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authorBastien Montagne <montagne29@wanadoo.fr>2014-02-27 00:28:11 +0400
committerBastien Montagne <montagne29@wanadoo.fr>2014-02-27 00:36:24 +0400
commit65c5be967668e3d1fa993db644e01f159c522294 (patch)
treefebc3816d4d58aded572fb0aef8372c1a11c894d /source/blender/editors/transform/transform_generics.c
parent59a0828ac1b4a9164275f70f48ab212f5c7f1739 (diff)
Fix T38843: Bone parallel to world z axis flicking when scale in edit mode.
This commit hopefully fixes all glitches we had when bone was Z-aligned. Note that when you init a transform with a Z-aligned bone and change it to be non-Z-aligned, you will still get some brutal roll change, there is not much things we can do here afaik...
Diffstat (limited to 'source/blender/editors/transform/transform_generics.c')
-rw-r--r--source/blender/editors/transform/transform_generics.c13
1 files changed, 12 insertions, 1 deletions
diff --git a/source/blender/editors/transform/transform_generics.c b/source/blender/editors/transform/transform_generics.c
index 5128ee3c9b6..7b4f0b8eca3 100644
--- a/source/blender/editors/transform/transform_generics.c
+++ b/source/blender/editors/transform/transform_generics.c
@@ -810,13 +810,24 @@ static void recalcData_objects(TransInfo *t)
* armature's Z axis), and do the reverse to get final roll.
* This method at least gives predictable, consistent results (the bone basically keeps "facing"
* the armature's Z axis).
+ * Note we need some special handling when bone is Z-aligned... sigh.
*/
for (i = 0; i < t->total; i++, td++) {
if (td->extra) {
const float z_axis[3] = {0.0f, 0.0f, 1.0f};
+ float vec[3];
ebo = td->extra;
- ebo->roll = td->ival + ED_rollBoneToVector(ebo, z_axis, false);
+ sub_v3_v3v3(vec, ebo->tail, ebo->head);
+ normalize_v3(vec);
+
+ if (fabsf(dot_v3v3(vec, z_axis)) > 0.999999f) {
+ /* If our bone is Z-aligned, do not alter roll. See T38843. */
+ ebo->roll = td->ival2;
+ }
+ else {
+ ebo->roll = td->ival + ED_rollBoneToVector(ebo, z_axis, false);
+ }
}
}
}