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Diffstat (limited to 'source/blender/editors/armature/editarmature.c')
-rw-r--r--source/blender/editors/armature/editarmature.c149
1 files changed, 85 insertions, 64 deletions
diff --git a/source/blender/editors/armature/editarmature.c b/source/blender/editors/armature/editarmature.c
index 631f6ce39df..d083dbec103 100644
--- a/source/blender/editors/armature/editarmature.c
+++ b/source/blender/editors/armature/editarmature.c
@@ -1844,20 +1844,97 @@ float ED_rollBoneToVector(EditBone *bone, float new_up_axis[3])
return roll;
}
+
+/* Set roll value for given bone -> Z-Axis Point up (original method) */
+void auto_align_ebone_zaxisup(Scene *scene, View3D *v3d, EditBone *ebone)
+{
+ float delta[3], curmat[3][3];
+ float xaxis[3]={1.0f, 0.0f, 0.0f}, yaxis[3], zaxis[3]={0.0f, 0.0f, 1.0f};
+ float targetmat[3][3], imat[3][3], diffmat[3][3];
+
+ /* Find the current bone matrix */
+ VecSubf(delta, ebone->tail, ebone->head);
+ vec_roll_to_mat3(delta, 0.0f, curmat);
+
+ /* Make new matrix based on y axis & z-up */
+ VECCOPY(yaxis, curmat[1]);
+
+ Mat3One(targetmat);
+ VECCOPY(targetmat[0], xaxis);
+ VECCOPY(targetmat[1], yaxis);
+ VECCOPY(targetmat[2], zaxis);
+ Mat3Ortho(targetmat);
+
+ /* Find the difference between the two matrices */
+ Mat3Inv(imat, targetmat);
+ Mat3MulMat3(diffmat, imat, curmat);
+
+ // old-method... let's see if using mat3_to_vec_roll is more accurate
+ //ebone->roll = atan2(diffmat[2][0], diffmat[2][2]);
+ mat3_to_vec_roll(diffmat, delta, &ebone->roll);
+}
+
+/* Set roll value for given bone -> Z-Axis point towards cursor */
+void auto_align_ebone_tocursor(Scene *scene, View3D *v3d, EditBone *ebone)
+{
+ Object *obedit= scene->obedit; // XXX get from context
+ float *cursor= give_cursor(scene, v3d);
+ float delta[3], curmat[3][3];
+ float mat[4][4], tmat[4][4], imat[4][4];
+ float rmat[4][4], rot[3];
+ float vec[3];
+
+ /* find the current bone matrix as a 4x4 matrix (in Armature Space) */
+ VecSubf(delta, ebone->tail, ebone->head);
+ vec_roll_to_mat3(delta, ebone->roll, curmat);
+ Mat4CpyMat3(mat, curmat);
+ VECCOPY(mat[3], ebone->head);
+
+ /* multiply bone-matrix by object matrix (so that bone-matrix is in WorldSpace) */
+ Mat4MulMat4(tmat, mat, obedit->obmat);
+ Mat4Invert(imat, tmat);
+
+ /* find position of cursor relative to bone */
+ VecMat4MulVecfl(vec, imat, cursor);
+
+ /* check that cursor is in usable position */
+ if ((IS_EQ(vec[0], 0)==0) && (IS_EQ(vec[2], 0)==0)) {
+ /* Compute a rotation matrix around y */
+ rot[1] = atan2(vec[0], vec[2]);
+ rot[0] = rot[2] = 0.0f;
+ EulToMat4(rot, rmat);
+
+ /* Multiply the bone matrix by rotation matrix. This should be new bone-matrix */
+ Mat4MulMat4(tmat, rmat, mat);
+ Mat3CpyMat4(curmat, tmat);
+
+ /* Now convert from new bone-matrix, back to a roll value (in radians) */
+ mat3_to_vec_roll(curmat, delta, &ebone->roll);
+ }
+}
+
/* Sets the roll value of selected bones, depending on the mode
* mode == 0: their z-axes point upwards
* mode == 1: their z-axes point towards 3d-cursor
*/
void auto_align_armature(Scene *scene, View3D *v3d, short mode)
{
- Object *obedit= scene->obedit; // XXX get from context
+ Object *obedit= scene->obedit;
bArmature *arm= obedit->data;
EditBone *ebone;
EditBone *flipbone = NULL;
- float delta[3];
- float curmat[3][3];
- float *cursor= give_cursor(scene, v3d);
-
+ void (*roll_func)(Scene *, View3D *, EditBone *) = NULL;
+
+ /* specific method used to calculate roll depends on mode */
+ switch (mode) {
+ case 1: /* Z-Axis point towards cursor */
+ roll_func= auto_align_ebone_tocursor;
+ break;
+ default: /* Z-Axis Point Up */
+ roll_func= auto_align_ebone_zaxisup;
+ break;
+ }
+
for (ebone = arm->edbo->first; ebone; ebone=ebone->next) {
if (EBONE_VISIBLE(arm, ebone)) {
if (arm->flag & ARM_MIRROR_EDIT)
@@ -1866,65 +1943,8 @@ void auto_align_armature(Scene *scene, View3D *v3d, short mode)
if ((ebone->flag & BONE_SELECTED) ||
(flipbone && (flipbone->flag & BONE_SELECTED)))
{
- /* specific method used to calculate roll depends on mode */
- if (mode == 1) {
- /* Z-Axis point towards cursor */
- float mat[4][4], tmat[4][4], imat[4][4];
- float rmat[4][4], rot[3];
- float vec[3];
-
- /* find the current bone matrix as a 4x4 matrix (in Armature Space) */
- VecSubf(delta, ebone->tail, ebone->head);
- vec_roll_to_mat3(delta, ebone->roll, curmat);
- Mat4CpyMat3(mat, curmat);
- VECCOPY(mat[3], ebone->head);
-
- /* multiply bone-matrix by object matrix (so that bone-matrix is in WorldSpace) */
- Mat4MulMat4(tmat, mat, obedit->obmat);
- Mat4Invert(imat, tmat);
-
- /* find position of cursor relative to bone */
- VecMat4MulVecfl(vec, imat, cursor);
-
- /* check that cursor is in usable position */
- if ((IS_EQ(vec[0], 0)==0) && (IS_EQ(vec[2], 0)==0)) {
- /* Compute a rotation matrix around y */
- rot[1] = atan2(vec[0], vec[2]);
- rot[0] = rot[2] = 0.0f;
- EulToMat4(rot, rmat);
-
- /* Multiply the bone matrix by rotation matrix. This should be new bone-matrix */
- Mat4MulMat4(tmat, rmat, mat);
- Mat3CpyMat4(curmat, tmat);
-
- /* Now convert from new bone-matrix, back to a roll value (in radians) */
- mat3_to_vec_roll(curmat, delta, &ebone->roll);
- }
- }
- else {
- /* Z-Axis Point Up */
- float xaxis[3]={1.0, 0.0, 0.0}, yaxis[3], zaxis[3]={0.0, 0.0, 1.0};
- float targetmat[3][3], imat[3][3], diffmat[3][3];
-
- /* Find the current bone matrix */
- VecSubf(delta, ebone->tail, ebone->head);
- vec_roll_to_mat3(delta, 0.0, curmat);
-
- /* Make new matrix based on y axis & z-up */
- VECCOPY (yaxis, curmat[1]);
-
- Mat3One(targetmat);
- VECCOPY (targetmat[0], xaxis);
- VECCOPY (targetmat[1], yaxis);
- VECCOPY (targetmat[2], zaxis);
- Mat3Ortho(targetmat);
-
- /* Find the difference between the two matrices */
- Mat3Inv(imat, targetmat);
- Mat3MulMat3(diffmat, imat, curmat);
-
- ebone->roll = atan2(diffmat[2][0], diffmat[2][2]);
- }
+ /* roll func is a callback which assumes that all is well */
+ roll_func(scene, v3d, ebone);
}
}
}
@@ -3539,6 +3559,7 @@ static int clear_active_flag(Object *ob, Bone *bone, void *data)
}
+// XXX bone_looper is only to be used when we want to access settings (i.e. editability/visibility/selected) that context doesn't offer
static int bone_looper(Object *ob, Bone *bone, void *data,
int (*bone_func)(Object *, Bone *, void *))
{