Revert editbone roll correction changes.

This reverts commit f72acc38d 65c5be967 eff6b385e 3fe487217
This commit is contained in:
Bastien Montagne
2014-02-28 10:35:11 +01:00
parent 5ac1b38b4b
commit 2e0a33745d
4 changed files with 27 additions and 50 deletions

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@@ -59,10 +59,7 @@ typedef struct EditBone {
struct EditBone *parent; /* Editbones have a one-way link (i.e. children refer
* to parents. This is converted to a two-way link for
* normal bones when leaving editmode. */
union { /* Used to store temporary data */
void *temp;
float temp_f;
};
void *temp; /* Used to store temporary data */
char name[64]; /* MAXBONENAME */
float roll; /* Roll along axis. We'll ultimately use the axis/angle method

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@@ -257,7 +257,7 @@ 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 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 */

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@@ -1061,27 +1061,6 @@ 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. */
ebo->temp_f = ebo->roll;
}
else {
ebo->temp_f = ebo->roll - ED_rollBoneToVector(ebo, z_axis, false);
}
td->ival = ebo->roll;
}
static void createTransArmatureVerts(TransInfo *t)
{
EditBone *ebo;
@@ -1217,7 +1196,8 @@ static void createTransArmatureVerts(TransInfo *t)
ED_armature_ebone_to_mat3(ebo, td->axismtx);
if ((ebo->flag & BONE_ROOTSEL) == 0) {
createTransArmatureVerts_init_roll_fix(td, ebo);
td->extra = ebo;
td->ival = ebo->roll;
}
td->ext = NULL;
@@ -1239,7 +1219,8 @@ static void createTransArmatureVerts(TransInfo *t)
ED_armature_ebone_to_mat3(ebo, td->axismtx);
createTransArmatureVerts_init_roll_fix(td, ebo);
td->extra = ebo; /* to fix roll */
td->ival = ebo->roll;
td->ext = NULL;
td->val = NULL;

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@@ -798,35 +798,34 @@ static void recalcData_objects(TransInfo *t)
if (!ELEM3(t->mode, TFM_BONE_ROLL, TFM_BONE_ENVELOPE, TFM_BONESIZE)) {
/* fix roll */
/* Previous method basically tried to get a rotation transform from org ebo Y axis to final ebo Y axis,
* apply this same rotation to org ebo Z axis to get an "up_axis", and compute a new roll value
* so that final ebo's Z axis would be "aligned" with that up_axis.
* There are two issues with that method:
* - There are many cases where the computed up_axis does not gives a result people would expect.
* - Applying a same transform in a single step or in several smaller ones would not give the same
* result! See e.g. T38407.
* Now, instead of trying to be smart with complex axis/angle handling, just store diff roll
* (diff between real init roll and virtual init roll where bone's Z axis would be "aligned" with
* 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];
float vec[3], up_axis[3];
float qrot[4];
float roll;
ebo = td->extra;
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. */
if (t->state == TRANS_CANCEL) {
/* restore roll */
ebo->roll = td->ival;
}
else {
ebo->roll = ebo->temp_f + ED_rollBoneToVector(ebo, z_axis, false);
copy_v3_v3(up_axis, td->axismtx[2]);
if (t->mode != TFM_ROTATION) {
sub_v3_v3v3(vec, ebo->tail, ebo->head);
normalize_v3(vec);
rotation_between_vecs_to_quat(qrot, td->axismtx[1], vec);
mul_qt_v3(qrot, up_axis);
}
else {
mul_m3_v3(t->mat, up_axis);
}
/* roll has a tendency to flip in certain orientations - [#34283], [#33974] */
roll = ED_rollBoneToVector(ebo, up_axis, false);
ebo->roll = angle_compat_rad(roll, td->ival);
}
}
}