ -1567,7 +1567,7 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
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cross_v3_v3v3(mat[1], mat[2], mat[0]);
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/* apply rotation */
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mat3_to_quat_is_ok(q, mat);
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mat3_to_quat_legacy(q, mat);
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copy_qt_qt(pa->state.rot, q);
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}
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@ -3494,7 +3494,7 @@ void psys_cache_paths(ParticleSimulationData *sim, float cfra, const bool use_re
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* initial tangent, but taking that in to account will allow
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* the possibility of flipping again. -jahka
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*/
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mat3_to_quat_is_ok(cache[p]->rot, rotmat);
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mat3_to_quat_legacy(cache[p]->rot, rotmat);
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}
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psys->totcached = totpart;
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@ -3684,7 +3684,7 @@ static void psys_cache_edit_paths_iter(void *__restrict iter_data_v,
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* initial tangent, but taking that in to account will allow
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* the possibility of flipping again. -jahka
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*/
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mat3_to_quat_is_ok(cache[iter]->rot, rotmat);
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mat3_to_quat_legacy(cache[iter]->rot, rotmat);
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}
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}
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@ -837,7 +837,7 @@ void psys_get_birth_coords(
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cross_v3_v3v3(mat[1], mat[2], mat[0]);
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/* apply rotation */
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mat3_to_quat_is_ok(q, mat);
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mat3_to_quat_legacy(q, mat);
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copy_qt_qt(state->rot, q);
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}
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else {
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@ -178,9 +178,10 @@ float angle_signed_qt(const float q[4]);
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float angle_signed_qtqt(const float q1[4], const float q2[4]);
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/**
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* TODO: don't what this is, but it's not the same as #mat3_to_quat.
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* Legacy matrix to quaternion conversion, keep to prevent changes to existing
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* boids & particle-system behavior. Use #mat3_to_quat for new code.
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*/
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void mat3_to_quat_is_ok(float q[4], const float wmat[3][3]);
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void mat3_to_quat_legacy(float q[4], const float wmat[3][3]);
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/* Other. */
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@ -176,7 +176,7 @@ void quat_to_compatible_quat(float q[4], const float a[4], const float old[4])
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}
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}
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/* skip error check, currently only needed by mat3_to_quat_is_ok */
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/* Skip error check, currently only needed by #mat3_to_quat_legacy. */
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static void quat_to_mat3_no_error(float m[3][3], const float q[4])
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{
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double q0, q1, q2, q3, qda, qdb, qdc, qaa, qab, qac, qbb, qbc, qcc;
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@ -376,8 +376,12 @@ void mat4_to_quat(float q[4], const float mat[4][4])
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mat3_normalized_to_quat_with_checks(q, unit_mat_abs);
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}
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void mat3_to_quat_is_ok(float q[4], const float wmat[3][3])
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void mat3_to_quat_legacy(float q[4], const float wmat[3][3])
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{
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/* Legacy version of #mat3_to_quat which has slightly different behavior.
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* Keep for particle-system & boids since replacing this will make subtle changes
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* that impact hair in existing files. See: D15772. */
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float mat[3][3], matr[3][3], matn[3][3], q1[4], q2[4], angle, si, co, nor[3];
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/* work on a copy */
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