diff options
author | Campbell Barton <ideasman42@gmail.com> | 2010-11-25 22:49:07 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2010-11-25 22:49:07 +0300 |
commit | 95d8cfc25df30adbb18437b8de0bc840797574ee (patch) | |
tree | 0a7ba3821a821dde9682b2a431a048ba19cd699e /source/blender/blenlib/BLI_math_vector.h | |
parent | d2a2cab975d1c4bcd6a047f9f983993c2993a8ad (diff) |
bugfix [#24907] bone roll z up broken and python script showing correct method to roll bones
from Josh Wedlake (joshwedlake), who provided a reference script used to apply changes in ED_rollBoneToVector().
- Obvious bug fixed where Z-Up didnt work right.
- More align axis options to Recalculate Roll operator: X/Y/Z/View Axis & Negate.
- Axis Only option, ignore the axis direction, use shortest rotation to align bones.
ED_rollBoneToVector() changes:
- would give bad roll when the axis wasn't normalized or perpendicular to the bone.
some callers accounted for this but not all.
- option to align to the axis but not the direction.
Diffstat (limited to 'source/blender/blenlib/BLI_math_vector.h')
-rw-r--r-- | source/blender/blenlib/BLI_math_vector.h | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/blenlib/BLI_math_vector.h b/source/blender/blenlib/BLI_math_vector.h index 2e596951fef..ec62954149c 100644 --- a/source/blender/blenlib/BLI_math_vector.h +++ b/source/blender/blenlib/BLI_math_vector.h @@ -121,15 +121,15 @@ void mid_v3_v3v3(float r[3], const float a[3], const float b[3]); /********************************* Comparison ********************************/ -MINLINE int is_zero_v3(float a[3]); -MINLINE int is_one_v3(float a[3]); +MINLINE int is_zero_v3(const float a[3]); +MINLINE int is_one_v3(const float a[3]); -MINLINE int equals_v3v3(float a[3], float b[3]); -MINLINE int compare_v3v3(float a[3], float b[3], float limit); -MINLINE int compare_len_v3v3(float a[3], float b[3], float limit); +MINLINE int equals_v3v3(const float a[3], const float b[3]); +MINLINE int compare_v3v3(const float a[3], const float b[3], const float limit); +MINLINE int compare_len_v3v3(const float a[3], const float b[3], const float limit); -MINLINE int compare_v4v4(float a[4], float b[4], float limit); -MINLINE int equals_v4v4(float a[4], float b[4]); +MINLINE int compare_v4v4(const float a[4], const float b[4], const float limit); +MINLINE int equals_v4v4(const float a[4], const float b[4]); MINLINE float line_point_side_v2(const float l1[2], const float l2[2], const float pt[2]); |