From 65c5be967668e3d1fa993db644e01f159c522294 Mon Sep 17 00:00:00 2001 From: Bastien Montagne Date: Wed, 26 Feb 2014 21:28:11 +0100 Subject: 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... --- source/blender/editors/transform/transform.h | 3 ++- .../editors/transform/transform_conversions.c | 30 +++++++++++++++++----- .../blender/editors/transform/transform_generics.c | 13 +++++++++- 3 files changed, 37 insertions(+), 9 deletions(-) (limited to 'source') 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); + } } } } -- cgit v1.2.3