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authorJoshua Leung <aligorith@gmail.com>2007-02-05 04:28:14 +0300
committerJoshua Leung <aligorith@gmail.com>2007-02-05 04:28:14 +0300
commit4d5bd6872b9ee27fd8d8a5ac62e2128b7b554e21 (patch)
tree607df9db8e5f5d16cddae6f149cefe80743b6c1e /source/blender/blenkernel/BKE_armature.h
parent461e4786c80b748e0b541edf3930dcdd80182049 (diff)
Bugfix #5833:
When rotating bones around the 3d-cursor in posemode with a rotated armature, rotation was around strange points other than the cursor. This bug has been around for quite a few releases now. Somehow, the maths used to convert the world/global space locations to local locations only worked on things in editmode, but not bones.
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 cefaaf24eb6..31f6201f35b 100644
--- a/source/blender/blenkernel/BKE_armature.h
+++ b/source/blender/blenkernel/BKE_armature.h
@@ -97,6 +97,7 @@ void mat3_to_vec_roll(float mat[][3], float *vec, float *roll);
/* Common Conversions Between Co-ordinate Spaces */
void armature_mat_world_to_pose(struct Object *ob, float inmat[][4], float outmat[][4]);
+void armature_loc_world_to_pose(struct Object *ob, float *inloc, float *outloc);
void armature_mat_pose_to_bone(struct bPoseChannel *pchan, float inmat[][4], float outmat[][4]);
void armature_loc_pose_to_bone(struct bPoseChannel *pchan, float *inloc, float *outloc);
void armature_mat_pose_to_delta(float delta_mat[][4], float pose_mat[][4], float arm_mat[][4]);