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authorAlexander Gavrilov <angavrilov@gmail.com>2019-09-01 17:21:22 +0300
committerAlexander Gavrilov <angavrilov@gmail.com>2019-09-03 19:35:36 +0300
commite91ea20ebee800600ec073f9738b448778372453 (patch)
tree5ba45f03fc6fa53b45ae085cd561afb60dea0a26 /source/blender/blenlib/BLI_math_rotation.h
parentb3b59e3b5657ad95ecca4b8c47c3b20c7e55da35 (diff)
Drivers: support decomposing rotation into swing followed by twist.
In order to correctly drive corrective shape keys from a freely rotating organic joint it is very often found necessary to decompose the rotation into separate bending and twisting motions. This type of decomposition cannot be reproduced by any Euler order or a single quaternion. Instead this is done by using a helper bone with a Damped Track constraint aimed at the tail of the control to pick up the bending, and its helper child with Copy Transforms to separate the twist. Requiring two additional bones to drive a shape key or a correction bone seems inconvenient, so this implements the necessary math as new options in the recently introduced Rotation Mode dropdown of the Transform Channel driver variable type. The data is also accessible as a Transformation constraint input. The output is in the form of Quaternion-derived 'pseudo-angles', which for `Swing and Y Twist` would represent the following: * W: true bend angle, independent of bend direction. * Y: true twist angle. * X, Z: pseudo-angles representing the proportion of bending around X/Z. Reviewers: brecht Differential Revision: https://developer.blender.org/D5651
Diffstat (limited to 'source/blender/blenlib/BLI_math_rotation.h')
-rw-r--r--source/blender/blenlib/BLI_math_rotation.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/blenlib/BLI_math_rotation.h b/source/blender/blenlib/BLI_math_rotation.h
index 7a4ac14970f..1e56b80bcf2 100644
--- a/source/blender/blenlib/BLI_math_rotation.h
+++ b/source/blender/blenlib/BLI_math_rotation.h
@@ -96,6 +96,8 @@ void rotation_between_vecs_to_mat3(float m[3][3], const float v1[3], const float
void rotation_between_vecs_to_quat(float q[4], const float v1[3], const float v2[3]);
void rotation_between_quats_to_quat(float q[4], const float q1[4], const float q2[4]);
+float quat_split_swing_and_twist(const float q[4], int axis, float r_swing[4], float r_twist[4]);
+
float angle_normalized_qt(const float q[4]);
float angle_normalized_qtqt(const float q1[4], const float q2[4]);
float angle_qt(const float q[4]);