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authorBastien Montagne <montagne29@wanadoo.fr>2014-02-28 13:35:11 +0400
committerBastien Montagne <montagne29@wanadoo.fr>2014-02-28 13:35:11 +0400
commit2e0a33745dbf7d70e313bf3cb9a3c413ed66f3b9 (patch)
treeed767c3483cf83f74925e7a715398cce8c491862 /source/blender/editors
parent5ac1b38b4b21959b552c0787e2f86a104624c615 (diff)
Revert editbone roll correction changes.
This reverts commit f72acc38d 65c5be967 eff6b385e 3fe487217
Diffstat (limited to 'source/blender/editors')
-rw-r--r--source/blender/editors/include/ED_armature.h5
-rw-r--r--source/blender/editors/transform/transform.h2
-rw-r--r--source/blender/editors/transform/transform_conversions.c27
-rw-r--r--source/blender/editors/transform/transform_generics.c43
4 files changed, 27 insertions, 50 deletions
diff --git a/source/blender/editors/include/ED_armature.h b/source/blender/editors/include/ED_armature.h
index b78fa4ffdfb..dea4b2448ff 100644
--- a/source/blender/editors/include/ED_armature.h
+++ b/source/blender/editors/include/ED_armature.h
@@ -59,10 +59,7 @@ typedef struct EditBone {
struct EditBone *parent; /* Editbones have a one-way link (i.e. children refer
* to parents. This is converted to a two-way link for
* normal bones when leaving editmode. */
- union { /* Used to store temporary data */
- void *temp;
- float temp_f;
- };
+ void *temp; /* Used to store temporary data */
char name[64]; /* MAXBONENAME */
float roll; /* Roll along axis. We'll ultimately use the axis/angle method
diff --git a/source/blender/editors/transform/transform.h b/source/blender/editors/transform/transform.h
index d1085cf9933..5cac49aff34 100644
--- a/source/blender/editors/transform/transform.h
+++ b/source/blender/editors/transform/transform.h
@@ -257,7 +257,7 @@ typedef struct TransData {
float *loc; /* Location of the data to transform */
float iloc[3]; /* Initial location */
float *val; /* Value pointer for special transforms */
- float ival; /* Old value */
+ float ival; /* Old value*/
float center[3]; /* Individual data center */
float mtx[3][3]; /* Transformation matrix from data space to global space */
float smtx[3][3]; /* Transformation matrix from global space to data space */
diff --git a/source/blender/editors/transform/transform_conversions.c b/source/blender/editors/transform/transform_conversions.c
index 91bac74e8e6..31123827c4c 100644
--- a/source/blender/editors/transform/transform_conversions.c
+++ b/source/blender/editors/transform/transform_conversions.c
@@ -1061,27 +1061,6 @@ static void createTransPose(TransInfo *t, Object *ob)
/* ********************* armature ************** */
-static void createTransArmatureVerts_init_roll_fix(TransData *td, EditBone *ebo)
-{
- /* To fix roll, see comments in transform_generic.c::recalcData_objects() */
- const float z_axis[3] = {0.0f, 0.0f, 1.0f};
- float vec[3];
-
- sub_v3_v3v3(vec, ebo->tail, ebo->head);
- normalize_v3(vec);
-
- td->extra = ebo;
-
- if (fabsf(dot_v3v3(vec, z_axis)) > 0.999999f) {
- /* If nearly aligned with Z axis, do not alter roll. See T38843. */
- ebo->temp_f = ebo->roll;
- }
- else {
- ebo->temp_f = ebo->roll - ED_rollBoneToVector(ebo, z_axis, false);
- }
- td->ival = ebo->roll;
-}
-
static void createTransArmatureVerts(TransInfo *t)
{
EditBone *ebo;
@@ -1217,7 +1196,8 @@ static void createTransArmatureVerts(TransInfo *t)
ED_armature_ebone_to_mat3(ebo, td->axismtx);
if ((ebo->flag & BONE_ROOTSEL) == 0) {
- createTransArmatureVerts_init_roll_fix(td, ebo);
+ td->extra = ebo;
+ td->ival = ebo->roll;
}
td->ext = NULL;
@@ -1239,7 +1219,8 @@ static void createTransArmatureVerts(TransInfo *t)
ED_armature_ebone_to_mat3(ebo, td->axismtx);
- createTransArmatureVerts_init_roll_fix(td, ebo);
+ td->extra = ebo; /* to fix roll */
+ td->ival = ebo->roll;
td->ext = NULL;
td->val = NULL;
diff --git a/source/blender/editors/transform/transform_generics.c b/source/blender/editors/transform/transform_generics.c
index 4e93d3a89a3..af4beff4bc9 100644
--- a/source/blender/editors/transform/transform_generics.c
+++ b/source/blender/editors/transform/transform_generics.c
@@ -798,35 +798,34 @@ static void recalcData_objects(TransInfo *t)
if (!ELEM3(t->mode, TFM_BONE_ROLL, TFM_BONE_ENVELOPE, TFM_BONESIZE)) {
/* fix roll */
- /* Previous method basically tried to get a rotation transform from org ebo Y axis to final ebo Y axis,
- * apply this same rotation to org ebo Z axis to get an "up_axis", and compute a new roll value
- * so that final ebo's Z axis would be "aligned" with that up_axis.
- * There are two issues with that method:
- * - There are many cases where the computed up_axis does not gives a result people would expect.
- * - Applying a same transform in a single step or in several smaller ones would not give the same
- * result! See e.g. T38407.
- * Now, instead of trying to be smart with complex axis/angle handling, just store diff roll
- * (diff between real init roll and virtual init roll where bone's Z axis would be "aligned" with
- * 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];
-
+ float vec[3], up_axis[3];
+ float qrot[4];
+ float roll;
+
ebo = td->extra;
- 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. */
+ if (t->state == TRANS_CANCEL) {
+ /* restore roll */
ebo->roll = td->ival;
}
else {
- ebo->roll = ebo->temp_f + ED_rollBoneToVector(ebo, z_axis, false);
+ copy_v3_v3(up_axis, td->axismtx[2]);
+
+ if (t->mode != TFM_ROTATION) {
+ sub_v3_v3v3(vec, ebo->tail, ebo->head);
+ normalize_v3(vec);
+ rotation_between_vecs_to_quat(qrot, td->axismtx[1], vec);
+ mul_qt_v3(qrot, up_axis);
+ }
+ else {
+ mul_m3_v3(t->mat, up_axis);
+ }
+
+ /* roll has a tendency to flip in certain orientations - [#34283], [#33974] */
+ roll = ED_rollBoneToVector(ebo, up_axis, false);
+ ebo->roll = angle_compat_rad(roll, td->ival);
}
}
}