Minor code cleanups of posemode bone snapping code
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@@ -1133,7 +1133,6 @@ void snap_sel_to_grid()
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if(pchan->bone->layer & arm->layer) {
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if((pchan->bone->flag & BONE_CONNECTED)==0) {
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float vecN[3], nLoc[3];
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float dLoc[3], oldLoc[3];
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/* get nearest grid point to snap to */
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VECCOPY(nLoc, pchan->pose_mat[3]);
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@@ -1145,9 +1144,7 @@ void snap_sel_to_grid()
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armature_loc_pose_to_bone(pchan, vec, vecN);
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/* adjust location */
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VECCOPY(oldLoc, pchan->loc);
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VecSubf(dLoc, vecN, oldLoc);
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VecAddf(pchan->loc, oldLoc, dLoc);
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VECCOPY(pchan->loc, vecN);
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}
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/* if the bone has a parent and is connected to the parent,
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* don't do anything - will break chain unless we do auto-ik.
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@@ -1250,15 +1247,13 @@ void snap_sel_to_curs()
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if(pchan->bone->flag & BONE_SELECTED) {
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if(pchan->bone->layer & arm->layer) {
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if((pchan->bone->flag & BONE_CONNECTED)==0) {
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float curspn[3], dLoc[3], oldLoc[3];
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float curspn[3];
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/* get location of cursor in bone-space */
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armature_loc_pose_to_bone(pchan, cursp, curspn);
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/* calculate new position */
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VECCOPY(oldLoc, pchan->loc);
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VecSubf(dLoc, curspn, oldLoc);
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VecAddf(pchan->loc, oldLoc, dLoc);
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VECCOPY(pchan->loc, curspn);
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}
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/* if the bone has a parent and is connected to the parent,
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* don't do anything - will break chain unless we do auto-ik.
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@@ -1604,15 +1599,11 @@ void snap_to_center()
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if(pchan->bone->flag & BONE_SELECTED) {
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if(pchan->bone->layer & arm->layer) {
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if((pchan->bone->flag & BONE_CONNECTED)==0) {
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float dLoc[3], oldLoc[3];
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/* get location of cursor in bone-space */
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armature_loc_pose_to_bone(pchan, snaploc, vec);
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/* calculate new position */
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VECCOPY(oldLoc, pchan->loc);
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VecSubf(dLoc, vec, oldLoc);
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VecAddf(pchan->loc, oldLoc, dLoc);
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VECCOPY(pchan->loc, vec);
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}
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/* if the bone has a parent and is connected to the parent,
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* don't do anything - will break chain unless we do auto-ik.
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