本文整理汇总了C++中copy_m3_m4函数的典型用法代码示例。如果您正苦于以下问题:C++ copy_m3_m4函数的具体用法?C++ copy_m3_m4怎么用?C++ copy_m3_m4使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了copy_m3_m4函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: env_rotate_scene
void env_rotate_scene(Render *re, float mat[4][4], int do_rotate)
{
GroupObject *go;
ObjectRen *obr;
ObjectInstanceRen *obi;
LampRen *lar = NULL;
HaloRen *har = NULL;
float imat[3][3], mat_inverse[4][4], smat[4][4], tmat[4][4], cmat[3][3], tmpmat[4][4];
int a;
if (do_rotate == 0) {
invert_m4_m4(tmat, mat);
copy_m3_m4(imat, tmat);
copy_m4_m4(mat_inverse, mat);
}
else {
copy_m4_m4(tmat, mat);
copy_m3_m4(imat, mat);
invert_m4_m4(mat_inverse, tmat);
}
for (obi = re->instancetable.first; obi; obi = obi->next) {
/* append or set matrix depending on dupli */
if (obi->flag & R_DUPLI_TRANSFORMED) {
copy_m4_m4(tmpmat, obi->mat);
mul_m4_m4m4(obi->mat, tmat, tmpmat);
}
else if (do_rotate == 1)
copy_m4_m4(obi->mat, tmat);
else
unit_m4(obi->mat);
copy_m3_m4(cmat, obi->mat);
invert_m3_m3(obi->nmat, cmat);
transpose_m3(obi->nmat);
/* indicate the renderer has to use transform matrices */
if (do_rotate == 0)
obi->flag &= ~R_ENV_TRANSFORMED;
else {
obi->flag |= R_ENV_TRANSFORMED;
copy_m4_m4(obi->imat, mat_inverse);
}
}
for (obr = re->objecttable.first; obr; obr = obr->next) {
for (a = 0; a < obr->tothalo; a++) {
if ((a & 255) == 0) har = obr->bloha[a >> 8];
else har++;
mul_m4_v3(tmat, har->co);
}
/* imat_ren is needed for correct texture coordinates */
mul_m4_m4m4(obr->ob->imat_ren, re->viewmat, obr->ob->obmat);
invert_m4(obr->ob->imat_ren);
}
示例2: add_primitive_bone
/* v3d and rv3d are allowed to be NULL */
void add_primitive_bone(Scene *scene, View3D *v3d, RegionView3D *rv3d)
{
Object *obedit = scene->obedit; // XXX get from context
bArmature *arm = obedit->data;
float obmat[3][3], curs[3], viewmat[3][3], totmat[3][3], imat[3][3];
EditBone *bone;
/* Get inverse point for head and orientation for tail */
invert_m4_m4(obedit->imat, obedit->obmat);
mul_v3_m4v3(curs, obedit->imat, give_cursor(scene, v3d));
if (rv3d && (U.flag & USER_ADD_VIEWALIGNED))
copy_m3_m4(obmat, rv3d->viewmat);
else unit_m3(obmat);
copy_m3_m4(viewmat, obedit->obmat);
mul_m3_m3m3(totmat, obmat, viewmat);
invert_m3_m3(imat, totmat);
ED_armature_deselect_all(obedit, 0);
/* Create a bone */
bone = ED_armature_edit_bone_add(arm, "Bone");
arm->act_edbone = bone;
copy_v3_v3(bone->head, curs);
if (rv3d && (U.flag & USER_ADD_VIEWALIGNED))
add_v3_v3v3(bone->tail, bone->head, imat[1]); // bone with unit length 1
else
add_v3_v3v3(bone->tail, bone->head, imat[2]); // bone with unit length 1, pointing up Z
}
示例3: walk_ray_cast
/**
* \param ray_distance Distance to the hit point
* \param r_location Location of the hit point
* \param r_normal Normal of the hit surface, transformed to always face the camera
*/
static bool walk_ray_cast(bContext *C, RegionView3D *rv3d, WalkInfo *walk, float r_location[3], float r_normal[3], float *ray_distance)
{
float dummy_dist_px = 0;
float ray_normal[3] = {0, 0, 1}; /* forward */
float ray_start[3];
float mat[3][3]; /* 3x3 copy of the view matrix so we can move along the view axis */
bool ret;
*ray_distance = TRANSFORM_DIST_MAX_RAY;
copy_v3_v3(ray_start, rv3d->viewinv[3]);
copy_m3_m4(mat, rv3d->viewinv);
mul_m3_v3(mat, ray_normal);
mul_v3_fl(ray_normal, -1);
normalize_v3(ray_normal);
ret = snapObjectsRayEx(CTX_data_scene(C), NULL, NULL, NULL, NULL, SCE_SNAP_MODE_FACE,
NULL, NULL,
ray_start, ray_normal, ray_distance,
NULL, &dummy_dist_px, r_location, r_normal, SNAP_ALL);
/* dot is positive if both rays are facing the same direction */
if (dot_v3v3(ray_normal, r_normal) > 0) {
copy_v3_fl3(r_normal, -r_normal[0], -r_normal[1], -r_normal[2]);
}
/* artifically scale the distance to the scene size */
*ray_distance /= walk->grid;
return ret;
}
示例4: object_origin_clear_exec
static int object_origin_clear_exec(bContext *C, wmOperator *UNUSED(op))
{
Main *bmain = CTX_data_main(C);
float *v1, *v3;
float mat[3][3];
CTX_DATA_BEGIN (C, Object *, ob, selected_editable_objects)
{
if (ob->parent) {
/* vectors pointed to by v1 and v3 will get modified */
v1 = ob->loc;
v3 = ob->parentinv[3];
copy_m3_m4(mat, ob->parentinv);
negate_v3_v3(v3, v1);
mul_m3_v3(mat, v3);
}
DAG_id_tag_update(&ob->id, OB_RECALC_OB);
}
CTX_DATA_END;
DAG_ids_flush_update(bmain, 0);
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL);
return OPERATOR_FINISHED;
}
示例5: setLocalConstraint
void setLocalConstraint(TransInfo *t, int mode, const char text[]) {
if (t->flag & T_EDIT) {
float obmat[3][3];
copy_m3_m4(obmat, t->scene->obedit->obmat);
normalize_m3(obmat);
setConstraint(t, obmat, mode, text);
}
else {
if (t->total == 1) {
setConstraint(t, t->data->axismtx, mode, text);
}
else {
strncpy(t->con.text + 1, text, 48);
copy_m3_m3(t->con.mtx, t->data->axismtx);
t->con.mode = mode;
getConstraintMatrix(t);
startConstraint(t);
t->con.drawExtra = drawObjectConstraint;
t->con.applyVec = applyObjectConstraintVec;
t->con.applySize = applyObjectConstraintSize;
t->con.applyRot = applyObjectConstraintRot;
t->redraw = 1;
}
}
}
示例6: ED_armature_transform_bones
void ED_armature_transform_bones(struct bArmature *arm, float mat[4][4])
{
EditBone *ebone;
float scale = mat4_to_scale(mat); /* store the scale of the matrix here to use on envelopes */
float mat3[3][3];
copy_m3_m4(mat3, mat);
normalize_m3(mat3);
/* Do the rotations */
for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
float tmat[3][3];
/* find the current bone's roll matrix */
ED_armature_ebone_to_mat3(ebone, tmat);
/* transform the roll matrix */
mul_m3_m3m3(tmat, mat3, tmat);
/* transform the bone */
mul_m4_v3(mat, ebone->head);
mul_m4_v3(mat, ebone->tail);
/* apply the transformed roll back */
mat3_to_vec_roll(tmat, NULL, &ebone->roll);
ebone->rad_head *= scale;
ebone->rad_tail *= scale;
ebone->dist *= scale;
/* we could be smarter and scale by the matrix along the x & z axis */
ebone->xwidth *= scale;
ebone->zwidth *= scale;
}
}
示例7: paintface_minmax
bool paintface_minmax(Object *ob, float r_min[3], float r_max[3])
{
const Mesh *me;
const MPoly *mp;
const MLoop *ml;
const MVert *mvert;
int a, b;
bool ok = false;
float vec[3], bmat[3][3];
me = BKE_mesh_from_object(ob);
if (!me || !me->mloopuv) {
return ok;
}
copy_m3_m4(bmat, ob->obmat);
mvert = me->mvert;
mp = me->mpoly;
for (a = me->totpoly; a > 0; a--, mp++) {
if (mp->flag & ME_HIDE || !(mp->flag & ME_FACE_SEL))
continue;
ml = me->mloop + mp->totloop;
for (b = 0; b < mp->totloop; b++, ml++) {
mul_v3_m3v3(vec, bmat, mvert[ml->v].co);
add_v3_v3v3(vec, vec, ob->obmat[3]);
minmax_v3v3_v3(r_min, r_max, vec);
}
ok = true;
}
return ok;
}
示例8: rigid_orthogonalize_R
static void rigid_orthogonalize_R(float R[][3])
{
HMatrix M, Q, S;
copy_m4_m3(M, R);
polar_decomp(M, Q, S);
copy_m3_m4(R, Q);
}
示例9: init_curve_deform
static void init_curve_deform(Object *par, Object *ob, CurveDeform *cd)
{
invert_m4_m4(ob->imat, ob->obmat);
mult_m4_m4m4(cd->objectspace, ob->imat, par->obmat);
invert_m4_m4(cd->curvespace, cd->objectspace);
copy_m3_m4(cd->objectspace3, cd->objectspace);
cd->no_rot_axis = 0;
}
示例10: armature_bone_primitive_add_exec
static int armature_bone_primitive_add_exec(bContext *C, wmOperator *op)
{
RegionView3D *rv3d = CTX_wm_region_view3d(C);
Object *obedit = CTX_data_edit_object(C);
EditBone *bone;
float obmat[3][3], curs[3], viewmat[3][3], totmat[3][3], imat[3][3];
char name[MAXBONENAME];
RNA_string_get(op->ptr, "name", name);
copy_v3_v3(curs, ED_view3d_cursor3d_get(CTX_data_scene(C), CTX_wm_view3d(C)));
/* Get inverse point for head and orientation for tail */
invert_m4_m4(obedit->imat, obedit->obmat);
mul_m4_v3(obedit->imat, curs);
if (rv3d && (U.flag & USER_ADD_VIEWALIGNED))
copy_m3_m4(obmat, rv3d->viewmat);
else unit_m3(obmat);
copy_m3_m4(viewmat, obedit->obmat);
mul_m3_m3m3(totmat, obmat, viewmat);
invert_m3_m3(imat, totmat);
ED_armature_deselect_all(obedit);
/* Create a bone */
bone = ED_armature_edit_bone_add(obedit->data, name);
copy_v3_v3(bone->head, curs);
if (rv3d && (U.flag & USER_ADD_VIEWALIGNED))
add_v3_v3v3(bone->tail, bone->head, imat[1]); // bone with unit length 1
else
add_v3_v3v3(bone->tail, bone->head, imat[2]); // bone with unit length 1, pointing up Z
/* note, notifier might evolve */
WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit);
return OPERATOR_FINISHED;
}
示例11: ED_armature_ebone_from_mat4
void ED_armature_ebone_from_mat4(EditBone *ebone, float mat[4][4])
{
float mat3[3][3];
copy_m3_m4(mat3, mat);
/* We want normalized matrix here, to be consistent with ebone_to_mat. */
BLI_ASSERT_UNIT_M3(mat3);
sub_v3_v3(ebone->tail, ebone->head);
copy_v3_v3(ebone->head, mat[3]);
add_v3_v3(ebone->tail, mat[3]);
ED_armature_ebone_from_mat3(ebone, mat3);
}
示例12: RotationBetween
static float RotationBetween(TransInfo *t, const float p1[3], const float p2[3])
{
float angle, start[3], end[3];
sub_v3_v3v3(start, p1, t->center_global);
sub_v3_v3v3(end, p2, t->center_global);
// Angle around a constraint axis (error prone, will need debug)
if (t->con.applyRot != NULL && (t->con.mode & CON_APPLY)) {
float axis[3], tmp[3];
t->con.applyRot(t, NULL, axis, NULL);
project_v3_v3v3(tmp, end, axis);
sub_v3_v3v3(end, end, tmp);
project_v3_v3v3(tmp, start, axis);
sub_v3_v3v3(start, start, tmp);
normalize_v3(end);
normalize_v3(start);
cross_v3_v3v3(tmp, start, end);
if (dot_v3v3(tmp, axis) < 0.0f)
angle = -acosf(dot_v3v3(start, end));
else
angle = acosf(dot_v3v3(start, end));
}
else {
float mtx[3][3];
copy_m3_m4(mtx, t->viewmat);
mul_m3_v3(mtx, end);
mul_m3_v3(mtx, start);
angle = atan2f(start[1], start[0]) - atan2f(end[1], end[0]);
}
if (angle > (float)M_PI) {
angle = angle - 2 * (float)M_PI;
}
else if (angle < -((float)M_PI)) {
angle = 2.0f * (float)M_PI + angle;
}
return angle;
}
示例13: camera_frame_fit_data_init
static void camera_frame_fit_data_init(
const Scene *scene, const Object *ob,
CameraParams *params, CameraViewFrameData *data)
{
float camera_rotmat_transposed_inversed[4][4];
unsigned int i;
/* setup parameters */
BKE_camera_params_init(params);
BKE_camera_params_from_object(params, ob);
/* compute matrix, viewplane, .. */
if (scene) {
BKE_camera_params_compute_viewplane(params, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
}
else {
BKE_camera_params_compute_viewplane(params, 1, 1, 1.0f, 1.0f);
}
BKE_camera_params_compute_matrix(params);
/* initialize callback data */
copy_m3_m4(data->camera_rotmat, (float (*)[4])ob->obmat);
normalize_m3(data->camera_rotmat);
/* To transform a plane which is in its homogeneous representation (4d vector),
* we need the inverse of the transpose of the transform matrix... */
copy_m4_m3(camera_rotmat_transposed_inversed, data->camera_rotmat);
transpose_m4(camera_rotmat_transposed_inversed);
invert_m4(camera_rotmat_transposed_inversed);
/* Extract frustum planes from projection matrix. */
planes_from_projmat(params->winmat,
/* left right top bottom near far */
data->plane_tx[2], data->plane_tx[0], data->plane_tx[3], data->plane_tx[1], NULL, NULL);
/* Rotate planes and get normals from them */
for (i = 0; i < CAMERA_VIEWFRAME_NUM_PLANES; i++) {
mul_m4_v4(camera_rotmat_transposed_inversed, data->plane_tx[i]);
normalize_v3_v3(data->normal_tx[i], data->plane_tx[i]);
}
copy_v4_fl(data->dist_vals_sq, FLT_MAX);
data->tot = 0;
data->is_ortho = params->is_ortho;
if (params->is_ortho) {
/* we want (0, 0, -1) transformed by camera_rotmat, this is a quicker shortcut. */
negate_v3_v3(data->camera_no, data->camera_rotmat[2]);
data->dist_to_cam = FLT_MAX;
}
}
示例14: obmat_to_viewmat
static void obmat_to_viewmat(RegionView3D *rv3d, Object *ob)
{
float bmat[4][4];
float tmat[3][3];
rv3d->view = RV3D_VIEW_USER; /* don't show the grid */
copy_m4_m4(bmat, ob->obmat);
normalize_m4(bmat);
invert_m4_m4(rv3d->viewmat, bmat);
/* view quat calculation, needed for add object */
copy_m3_m4(tmat, rv3d->viewmat);
mat3_to_quat(rv3d->viewquat, tmat);
}
示例15: ED_armature_apply_transform
void ED_armature_apply_transform(Object *ob, float mat[4][4])
{
EditBone *ebone;
bArmature *arm = ob->data;
float scale = mat4_to_scale(mat); /* store the scale of the matrix here to use on envelopes */
float mat3[3][3];
copy_m3_m4(mat3, mat);
normalize_m3(mat3);
/* Put the armature into editmode */
ED_armature_to_edit(ob);
/* Do the rotations */
for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
float delta[3], tmat[3][3];
/* find the current bone's roll matrix */
sub_v3_v3v3(delta, ebone->tail, ebone->head);
vec_roll_to_mat3(delta, ebone->roll, tmat);
/* transform the roll matrix */
mul_m3_m3m3(tmat, mat3, tmat);
/* transform the bone */
mul_m4_v3(mat, ebone->head);
mul_m4_v3(mat, ebone->tail);
/* apply the transfiormed roll back */
mat3_to_vec_roll(tmat, NULL, &ebone->roll);
ebone->rad_head *= scale;
ebone->rad_tail *= scale;
ebone->dist *= scale;
/* we could be smarter and scale by the matrix along the x & z axis */
ebone->xwidth *= scale;
ebone->zwidth *= scale;
}
/* Turn the list into an armature */
ED_armature_from_edit(ob);
ED_armature_edit_free(ob);
}