Merge branch 'blender-v2.93-release'

This commit is contained in:
Sebastian Parborg
2021-05-06 19:02:38 +02:00

View File

@@ -340,13 +340,22 @@ static int position_tail_on_spline(bSplineIKConstraint *ik_data,
float isect_1[3], isect_2[3];
/* Calculate the intersection point. */
isect_line_sphere_v3(prev_bp->vec, bp->vec, head_pos, sphere_radius, isect_1, isect_2);
int ret = isect_line_sphere_v3(prev_bp->vec, bp->vec, head_pos, sphere_radius, isect_1, isect_2);
/* Because of how `isect_line_sphere_v3` works, we know that `isect_1` contains the
* intersection point we want. And it will always intersect as we go from inside to outside
* of the sphere.
*/
copy_v3_v3(r_tail_pos, isect_1);
if (ret > 0) {
/* Because of how `isect_line_sphere_v3` works, we know that `isect_1` contains the
* intersection point we want. And it will always intersect as we go from inside to outside
* of the sphere.
*/
copy_v3_v3(r_tail_pos, isect_1);
}
else {
/* Couldn't find an intersection point. This means that the floating point
* values are too small and thus the intersection check fails.
* So assume that the distance is so small that tail_pos == head_pos.
*/
copy_v3_v3(r_tail_pos, head_pos);
}
cur_seg_idx = bp_idx - 2;
float prev_seg_len = 0;
@@ -360,7 +369,7 @@ static int position_tail_on_spline(bSplineIKConstraint *ik_data,
}
/* Convert the point back into the 0-1 interpolation range. */
const float isect_seg_len = len_v3v3(prev_bp->vec, isect_1);
const float isect_seg_len = len_v3v3(prev_bp->vec, r_tail_pos);
const float frac = isect_seg_len / len_v3v3(prev_bp->vec, bp->vec);
*r_new_curve_pos = (prev_seg_len + isect_seg_len) / spline_len;
@@ -380,7 +389,7 @@ static void splineik_evaluate_bone(
{
bSplineIKConstraint *ik_data = tree->ik_data;
if (pchan->bone->length == 0.0f) {
if (pchan->bone->length < FLT_EPSILON) {
/* Only move the bone position with zero length bones. */
float bone_pos[4], dir[3], rad;
BKE_where_on_path(ik_data->tar, state->curve_position, bone_pos, dir, NULL, &rad, NULL);
@@ -516,6 +525,25 @@ static void splineik_evaluate_bone(
*/
cross_v3_v3v3(raxis, rmat[1], spline_vec);
/* Check if the old and new bone direction is parallel to each other.
* If they are, then 'raxis' should be near zero and we will have to get the rotation axis in
* some other way.
*/
float norm = normalize_v3(raxis);
if (norm < FLT_EPSILON) {
/* Can't use cross product! */
int order[3] = {0, 1, 2};
float tmp_axis[3];
zero_v3(tmp_axis);
axis_sort_v3(spline_vec, order);
/* Use the second largest axis as the basis for the rotation axis. */
tmp_axis[order[1]] = 1.0f;
cross_v3_v3v3(raxis, tmp_axis, spline_vec);
}
rangle = dot_v3v3(rmat[1], spline_vec);
CLAMP(rangle, -1.0f, 1.0f);
rangle = acosf(rangle);