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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2007-11-05 21:44:42 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2007-11-05 21:44:42 +0300
commit63c5dbe745c951472cc196b4d7a5e10ad1f84670 (patch)
tree8fd6660fe0362a156d062269fdd422b27a899f34
parent7d70dd98d625e4f08a750877e4242032bac38305 (diff)
Bugfix:
B-bones didn't work well with non-uniform scaling applied to them. The code to solve this is not too pretty, but don't know how to do it simpler, and at least it makes that stretchy spine work.
-rw-r--r--source/blender/blenkernel/intern/armature.c42
1 files changed, 37 insertions, 5 deletions
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c
index e362bdbd2dd..40f4ae7298e 100644
--- a/source/blender/blenkernel/intern/armature.c
+++ b/source/blender/blenkernel/intern/armature.c
@@ -411,12 +411,31 @@ Mat4 *b_bone_spline_setup(bPoseChannel *pchan, int rest)
Mat4 *result_array= (rest)? bbone_rest_array: bbone_array;
bPoseChannel *next, *prev;
Bone *bone= pchan->bone;
- float h1[3], h2[3], length, hlength1, hlength2, roll1=0.0f, roll2;
- float mat3[3][3], imat[4][4];
+ float h1[3], h2[3], scale[3], length, hlength1, hlength2, roll1=0.0f, roll2;
+ float mat3[3][3], imat[4][4], posemat[4][4], scalemat[4][4], iscalemat[4][4];
float data[MAX_BBONE_SUBDIV+1][4], *fp;
- int a;
-
+ int a, doscale= 0;
+
length= bone->length;
+
+ if(!rest) {
+ /* check if we need to take non-uniform bone scaling into account */
+ scale[0]= VecLength(pchan->pose_mat[0]);
+ scale[1]= VecLength(pchan->pose_mat[1]);
+ scale[2]= VecLength(pchan->pose_mat[2]);
+
+ if(fabs(scale[0] - scale[1]) > 1e-6f || fabs(scale[1] - scale[2]) > 1e-6f) {
+ Mat4One(scalemat);
+ scalemat[0][0]= scale[0];
+ scalemat[1][1]= scale[1];
+ scalemat[2][2]= scale[2];
+ Mat4Invert(iscalemat, scalemat);
+
+ length *= scale[1];
+ doscale = 1;
+ }
+ }
+
hlength1= bone->ease1*length*0.390464f; // 0.5*sqrt(2)*kappa, the handle length for near-perfect circles
hlength2= bone->ease2*length*0.390464f;
@@ -432,8 +451,14 @@ Mat4 *b_bone_spline_setup(bPoseChannel *pchan, int rest)
first point = (0,0,0)
last point = (0, length, 0) */
- if(rest)
+ if(rest) {
Mat4Invert(imat, pchan->bone->arm_mat);
+ }
+ else if(doscale) {
+ Mat4CpyMat4(posemat, pchan->pose_mat);
+ Mat4Ortho(posemat);
+ Mat4Invert(imat, posemat);
+ }
else
Mat4Invert(imat, pchan->pose_mat);
@@ -527,8 +552,15 @@ Mat4 *b_bone_spline_setup(bPoseChannel *pchan, int rest)
for(a=0, fp= data[0]; a<bone->segments; a++, fp+=4) {
VecSubf(h1, fp+4, fp);
vec_roll_to_mat3(h1, fp[3], mat3); // fp[3] is roll
+
Mat4CpyMat3(result_array[a].mat, mat3);
VECCOPY(result_array[a].mat[3], fp);
+
+ if(doscale) {
+ /* correct for scaling when this matrix is used in scaled space */
+ Mat4MulSerie(result_array[a].mat, iscalemat, result_array[a].mat,
+ scalemat, NULL, NULL, NULL, NULL, NULL);
+ }
}
return result_array;