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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
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')
-rw-r--r--source/blender/editors/transform/transform.h3
-rw-r--r--source/blender/editors/transform/transform_conversions.c30
-rw-r--r--source/blender/editors/transform/transform_generics.c13
3 files changed, 37 insertions, 9 deletions
diff --git a/source/blender/editors/transform/transform.h b/source/blender/editors/transform/transform.h
index 5cac49aff34..f262bac9762 100644
--- a/source/blender/editors/transform/transform.h
+++ b/source/blender/editors/transform/transform.h
@@ -257,7 +257,8 @@ 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 ival2; /* Another old value (for bone roll we need two different "old values" :/ ). */
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 14f8fa0ad71..0e2bdc11e47 100644
--- a/source/blender/editors/transform/transform_conversions.c
+++ b/source/blender/editors/transform/transform_conversions.c
@@ -1061,6 +1061,27 @@ 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. */
+ td->ival = ebo->roll;
+ }
+ else {
+ td->ival = ebo->roll - ED_rollBoneToVector(ebo, z_axis, false);
+ }
+ td->ival2 = ebo->roll;
+}
+
static void createTransArmatureVerts(TransInfo *t)
{
EditBone *ebo;
@@ -1182,7 +1203,6 @@ static void createTransArmatureVerts(TransInfo *t)
}
}
else {
- const float z_axis[3] = {0.0f, 0.0f, 1.0f};
if (ebo->flag & BONE_TIPSEL) {
copy_v3_v3(td->iloc, ebo->tail);
copy_v3_v3(td->center, (t->around == V3D_LOCAL) ? ebo->head : td->iloc);
@@ -1197,9 +1217,7 @@ static void createTransArmatureVerts(TransInfo *t)
ED_armature_ebone_to_mat3(ebo, td->axismtx);
if ((ebo->flag & BONE_ROOTSEL) == 0) {
- /* To fix roll, see comments in transform_generic.c::recalcData_objects() */
- td->extra = ebo;
- td->ival = ebo->roll - ED_rollBoneToVector(ebo, z_axis, false);
+ createTransArmatureVerts_init_roll_fix(td, ebo);
}
td->ext = NULL;
@@ -1221,9 +1239,7 @@ static void createTransArmatureVerts(TransInfo *t)
ED_armature_ebone_to_mat3(ebo, td->axismtx);
- /* To fix roll, see comments in transform_generic.c::recalcData_objects() */
- td->extra = ebo;
- td->ival = ebo->roll - ED_rollBoneToVector(ebo, z_axis, false);
+ createTransArmatureVerts_init_roll_fix(td, ebo);
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 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);
+ }
}
}
}