From 26932c21ebca087ad7b71f1cfa2f7f9e16328a44 Mon Sep 17 00:00:00 2001 From: Joshua Leung Date: Mon, 1 Mar 2010 05:19:07 +0000 Subject: Bugfix #21384: Bone Driven Shapekeys Child Evaluation Problem Transform channel drivers for bones in 'localspace' was using the wrong matrix when getting the transforms. I had been assuming that pchan->chan_mat always contained only the matrix-ised transform values stored in the pchan (which is true while constraints are being evaluated, but not afterwards). Changes: - Added a new function to calculate this matrix instead of directly writing it on the pchan->chan_matrix field. - Also, made the normalisation of the quaternion values during this process be done on a temp var instead of on the stored value. This was a constant source of confusion in the past, so let's see if we can do without it now :) Unrelated to this commit, I've also fixed a compiler warning with previous commit that I missed (missing include). --- source/blender/blenkernel/intern/armature.c | 43 +++++++++++++++++++---------- 1 file changed, 29 insertions(+), 14 deletions(-) (limited to 'source/blender/blenkernel/intern/armature.c') diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c index 4903ea84b3d..36c78c9f947 100644 --- a/source/blender/blenkernel/intern/armature.c +++ b/source/blender/blenkernel/intern/armature.c @@ -2130,44 +2130,59 @@ static void splineik_execute_tree(Scene *scene, Object *ob, bPoseChannel *pchan_ /* ********************** THE POSE SOLVER ******************* */ - -/* loc/rot/size to mat4 */ -/* used in constraint.c too */ -void chan_calc_mat(bPoseChannel *chan) +/* loc/rot/size to given mat4 */ +void pchan_to_mat4(bPoseChannel *pchan, float chan_mat[4][4]) { float smat[3][3]; float rmat[3][3]; float tmat[3][3]; /* get scaling matrix */ - size_to_mat3( smat,chan->size); + size_to_mat3(smat, pchan->size); /* rotations may either be quats, eulers (with various rotation orders), or axis-angle */ - if (chan->rotmode > 0) { + if (pchan->rotmode > 0) { /* euler rotations (will cause gimble lock, but this can be alleviated a bit with rotation orders) */ - eulO_to_mat3( rmat,chan->eul, chan->rotmode); + eulO_to_mat3(rmat, pchan->eul, pchan->rotmode); } - else if (chan->rotmode == ROT_MODE_AXISANGLE) { + else if (pchan->rotmode == ROT_MODE_AXISANGLE) { /* axis-angle - not really that great for 3D-changing orientations */ - axis_angle_to_mat3( rmat,chan->rotAxis, chan->rotAngle); + axis_angle_to_mat3(rmat, pchan->rotAxis, pchan->rotAngle); } else { /* quats are normalised before use to eliminate scaling issues */ - normalize_qt(chan->quat); // TODO: do this with local vars only! - quat_to_mat3( rmat,chan->quat); + float quat[4]; + + /* NOTE: we now don't normalise the stored values anymore, since this was kindof evil in some cases + * but if this proves to be too problematic, switch back to the old system of operating directly on + * the stored copy + */ + QUATCOPY(quat, pchan->quat); + normalize_qt(quat); + quat_to_mat3(rmat, quat); } /* calculate matrix of bone (as 3x3 matrix, but then copy the 4x4) */ mul_m3_m3m3(tmat, rmat, smat); - copy_m4_m3(chan->chan_mat, tmat); + copy_m4_m3(chan_mat, tmat); /* prevent action channels breaking chains */ /* need to check for bone here, CONSTRAINT_TYPE_ACTION uses this call */ - if ((chan->bone==NULL) || !(chan->bone->flag & BONE_CONNECTED)) { - VECCOPY(chan->chan_mat[3], chan->loc); + if ((pchan->bone==NULL) || !(pchan->bone->flag & BONE_CONNECTED)) { + VECCOPY(chan_mat[3], pchan->loc); } } +/* loc/rot/size to mat4 */ +/* used in constraint.c too */ +void chan_calc_mat(bPoseChannel *pchan) +{ + /* this is just a wrapper around the copy of this function which calculates the matrix + * and stores the result in any given channel + */ + pchan_to_mat4(pchan, pchan->chan_mat); +} + /* NLA strip modifiers */ static void do_strip_modifiers(Scene *scene, Object *armob, Bone *bone, bPoseChannel *pchan) { -- cgit v1.2.3