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authorAlexander Gavrilov <angavrilov@gmail.com>2018-10-05 21:02:57 +0300
committerAlexander Gavrilov <angavrilov@gmail.com>2018-10-05 21:52:01 +0300
commita33a4e132eef24261b12acecfe69a8d41aebfaa1 (patch)
treefebab7b9b40731e34c4d41fd5ab7c8bc540d3832 /source/blender/blenkernel/BKE_armature.h
parent8044743741fe4dd3bc45df1a5b6180ccdc0baf3b (diff)
Add and use a utility for computing B-Bone roll from custom handles.
This also fixes a stability problem with the start handle due to an incorrect matrix multiplication order.
Diffstat (limited to 'source/blender/blenkernel/BKE_armature.h')
-rw-r--r--source/blender/blenkernel/BKE_armature.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/blenkernel/BKE_armature.h b/source/blender/blenkernel/BKE_armature.h
index abcf1388c55..666c6758ce0 100644
--- a/source/blender/blenkernel/BKE_armature.h
+++ b/source/blender/blenkernel/BKE_armature.h
@@ -109,7 +109,8 @@ void BKE_pose_where_is_bone_tail(struct bPoseChannel *pchan);
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);
+void mat3_to_vec_roll(const float mat[3][3], float r_vec[3], float *r_roll);
+void mat3_vec_to_roll(const float mat[3][3], const float vec[3], float *r_roll);
/* Common Conversions Between Co-ordinate Spaces */
void BKE_armature_mat_world_to_pose(struct Object *ob, float inmat[4][4], float outmat[4][4]);