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authorAlexander Gavrilov <angavrilov@gmail.com>2019-04-05 18:40:59 +0300
committerAlexander Gavrilov <angavrilov@gmail.com>2019-04-13 16:27:42 +0300
commit51c8a6f491d3b21a6c91af6267f58d4f0add58af (patch)
treed254efa3f8eee0efc31da345a726db971610ee42 /source/blender/physics/intern
parentf7e35d61f826c8e3581b34eea36b8fc39c572bee (diff)
Fix T37500: implement Bendy bone segment deformation interpolation.
Previously B-Bone deformation mapped every vertex to just one B-Bone segment. This results in abrupt transformation differences between the sides of each threshold plane, reducing the quality of B-Bone deformation and making the use of shape keys impractical. This commit replaces this approach with a linear blend between the two closest segment transformations, effectively representing the B-Bone as two weight-blended plain bones for each vertex. In order to distribute the interpolation more evenly along the bone, segment matrices for deformation are now computed at points between the segments and at the ends of the B-Bone. The computation also uses the true tangents of the Bezier curve for the orientation. The nodes at the end of the bone require some special handling to deal with zero-length Bezier handles caused by a zero ease value. The Copy Transforms constraint now also smoothly interpolates rotation and scaling along the bone shape when enabled. The initial version of the patch was submitted by @Sam200. Differential Revision: https://developer.blender.org/D4635
Diffstat (limited to 'source/blender/physics/intern')
-rw-r--r--source/blender/physics/intern/implicit_blender.c12
1 files changed, 0 insertions, 12 deletions
diff --git a/source/blender/physics/intern/implicit_blender.c b/source/blender/physics/intern/implicit_blender.c
index cc8caca9588..83f586c4078 100644
--- a/source/blender/physics/intern/implicit_blender.c
+++ b/source/blender/physics/intern/implicit_blender.c
@@ -493,18 +493,6 @@ BLI_INLINE void madd_m3_m3fl(float r[3][3], float m[3][3], float f)
r[2][2] += m[2][2] * f;
}
-BLI_INLINE void madd_m3_m3m3fl(float r[3][3], float a[3][3], float b[3][3], float f)
-{
- r[0][0] = a[0][0] + b[0][0] * f;
- r[0][1] = a[0][1] + b[0][1] * f;
- r[0][2] = a[0][2] + b[0][2] * f;
- r[1][0] = a[1][0] + b[1][0] * f;
- r[1][1] = a[1][1] + b[1][1] * f;
- r[1][2] = a[1][2] + b[1][2] * f;
- r[2][0] = a[2][0] + b[2][0] * f;
- r[2][1] = a[2][1] + b[2][1] * f;
- r[2][2] = a[2][2] + b[2][2] * f;
-}
/////////////////////////////////////////////////////////////////
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