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authorBastien Montagne <montagne29@wanadoo.fr>2014-05-21 17:22:31 +0400
committerBastien Montagne <montagne29@wanadoo.fr>2014-05-21 17:22:31 +0400
commitebbeb082d1bef78d1fa162822db2af44468e97cd (patch)
tree2f31fdc6ed9774e1969cc8ccf336255246afaf51 /source/blender/blenkernel/BKE_armature.h
parentd203edfc9384f8632fce122dc8313a4745799a86 (diff)
Fix T40271: recalculation of the bone roll does not work correctly.
Check that up_axis is not aligned with bone was wrong in at least two aspects (not working against negative alignement case, and since ages it seems, using Z axis when bones are along Y axis...). Also optimized a bit here, better to have a normalized version of vec_roll_to_mat3(), since it needs normalized vector anyway, and we have to normalize it for the tests before calling it anyway (so now, we only do that twice in Transform code, instead of three times). And we can perform aling test *before* calling vec_roll_to_mat3!
Diffstat (limited to 'source/blender/blenkernel/BKE_armature.h')
-rw-r--r--source/blender/blenkernel/BKE_armature.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_armature.h b/source/blender/blenkernel/BKE_armature.h
index 85329753844..fdf0795fe02 100644
--- a/source/blender/blenkernel/BKE_armature.h
+++ b/source/blender/blenkernel/BKE_armature.h
@@ -99,6 +99,7 @@ void BKE_pose_where_is_bone_tail(struct bPoseChannel *pchan);
/* get_objectspace_bone_matrix has to be removed still */
void get_objectspace_bone_matrix(struct Bone *bone, float M_accumulatedMatrix[4][4], int root, int posed);
void vec_roll_to_mat3(const float vec[3], const float roll, float mat[3][3]);
+void vec_roll_to_mat3_normalized(const float nor[3], const float roll, float mat[3][3]);
void mat3_to_vec_roll(float mat[3][3], float r_vec[3], float *r_roll);
/* Common Conversions Between Co-ordinate Spaces */