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authorJoshua Leung <aligorith@gmail.com>2007-02-05 04:28:14 +0300
committerJoshua Leung <aligorith@gmail.com>2007-02-05 04:28:14 +0300
commit4d5bd6872b9ee27fd8d8a5ac62e2128b7b554e21 (patch)
tree607df9db8e5f5d16cddae6f149cefe80743b6c1e /source/blender/src/transform_generics.c
parent461e4786c80b748e0b541edf3930dcdd80182049 (diff)
Bugfix #5833:
When rotating bones around the 3d-cursor in posemode with a rotated armature, rotation was around strange points other than the cursor. This bug has been around for quite a few releases now. Somehow, the maths used to convert the world/global space locations to local locations only worked on things in editmode, but not bones.
Diffstat (limited to 'source/blender/src/transform_generics.c')
-rwxr-xr-xsource/blender/src/transform_generics.c22
1 files changed, 18 insertions, 4 deletions
diff --git a/source/blender/src/transform_generics.c b/source/blender/src/transform_generics.c
index 5bf08c02255..18412e0ab37 100755
--- a/source/blender/src/transform_generics.c
+++ b/source/blender/src/transform_generics.c
@@ -640,14 +640,24 @@ void restoreTransObjects(TransInfo *t)
void calculateCenter2D(TransInfo *t)
{
- if (t->flag & (T_EDIT|T_POSE)) {
- Object *ob= G.obedit?G.obedit:t->poseobj;
+ if (t->flag & T_EDIT) {
+ Object *ob= G.obedit;
float vec[3];
VECCOPY(vec, t->center);
Mat4MulVecfl(ob->obmat, vec);
projectIntView(t, vec, t->center2d);
}
+ else if (t->flag & T_POSE) {
+ Object *ob= t->poseobj;
+ float mat[4][4];
+
+ Mat4One(mat);
+ VECCOPY(mat[3], t->center);
+
+ Mat4MulMat4(mat, ob->obmat, mat);
+ projectIntView(t, mat[3], t->center2d);
+ }
else {
projectIntView(t, t->center, t->center2d);
}
@@ -661,8 +671,8 @@ void calculateCenterCursor(TransInfo *t)
VECCOPY(t->center, cursor);
/* If edit or pose mode, move cursor in local space */
- if(t->flag & (T_EDIT|T_POSE)) {
- Object *ob= G.obedit?G.obedit:t->poseobj;
+ if (t->flag & T_EDIT) {
+ Object *ob= G.obedit;
float mat[3][3], imat[3][3];
VecSubf(t->center, t->center, ob->obmat[3]);
@@ -670,6 +680,10 @@ void calculateCenterCursor(TransInfo *t)
Mat3Inv(imat, mat);
Mat3MulVecfl(imat, t->center);
}
+ else if (t->flag & T_POSE) {
+ Object *ob= t->poseobj;
+ armature_loc_world_to_pose(ob, cursor, t->center);
+ }
calculateCenter2D(t);
}