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authorCampbell Barton <ideasman42@gmail.com>2013-07-25 16:07:55 +0400
committerCampbell Barton <ideasman42@gmail.com>2013-07-25 16:07:55 +0400
commite69fdfab301f518eaa6b8a53564d0f6fb92119fc (patch)
tree7282dc5c02c9dd54e2395778bb761f92ebc89d33 /source/blender/editors/armature/armature_utils.c
parentb2b0b58fb5ee48fdbbee1d8f19b4051f80880908 (diff)
adjust createSpaceNormalTangent so it can take values from a matrix without having to negate the plane first.
also add ED_armature_ebone_to_mat3/4 since there were quite a few places that did this inline.
Diffstat (limited to 'source/blender/editors/armature/armature_utils.c')
-rw-r--r--source/blender/editors/armature/armature_utils.c27
1 files changed, 21 insertions, 6 deletions
diff --git a/source/blender/editors/armature/armature_utils.c b/source/blender/editors/armature/armature_utils.c
index 0e93a00b01d..4991ef63cf5 100644
--- a/source/blender/editors/armature/armature_utils.c
+++ b/source/blender/editors/armature/armature_utils.c
@@ -156,6 +156,25 @@ bool ED_armature_ebone_is_child_recursive(EditBone *ebone_parent, EditBone *ebon
return false;
}
+void ED_armature_ebone_to_mat3(EditBone *ebone, float mat[3][3])
+{
+ float delta[3];
+
+ /* Find the current bone matrix */
+ sub_v3_v3v3(delta, ebone->tail, ebone->head);
+ vec_roll_to_mat3(delta, ebone->roll, mat);
+}
+
+void ED_armature_ebone_to_mat4(EditBone *ebone, float mat[4][4])
+{
+ float m3[3][3];
+
+ ED_armature_ebone_to_mat3(ebone, m3);
+
+ copy_m4_m3(mat, m3);
+ copy_v3_v3(mat[3], ebone->head);
+}
+
/* *************************************************************** */
/* Mirroring */
@@ -389,7 +408,6 @@ static void fix_bonelist_roll(ListBase *bonelist, ListBase *editbonelist)
float postmat[3][3];
float difmat[3][3];
float imat[3][3];
- float delta[3];
for (curBone = bonelist->first; curBone; curBone = curBone->next) {
/* sets local matrix and arm_mat (restpos) */
@@ -402,8 +420,7 @@ static void fix_bonelist_roll(ListBase *bonelist, ListBase *editbonelist)
if (ebone) {
/* Get the ebone premat */
- sub_v3_v3v3(delta, ebone->tail, ebone->head);
- vec_roll_to_mat3(delta, ebone->roll, premat);
+ ED_armature_ebone_to_mat3(ebone, premat);
/* Get the bone postmat */
copy_m3_m4(postmat, curBone->arm_mat);
@@ -503,11 +520,9 @@ void ED_armature_from_edit(Object *obedit)
{
float M_parentRest[3][3];
float iM_parentRest[3][3];
- float delta[3];
/* Get the parent's matrix (rotation only) */
- sub_v3_v3v3(delta, eBone->parent->tail, eBone->parent->head);
- vec_roll_to_mat3(delta, eBone->parent->roll, M_parentRest);
+ ED_armature_ebone_to_mat3(eBone->parent, M_parentRest);
/* Invert the parent matrix */
invert_m3_m3(iM_parentRest, M_parentRest);