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-rw-r--r--source/blender/editors/transform/transform.h2
-rw-r--r--source/blender/editors/transform/transform_generics.c107
-rw-r--r--source/blender/editors/transform/transform_snap.c20
3 files changed, 110 insertions, 19 deletions
diff --git a/source/blender/editors/transform/transform.h b/source/blender/editors/transform/transform.h
index b826b7f9c73..815b07f3cd5 100644
--- a/source/blender/editors/transform/transform.h
+++ b/source/blender/editors/transform/transform.h
@@ -711,6 +711,8 @@ void calculatePropRatio(TransInfo *t);
void getViewVector(TransInfo *t, float coord[3], float vec[3]);
+void transform_data_ext_rotate(TransData *td, float mat[3][3], bool use_drot);
+
/*********************** Transform Orientations ******************************/
void initTransformOrientation(struct bContext *C, TransInfo *t);
diff --git a/source/blender/editors/transform/transform_generics.c b/source/blender/editors/transform/transform_generics.c
index c2ebfaceb8f..e56b0eb2a60 100644
--- a/source/blender/editors/transform/transform_generics.c
+++ b/source/blender/editors/transform/transform_generics.c
@@ -1956,3 +1956,110 @@ void calculatePropRatio(TransInfo *t)
}
}
}
+
+/**
+ * Rotate an element, low level code, ignore protected channels.
+ * (use for objects or pose-bones)
+ * Similar to #ElementRotation.
+ */
+void transform_data_ext_rotate(TransData *td, float mat[3][3], bool use_drot)
+{
+ float totmat[3][3];
+ float smat[3][3];
+ float fmat[3][3];
+ float obmat[3][3];
+
+ float dmat[3][3]; /* delta rotation */
+ float dmat_inv[3][3];
+
+ mul_m3_m3m3(totmat, mat, td->mtx);
+ mul_m3_m3m3(smat, td->smtx, mat);
+
+ /* logic from BKE_object_rot_to_mat3 */
+ if (use_drot) {
+ if (td->ext->rotOrder > 0) {
+ eulO_to_mat3(dmat, td->ext->drot, td->ext->rotOrder);
+ }
+ else if (td->ext->rotOrder == ROT_MODE_AXISANGLE) {
+#if 0
+ axis_angle_to_mat3(dmat, td->ext->drotAxis, td->ext->drotAngle);
+#else
+ unit_m3(dmat);
+#endif
+ }
+ else {
+ float tquat[4];
+ normalize_qt_qt(tquat, td->ext->dquat);
+ quat_to_mat3(dmat, tquat);
+ }
+
+ invert_m3_m3(dmat_inv, dmat);
+ }
+
+
+ if (td->ext->rotOrder == ROT_MODE_QUAT) {
+ float quat[4];
+
+ /* calculate the total rotatation */
+ quat_to_mat3(obmat, td->ext->iquat);
+ if (use_drot) {
+ mul_m3_m3m3(obmat, dmat, obmat);
+ }
+
+ /* mat = transform, obmat = object rotation */
+ mul_m3_m3m3(fmat, smat, obmat);
+
+ if (use_drot) {
+ mul_m3_m3m3(fmat, dmat_inv, fmat);
+ }
+
+ mat3_to_quat(quat, fmat);
+
+ /* apply */
+ copy_qt_qt(td->ext->quat, quat);
+ }
+ else if (td->ext->rotOrder == ROT_MODE_AXISANGLE) {
+ float axis[3], angle;
+
+ /* calculate the total rotatation */
+ axis_angle_to_mat3(obmat, td->ext->irotAxis, td->ext->irotAngle);
+ if (use_drot) {
+ mul_m3_m3m3(obmat, dmat, obmat);
+ }
+
+ /* mat = transform, obmat = object rotation */
+ mul_m3_m3m3(fmat, smat, obmat);
+
+ if (use_drot) {
+ mul_m3_m3m3(fmat, dmat_inv, fmat);
+ }
+
+ mat3_to_axis_angle(axis, &angle, fmat);
+
+ /* apply */
+ copy_v3_v3(td->ext->rotAxis, axis);
+ *td->ext->rotAngle = angle;
+ }
+ else {
+ float eul[3];
+
+ /* calculate the total rotatation */
+ eulO_to_mat3(obmat, td->ext->irot, td->ext->rotOrder);
+ if (use_drot) {
+ mul_m3_m3m3(obmat, dmat, obmat);
+ }
+
+ /* mat = transform, obmat = object rotation */
+ mul_m3_m3m3(fmat, smat, obmat);
+
+ if (use_drot) {
+ mul_m3_m3m3(fmat, dmat_inv, fmat);
+ }
+
+ mat3_to_compatible_eulO(eul, td->ext->rot, td->ext->rotOrder, fmat);
+
+ /* apply */
+ copy_v3_v3(td->ext->rot, eul);
+ }
+}
+
diff --git a/source/blender/editors/transform/transform_snap.c b/source/blender/editors/transform/transform_snap.c
index e86b11f1df3..99d9836014c 100644
--- a/source/blender/editors/transform/transform_snap.c
+++ b/source/blender/editors/transform/transform_snap.c
@@ -343,31 +343,13 @@ void applyProject(TransInfo *t)
/* handle alignment as well */
const float *original_normal;
float mat[3][3];
- float totmat[3][3], smat[3][3];
- float eul[3], fmat[3][3];
- float obmat[3][3];
/* In pose mode, we want to align normals with Y axis of bones... */
original_normal = td->axismtx[2];
rotation_between_vecs_to_mat3(mat, original_normal, no);
- mul_m3_m3m3(totmat, mat, td->mtx);
- mul_m3_m3m3(smat, td->smtx, totmat);
-
- /* calculate the total rotatation in eulers */
- add_v3_v3v3(eul, td->ext->irot, td->ext->drot); /* we have to correct for delta rot */
- eulO_to_mat3(obmat, eul, td->ext->rotOrder);
- /* mat = transform, obmat = object rotation */
- mul_m3_m3m3(fmat, smat, obmat);
-
- mat3_to_compatible_eulO(eul, td->ext->rot, td->ext->rotOrder, fmat);
-
- /* correct back for delta rot */
- sub_v3_v3v3(eul, eul, td->ext->drot);
-
- /* and apply */
- copy_v3_v3(td->ext->rot, eul);
+ transform_data_ext_rotate(td, mat, true);
/* TODO support constraints for rotation too? see ElementRotation */
}