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authorCampbell Barton <ideasman42@gmail.com>2010-11-25 22:49:07 +0300
committerCampbell Barton <ideasman42@gmail.com>2010-11-25 22:49:07 +0300
commit95d8cfc25df30adbb18437b8de0bc840797574ee (patch)
tree0a7ba3821a821dde9682b2a431a048ba19cd699e /source/blender/editors/armature
parentd2a2cab975d1c4bcd6a047f9f983993c2993a8ad (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/editors/armature')
-rw-r--r--source/blender/editors/armature/editarmature.c197
-rw-r--r--source/blender/editors/armature/editarmature_generate.c12
-rw-r--r--source/blender/editors/armature/editarmature_retarget.c10
3 files changed, 94 insertions, 125 deletions
diff --git a/source/blender/editors/armature/editarmature.c b/source/blender/editors/armature/editarmature.c
index 3e40ae41b02..61d16f99f2f 100644
--- a/source/blender/editors/armature/editarmature.c
+++ b/source/blender/editors/armature/editarmature.c
@@ -31,6 +31,7 @@
#include <string.h>
#include <math.h>
#include <float.h>
+#include <assert.h>
#include "DNA_anim_types.h"
@@ -2066,136 +2067,110 @@ void ED_armature_to_edit(Object *ob)
/* adjust bone roll to align Z axis with vector
* vec is in local space and is normalized
*/
-float ED_rollBoneToVector(EditBone *bone, float new_up_axis[3])
+
+float ED_rollBoneToVector(EditBone *bone, const float align_axis[3], const short axis_only)
{
- float mat[3][3], nor[3], up_axis[3], vec[3];
- float roll;
+ float mat[3][3], nor[3];
sub_v3_v3v3(nor, bone->tail, bone->head);
-
- vec_roll_to_mat3(nor, 0, mat);
- copy_v3_v3(up_axis, mat[2]);
-
- roll = angle_normalized_v3v3(new_up_axis, up_axis);
-
- cross_v3_v3v3(vec, up_axis, new_up_axis);
-
- if (dot_v3v3(vec, nor) < 0)
- {
- roll = -roll;
- }
-
- return roll;
-}
+ vec_roll_to_mat3(nor, 0.0f, mat);
+ /* check the bone isnt aligned with the axis */
+ if(!is_zero_v3(align_axis) && angle_v3v3(align_axis, mat[2]) > FLT_EPSILON) {
+ float vec[3], align_axis_proj[3], roll;
-/* Set roll value for given bone -> Z-Axis Point up (original method) */
-static void auto_align_ebone_zaxisup(Scene *UNUSED(scene), View3D *UNUSED(v3d), EditBone *ebone)
-{
- float delta[3], curmat[3][3];
- float xaxis[3]={1.0f, 0.0f, 0.0f}, yaxis[3], zaxis[3]={0.0f, 0.0f, 1.0f};
- float targetmat[3][3], imat[3][3], diffmat[3][3];
-
- /* Find the current bone matrix */
- sub_v3_v3v3(delta, ebone->tail, ebone->head);
- vec_roll_to_mat3(delta, 0.0f, curmat);
-
- /* Make new matrix based on y axis & z-up */
- copy_v3_v3(yaxis, curmat[1]);
-
- unit_m3(targetmat);
- copy_v3_v3(targetmat[0], xaxis);
- copy_v3_v3(targetmat[1], yaxis);
- copy_v3_v3(targetmat[2], zaxis);
- normalize_m3(targetmat);
-
- /* Find the difference between the two matrices */
- invert_m3_m3(imat, targetmat);
- mul_m3_m3m3(diffmat, imat, curmat);
-
- // old-method... let's see if using mat3_to_vec_roll is more accurate
- //ebone->roll = atan2(diffmat[2][0], diffmat[2][2]);
- mat3_to_vec_roll(diffmat, delta, &ebone->roll);
-}
-
-void auto_align_ebone_topoint(EditBone *ebone, float *cursor)
-{
- float delta[3], curmat[3][3];
- float mat[4][4], tmat[4][4], imat[4][4];
- float rmat[4][4], rot[3];
- float vec[3];
-
- /* find the current bone matrix as a 4x4 matrix (in Armature Space) */
- sub_v3_v3v3(delta, ebone->tail, ebone->head);
- vec_roll_to_mat3(delta, ebone->roll, curmat);
- copy_m4_m3(mat, curmat);
- copy_v3_v3(mat[3], ebone->head);
-
- /* multiply bone-matrix by object matrix (so that bone-matrix is in WorldSpace) */
- invert_m4_m4(imat, mat);
-
- /* find position of cursor relative to bone */
- mul_v3_m4v3(vec, imat, cursor);
-
- /* check that cursor is in usable position */
- if ((IS_EQ(vec[0], 0)==0) && (IS_EQ(vec[2], 0)==0)) {
- /* Compute a rotation matrix around y */
- rot[1] = (float)atan2(vec[0], vec[2]);
- rot[0] = rot[2] = 0.0f;
- eul_to_mat4( rmat,rot);
+ /* project the new_up_axis along the normal */
+ project_v3_v3v3(vec, align_axis, nor);
+ sub_v3_v3v3(align_axis_proj, align_axis, vec);
- /* Multiply the bone matrix by rotation matrix. This should be new bone-matrix */
- mul_m4_m4m4(tmat, rmat, mat);
- copy_m3_m4(curmat, tmat);
+ if(axis_only) {
+ if(angle_v3v3(align_axis_proj, mat[2]) > M_PI/2) {
+ negate_v3(align_axis_proj);
+ }
+ }
- /* Now convert from new bone-matrix, back to a roll value (in radians) */
- mat3_to_vec_roll(curmat, delta, &ebone->roll);
- }
-}
+ roll = angle_v3v3(align_axis_proj, mat[2]);
+
+ cross_v3_v3v3(vec, mat[2], align_axis_proj);
+
+ if (dot_v3v3(vec, nor) < 0) {
+ roll = -roll;
+ }
-static void auto_align_ebone_tocursor(Scene *scene, View3D *v3d, EditBone *ebone)
-{
- float cursor_local[3];
- float *cursor= give_cursor(scene, v3d);
- float imat[3][3];
+ return roll;
+ }
- copy_m3_m4(imat, scene->obedit->obmat);
- invert_m3(imat);
- copy_v3_v3(cursor_local, cursor);
- mul_m3_v3(imat, cursor_local);
- auto_align_ebone_topoint(ebone, cursor_local);
+ return 0.0f;
}
+
static EnumPropertyItem prop_calc_roll_types[] = {
- {0, "GLOBALUP", 0, "Z-Axis Up", ""},
- {1, "CURSOR", 0, "Z-Axis to Cursor", ""},
+ {0, "X", 0, "X Axis", ""},
+ {1, "Y", 0, "Y Axis", ""},
+ {2, "Z", 0, "Z Axis", ""},
+ {6, "VIEW", 0, "View Axis", ""},
+ {7, "CURSOR", 0, "Cursor", ""},
{0, NULL, 0, NULL, NULL}
};
+
static int armature_calc_roll_exec(bContext *C, wmOperator *op)
{
- Scene *scene= CTX_data_scene(C);
- View3D *v3d= CTX_wm_view3d(C);
Object *ob= CTX_data_edit_object(C);
- void (*roll_func)(Scene *, View3D *, EditBone *) = NULL;
+ const short type= RNA_enum_get(op->ptr, "type");
+ const short axis_only= RNA_boolean_get(op->ptr, "axis_only");
+ const short axis_flip= RNA_boolean_get(op->ptr, "axis_flip");
+
+ float imat[3][3];
+
+ copy_m3_m4(imat, ob->obmat);
+ invert_m3(imat);
+
+ if(type==7) { /* Cursor */
+ Scene *scene= CTX_data_scene(C);
+ View3D *v3d= CTX_wm_view3d(C); /* can be NULL */
+ float cursor_local[3];
+ float *cursor= give_cursor(scene, v3d);
- /* specific method used to calculate roll depends on mode */
- switch (RNA_enum_get(op->ptr, "type")) {
- case 1: /* Z-Axis point towards cursor */
- roll_func= auto_align_ebone_tocursor;
- break;
- default: /* Z-Axis Point Up */
- roll_func= auto_align_ebone_zaxisup;
- break;
+
+ copy_v3_v3(cursor_local, cursor);
+ mul_m3_v3(imat, cursor_local);
+
+ /* cursor */
+ CTX_DATA_BEGIN(C, EditBone *, ebone, selected_editable_bones) {
+ float cursor_rel[3];
+ sub_v3_v3v3(cursor_rel, cursor_local, ebone->head);
+ if(axis_flip) negate_v3(cursor_rel);
+ ebone->roll= ED_rollBoneToVector(ebone, cursor_rel, axis_only);
+ }
+ CTX_DATA_END;
}
-
- /* recalculate roll on selected bones */
- CTX_DATA_BEGIN(C, EditBone *, ebone, selected_editable_bones) {
- /* roll func is a callback which assumes that all is well */
- roll_func(scene, v3d, ebone);
+ else {
+ float vec[3]= {0.0f, 0.0f, 0.0f};
+ if(type==6) { /* View */
+ RegionView3D *rv3d= CTX_wm_region_view3d(C);
+ if(rv3d==NULL) {
+ BKE_report(op->reports, RPT_ERROR, "No region view3d available");
+ return OPERATOR_CANCELLED;
+ }
+
+ copy_v3_v3(vec, rv3d->viewinv[2]);
+ }
+ else { /* Axis */
+ assert(type >= 0 && type <= 5);
+ if(type<3) vec[type]= 1.0f;
+ else vec[type-2]= -1.0f;
+ }
+
+ mul_m3_v3(imat, vec);
+ if(axis_flip) negate_v3(vec);
+
+ CTX_DATA_BEGIN(C, EditBone *, ebone, selected_editable_bones) {
+ /* roll func is a callback which assumes that all is well */
+ ebone->roll= ED_rollBoneToVector(ebone, vec, axis_only);
+ }
+ CTX_DATA_END;
}
- CTX_DATA_END;
-
/* note, notifier might evolve */
WM_event_add_notifier(C, NC_OBJECT|ND_POSE, ob);
@@ -2216,9 +2191,11 @@ void ARMATURE_OT_calculate_roll(wmOperatorType *ot)
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
-
+
/* properties */
ot->prop= RNA_def_enum(ot->srna, "type", prop_calc_roll_types, 0, "Type", "");
+ RNA_def_boolean(ot->srna, "axis_flip", 0, "Flip Axis", "Negate the alignment axis.");
+ RNA_def_boolean(ot->srna, "axis_only", 0, "Shortest Rotation", "Ignore the axis direction, use the shortest rotation to align.");
}
/* **************** undo for armatures ************** */
diff --git a/source/blender/editors/armature/editarmature_generate.c b/source/blender/editors/armature/editarmature_generate.c
index 6eda622ead8..6abdd85bf71 100644
--- a/source/blender/editors/armature/editarmature_generate.c
+++ b/source/blender/editors/armature/editarmature_generate.c
@@ -50,18 +50,12 @@ void setBoneRollFromNormal(EditBone *bone, float *no, float UNUSED(invmat[][4]),
{
if (no != NULL && !is_zero_v3(no))
{
- float tangent[3], vec[3], normal[3];
+ float normal[3];
- VECCOPY(normal, no);
+ copy_v3_v3(normal, no);
mul_m3_v3(tmat, normal);
-
- sub_v3_v3v3(tangent, bone->tail, bone->head);
- project_v3_v3v3(vec, tangent, normal);
- sub_v3_v3(normal, vec);
-
- normalize_v3(normal);
- bone->roll = ED_rollBoneToVector(bone, normal);
+ bone->roll = ED_rollBoneToVector(bone, normal, FALSE);
}
}
diff --git a/source/blender/editors/armature/editarmature_retarget.c b/source/blender/editors/armature/editarmature_retarget.c
index d50f2d00ebb..4ddc73df469 100644
--- a/source/blender/editors/armature/editarmature_retarget.c
+++ b/source/blender/editors/armature/editarmature_retarget.c
@@ -185,12 +185,12 @@ float rollBoneByQuatAligned(EditBone *bone, float old_up_axis[3], float qrot[4],
if (angle_normalized_v3v3(x_axis, new_up_axis) < angle_normalized_v3v3(z_axis, new_up_axis))
{
rotation_between_vecs_to_quat(qroll, new_up_axis, x_axis); /* set roll rotation quat */
- return ED_rollBoneToVector(bone, x_axis);
+ return ED_rollBoneToVector(bone, x_axis, FALSE);
}
else
{
rotation_between_vecs_to_quat(qroll, new_up_axis, z_axis); /* set roll rotation quat */
- return ED_rollBoneToVector(bone, z_axis);
+ return ED_rollBoneToVector(bone, z_axis, FALSE);
}
}
@@ -240,7 +240,7 @@ float rollBoneByQuatJoint(RigEdge *edge, RigEdge *previous, float qrot[4], float
/* real qroll between normal and up_axis */
rotation_between_vecs_to_quat(qroll, new_up_axis, normal);
- return ED_rollBoneToVector(edge->bone, normal);
+ return ED_rollBoneToVector(edge->bone, normal, FALSE);
}
}
@@ -251,9 +251,7 @@ float rollBoneByQuat(EditBone *bone, float old_up_axis[3], float qrot[4])
VECCOPY(new_up_axis, old_up_axis);
mul_qt_v3(qrot, new_up_axis);
- normalize_v3(new_up_axis);
-
- return ED_rollBoneToVector(bone, new_up_axis);
+ return ED_rollBoneToVector(bone, new_up_axis, FALSE);
}
/************************************ DESTRUCTORS ******************************************************/