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authorJoshua Leung <aligorith@gmail.com>2009-09-12 09:06:28 +0400
committerJoshua Leung <aligorith@gmail.com>2009-09-12 09:06:28 +0400
commit83074d0b3758c1b2d2811974726d4dd33f3034da (patch)
tree6ef4208631de9435d71cdd29637ee9ca329f6e68 /source/blender/blenkernel
parentf0eb02a36b5a04d18a1a587b1e36419daa6a6f23 (diff)
2.5 - More work on Axis-Angle Rotations
* Added a few new methods for axis-angle conversions, and used these instead of manually performing those steps elsewhere * Axis-angles to other representations now get their axes normalised to make sure that odd scaling doesn't occur. * Made a few more tools work with axis-angles properly
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r--source/blender/blenkernel/intern/armature.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c
index 0c18817f8be..c880925aa94 100644
--- a/source/blender/blenkernel/intern/armature.c
+++ b/source/blender/blenkernel/intern/armature.c
@@ -1993,7 +1993,7 @@ void chan_calc_mat(bPoseChannel *chan)
}
else if (chan->rotmode == PCHAN_ROT_AXISANGLE) {
/* axis-angle - stored in quaternion data, but not really that great for 3D-changing orientations */
- VecRotToMat3(&chan->quat[1], chan->quat[0], rmat);
+ AxisAngleToMat3(&chan->quat[1], chan->quat[0], rmat);
}
else {
/* quats are normalised before use to eliminate scaling issues */