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authorCampbell Barton <ideasman42@gmail.com>2009-10-01 03:31:10 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-10-01 03:31:10 +0400
commitbf3374426abe1382718120830572cd5775c4bf82 (patch)
tree97dc429524a1648322f19d7517fbf5315ca46be5 /source/blender/blenkernel/intern/lattice.c
parentbff893a42047cfc92671f878109c1ff17ce5f8a2 (diff)
Use curve twist for the CurveDeform modifier and bones (anything that uses curve_deform_verts() and curve_deform_vector()).
So means minimum twist and twist smoothing are now used. the Z up quaternion from the path is rotated to match the up axis given. There was no logical rule for the up vector, some cases flipped the normals when used with the CurveDeform modifier. Use the default X-Up behavior and match other settings with this. (comments explain this in detail). - Interpolating quaternions didn't work in some cases, disabled for now. - 'no_rot_axis' is different from in 2.4x since it now removes rotation from the tilt whereas before it edited the axis before calculating the tilt.
Diffstat (limited to 'source/blender/blenkernel/intern/lattice.c')
-rw-r--r--source/blender/blenkernel/intern/lattice.c144
1 files changed, 105 insertions, 39 deletions
diff --git a/source/blender/blenkernel/intern/lattice.c b/source/blender/blenkernel/intern/lattice.c
index 730a12bea09..a957be4704c 100644
--- a/source/blender/blenkernel/intern/lattice.c
+++ b/source/blender/blenkernel/intern/lattice.c
@@ -524,30 +524,13 @@ static int where_on_path_deform(Object *ob, float ctime, float *vec, float *dir,
static int calc_curve_deform(Scene *scene, Object *par, float *co, short axis, CurveDeform *cd, float *quatp)
{
Curve *cu= par->data;
- float fac, loc[4], dir[3], cent[3], radius;
- short upflag, index;
-
- if(axis==MOD_CURVE_POSX || axis==MOD_CURVE_NEGX) {
- upflag= OB_POSZ;
- cent[0]= 0.0;
- cent[1]= co[1];
- cent[2]= co[2];
- index= 0;
- }
- else if(axis==MOD_CURVE_POSY || axis==MOD_CURVE_NEGY) {
- upflag= OB_POSZ;
- cent[0]= co[0];
- cent[1]= 0.0;
- cent[2]= co[2];
- index= 1;
- }
- else {
- upflag= OB_POSY;
- cent[0]= co[0];
- cent[1]= co[1];
- cent[2]= 0.0;
- index= 2;
- }
+ float fac, loc[4], dir[3], new_quat[4], radius;
+ short /*upflag, */ index;
+
+ index= axis-1;
+ if(index>2)
+ index -= 3; /* negative */
+
/* to be sure, mostly after file load */
if(cu->path==NULL) {
makeDispListCurveTypes(scene, par, 0);
@@ -555,7 +538,7 @@ static int calc_curve_deform(Scene *scene, Object *par, float *co, short axis, C
}
/* options */
- if(ELEM3(axis, OB_NEGX, OB_NEGY, OB_NEGZ)) {
+ if(ELEM3(axis, OB_NEGX+1, OB_NEGY+1, OB_NEGZ+1)) { /* OB_NEG# 0-5, MOD_CURVE_POS# 1-6 */
if(cu->flag & CU_STRETCH)
fac= (-co[index]-cd->dmax[index])/(cd->dmax[index] - cd->dmin[index]);
else
@@ -579,9 +562,10 @@ static int calc_curve_deform(Scene *scene, Object *par, float *co, short axis, C
}
#endif // XXX old animation system
- if( where_on_path_deform(par, fac, loc, dir, NULL, &radius)) { /* returns OK */
- float q[4], mat[3][3], quat[4];
-
+ if( where_on_path_deform(par, fac, loc, dir, new_quat, &radius)) { /* returns OK */
+ float quat[4], cent[3];
+
+#if 0 // XXX - 2.4x Z-Up, Now use bevel tilt.
if(cd->no_rot_axis) /* set by caller */
dir[cd->no_rot_axis-1]= 0.0f;
@@ -597,22 +581,104 @@ static int calc_curve_deform(Scene *scene, Object *par, float *co, short axis, C
q[2]= -fac*dir[1];
q[3]= -fac*dir[2];
QuatMul(quat, q, quat);
- }
- QuatToMat3(quat, mat);
-
- if(cu->flag & CU_PATH_RADIUS) {
- float tmat[3][3], rmat[3][3];
- Mat3Scale(tmat, radius);
- Mat3MulMat3(rmat, mat, tmat);
- Mat3CpyMat3(mat, rmat);
}
+#endif
- /* local rotation */
- Mat3MulVecfl(mat, cent);
+
+ static float q_x90d[4] = {0.70710676908493, 0.70710676908493, 0.0, 0.0}; // float rot_axis[3]= {1,0,0}; AxisAngleToQuat(q, rot_axis, 90 * (M_PI / 180));
+ static float q_y90d[4] = {0.70710676908493, 0.0, 0.70710676908493, 0.0}; // float rot_axis[3]= {0,1,0}; AxisAngleToQuat(q, rot_axis, 90 * (M_PI / 180));
+ static float q_z90d[4] = {0.70710676908493, 0.0, 0.0, 0.70710676908493}; // float rot_axis[3]= {0,0,2}; AxisAngleToQuat(q, rot_axis, 90 * (M_PI / 180));
+
+ static float q_nx90d[4] = {0.70710676908493, -0.70710676908493, 0.0, 0.0}; // float rot_axis[3]= {1,0,0}; AxisAngleToQuat(q, rot_axis, -90 * (M_PI / 180));
+ static float q_ny90d[4] = {0.70710676908493, 0.0, -0.70710676908493, 0.0}; // float rot_axis[3]= {0,1,0}; AxisAngleToQuat(q, rot_axis, -90 * (M_PI / 180));
+ static float q_nz90d[4] = {0.70710676908493, 0.0, 0.0, -0.70710676908493}; // float rot_axis[3]= {0,0,2}; AxisAngleToQuat(q, rot_axis, -90 * (M_PI / 180));
+
+
+ if(cd->no_rot_axis) { /* set by caller */
+
+ /* this is not exactly the same as 2.4x, since the axis is having rotation removed rather then
+ * changing the axis before calculating the tilt but serves much the same purpose */
+ float dir_flat[3]={0,0,0}, q[4];
+ VECCOPY(dir_flat, dir);
+ dir_flat[cd->no_rot_axis-1]= 0.0f;
+
+ Normalize(dir);
+ Normalize(dir_flat);
+
+ RotationBetweenVectorsToQuat(q, dir, dir_flat); /* Could this be done faster? */
+
+ QuatMul(new_quat, q, new_quat);
+ }
+
+
+ /* Logic for 'cent' orientation *
+ *
+ * The way 'co' is copied to 'cent' may seem to have no meaning, but it does.
+ *
+ * Use a curve modifier to stretch a cube out, color each side RGB, positive side light, negative dark.
+ * view with X up (default), from the angle that you can see 3 faces RGB colors (light), anti-clockwise
+ * Notice X,Y,Z Up all have light colors and each ordered CCW.
+ *
+ * Now for Neg Up XYZ, the colors are all dark, and ordered clockwise - Campbell
+ * */
+
+ switch(axis) {
+ case MOD_CURVE_POSX:
+ QuatMul(quat, new_quat, q_y90d);
+
+ cent[0]= 0.0;
+ cent[1]= co[2];
+ cent[2]= co[1];
+ break;
+ case MOD_CURVE_NEGX:
+ QuatMul(quat, new_quat, q_ny90d);
+
+ cent[0]= 0.0;
+ cent[1]= -co[1];
+ cent[2]= co[2];
+
+ break;
+ case MOD_CURVE_POSY:
+ QuatMul(quat, new_quat, q_x90d);
+
+ cent[0]= co[2];
+ cent[1]= 0.0;
+ cent[2]= -co[0];
+ break;
+ case MOD_CURVE_NEGY:
+ QuatMul(quat, new_quat, q_nx90d);
+
+ cent[0]= -co[0];
+ cent[1]= 0.0;
+ cent[2]= -co[2];
+ break;
+ case MOD_CURVE_POSZ:
+ QuatMul(quat, new_quat, q_z90d);
+
+ cent[0]= co[1];
+ cent[1]= -co[0];
+ cent[2]= 0.0;
+ break;
+ case MOD_CURVE_NEGZ:
+ QuatMul(quat, new_quat, q_nz90d);
+
+ cent[0]= co[0];
+ cent[1]= -co[1];
+ cent[2]= 0.0;
+ break;
+ }
+
+ /* scale if enabled */
+ if(cu->flag & CU_PATH_RADIUS)
+ VecMulf(cent, radius);
+ /* local rotation */
+ NormalQuat(quat);
+ QuatMulVecf(quat, cent);
+
/* translation */
VECADD(co, cent, loc);
-
+
if(quatp)
QUATCOPY(quatp, quat);