Added an assert() check for normalized quats which exposed a number of bugs where normalized quat was incorrectly assumed.
This would have made bug #25003 very simple to find. - Objects had their quats normalized when calculating their matrix, this is inconstant with pose bones and isn't useful for animation. Also it wasn't normalizing the delta rotation so these would give bad rotations. - Converting between rotation modes BKE_rotMode_change_values() assumed normal length quat. changing quat to euler rotation for eg could change the bone. - Clear rotation and transform were not normalizing the quat when 4d loc was disabled on quat rotation, corrected and also made it so the quat scale is restored after conversion so animations curves dont jump. There is 1 case in mat3_to_quat_is_ok() where quat_to_mat3 on an unnormalized quat is needed, for this I had to add an ugly static function quat_to_mat3_no_assert(), but overall its worthwhile IMHO to be able to find incorrect use of rotation conversion.
This commit is contained in:
@@ -1339,12 +1339,16 @@ static void new_particle_duplilist(ListBase *lb, ID *UNUSED(id), Scene *scene, O
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else {
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/* first key */
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state.time = ctime;
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if(psys_get_particle_state(&sim, a, &state, 0) == 0)
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if(psys_get_particle_state(&sim, a, &state, 0) == 0) {
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continue;
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quat_to_mat4( pamat,state.rot);
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VECCOPY(pamat[3], state.co);
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pamat[3][3]= 1.0f;
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}
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else {
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float tquat[4];
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normalize_qt_qt(tquat, state.rot);
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quat_to_mat4(pamat, tquat);
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copy_v3_v3(pamat[3], state.co);
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pamat[3][3]= 1.0f;
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}
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}
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if(part->ren_as==PART_DRAW_GR && psys->part->draw & PART_DRAW_WHOLE_GR) {
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@@ -1248,6 +1248,7 @@ void BKE_rotMode_change_values (float quat[4], float eul[3], float axis[3], floa
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}
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else if (oldMode == ROT_MODE_QUAT) {
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/* quat to euler */
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normalize_qt(quat);
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quat_to_eulO( eul, newMode,quat);
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}
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/* else { no conversion needed } */
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@@ -1270,6 +1271,7 @@ void BKE_rotMode_change_values (float quat[4], float eul[3], float axis[3], floa
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}
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else if (oldMode == ROT_MODE_QUAT) {
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/* quat to axis angle */
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normalize_qt(quat);
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quat_to_axis_angle( axis, angle,quat);
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}
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@@ -2092,8 +2094,7 @@ void pchan_to_mat4(bPoseChannel *pchan, float chan_mat[4][4])
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* but if this proves to be too problematic, switch back to the old system of operating directly on
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* the stored copy
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*/
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QUATCOPY(quat, pchan->quat);
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normalize_qt(quat);
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normalize_qt_qt(quat, pchan->quat);
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quat_to_mat3(rmat, quat);
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}
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@@ -1668,9 +1668,13 @@ void object_rot_to_mat3(Object *ob, float mat[][3])
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}
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else {
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/* quats are normalised before use to eliminate scaling issues */
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normalize_qt(ob->quat);
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quat_to_mat3( rmat,ob->quat);
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quat_to_mat3( dmat,ob->dquat);
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float tquat[4];
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normalize_qt_qt(tquat, ob->quat);
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quat_to_mat3(rmat, tquat);
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normalize_qt_qt(tquat, ob->quat);
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quat_to_mat3(dmat, tquat);
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}
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/* combine these rotations */
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@@ -1818,8 +1822,8 @@ static void ob_parcurve(Scene *scene, Object *ob, Object *par, float mat[][4])
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#else
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quat_apply_track(quat, ob->trackflag, ob->upflag);
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#endif
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quat_to_mat4(mat,quat);
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normalize_qt(quat);
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quat_to_mat4(mat, quat);
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}
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if(cu->flag & CU_PATH_RADIUS) {
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@@ -51,10 +51,11 @@ void mul_fac_qt_fl(float q[4], const float f);
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void sub_qt_qtqt(float q[4], const float a[4], const float b[4]);
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void invert_qt(float q[4]);
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void invert_qt_qt(float *q1, const float *q2);
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void invert_qt_qt(float q1[4], const float q2[4]);
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void conjugate_qt(float q[4]);
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float dot_qtqt(const float a[4], const float b[4]);
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void normalize_qt(float q[4]);
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float normalize_qt(float q[4]);
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float normalize_qt_qt(float q1[4], const float q2[4]);
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/* comparison */
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int is_zero_qt(float q[4]);
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@@ -31,6 +31,9 @@
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/******************************** Quaternions ********************************/
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/* used to test is a quat is not normalized */
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#define QUAT_EPSILON 0.00001
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void unit_qt(float *q)
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{
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q[0]= 1.0f;
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@@ -144,7 +147,8 @@ void mul_fac_qt_fl(float *q, const float fac)
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mul_v3_fl(q+1, si);
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}
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void quat_to_mat3(float m[][3], const float q[4])
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/* skip error check, currently only needed by mat3_to_quat_is_ok */
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static void quat_to_mat3_no_assert(float m[][3], const float q[4])
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{
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double q0, q1, q2, q3, qda,qdb,qdc,qaa,qab,qac,qbb,qbc,qcc;
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@@ -176,10 +180,23 @@ void quat_to_mat3(float m[][3], const float q[4])
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m[2][2]= (float)(1.0-qaa-qbb);
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}
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void quat_to_mat3(float m[][3], const float q[4])
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{
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/* throw an error if the quat isn't normalized */
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float f;
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assert((f=dot_qtqt(q, q))==0.0 || (fabs(f-1.0) < QUAT_EPSILON));
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quat_to_mat3_no_assert(m, q);
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}
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void quat_to_mat4(float m[][4], const float q[4])
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{
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double q0, q1, q2, q3, qda,qdb,qdc,qaa,qab,qac,qbb,qbc,qcc;
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/* throw an error if the quat isn't normalized */
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assert((q0=dot_qtqt(q, q))==0.0 || (fabs(q0-1.0) < QUAT_EPSILON));
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q0= M_SQRT2 * q[0];
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q1= M_SQRT2 * q[1];
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q2= M_SQRT2 * q[2];
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@@ -300,7 +317,7 @@ void mat3_to_quat_is_ok(float q[4], float wmat[3][3])
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q1[3]= -nor[2]*si;
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/* rotate back x-axis from mat, using inverse q1 */
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quat_to_mat3( matr,q1);
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quat_to_mat3_no_assert( matr,q1);
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invert_m3_m3(matn, matr);
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mul_m3_v3(matn, mat[0]);
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@@ -318,7 +335,7 @@ void mat3_to_quat_is_ok(float q[4], float wmat[3][3])
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}
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void normalize_qt(float *q)
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float normalize_qt(float *q)
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{
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float len;
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@@ -330,6 +347,14 @@ void normalize_qt(float *q)
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q[1]= 1.0f;
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q[0]= q[2]= q[3]= 0.0f;
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}
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return len;
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}
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float normalize_qt_qt(float r[4], const float q[4])
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{
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copy_qt_qt(r, q);
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return normalize_qt(r);
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}
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/* note: expects vectors to be normalized */
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@@ -619,7 +644,10 @@ void axis_angle_to_quat(float q[4], const float axis[3], float angle)
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void quat_to_axis_angle(float axis[3], float *angle, const float q[4])
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{
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float ha, si;
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/* throw an error if the quat isn't normalized */
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assert((ha=dot_qtqt(q, q))==0.0 || (fabs(ha-1.0) < QUAT_EPSILON));
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/* calculate angle/2, and sin(angle/2) */
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ha= (float)acos(q[0]);
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si= (float)sin(ha);
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@@ -925,7 +953,7 @@ void mat4_to_eul(float *eul,float tmat[][4])
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void quat_to_eul(float *eul, const float quat[4])
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{
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float mat[3][3];
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quat_to_mat3(mat,quat);
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mat3_to_eul(eul,mat);
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}
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@@ -5026,10 +5026,11 @@ static int pose_clear_rot_exec(bContext *C, wmOperator *UNUSED(op))
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else {
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/* perform clamping using euler form (3-components) */
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float eul[3], oldeul[3], quat1[4] = {0};
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float qlen;
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if (pchan->rotmode == ROT_MODE_QUAT) {
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copy_qt_qt(quat1, pchan->quat);
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quat_to_eul( oldeul,pchan->quat);
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qlen= normalize_qt_qt(quat1, pchan->quat);
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quat_to_eul(oldeul, quat1);
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}
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else if (pchan->rotmode == ROT_MODE_AXISANGLE) {
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axis_angle_to_eulO( oldeul, EULER_ORDER_DEFAULT,pchan->rotAxis, pchan->rotAngle);
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@@ -5048,7 +5049,11 @@ static int pose_clear_rot_exec(bContext *C, wmOperator *UNUSED(op))
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eul[2]= oldeul[2];
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if (pchan->rotmode == ROT_MODE_QUAT) {
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eul_to_quat( pchan->quat,eul);
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eul_to_quat(pchan->quat, eul);
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/* restore original quat size */
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mul_qt_fl(pchan->quat, qlen);
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/* quaternions flip w sign to accumulate rotations correctly */
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if ((quat1[0]<0.0f && pchan->quat[0]>0.0f) || (quat1[0]>0.0f && pchan->quat[0]<0.0f)) {
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mul_qt_fl(pchan->quat, -1.0f);
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@@ -5064,8 +5069,7 @@ static int pose_clear_rot_exec(bContext *C, wmOperator *UNUSED(op))
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} // Duplicated in source/blender/editors/object/object_transform.c
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else {
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if (pchan->rotmode == ROT_MODE_QUAT) {
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pchan->quat[1]=pchan->quat[2]=pchan->quat[3]= 0.0f;
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pchan->quat[0]= 1.0f;
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unit_qt(pchan->quat);
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}
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else if (pchan->rotmode == ROT_MODE_AXISANGLE) {
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/* by default, make rotation of 0 radians around y-axis (roll) */
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@@ -1917,23 +1917,29 @@ static void protectedQuaternionBits(short protectflag, float *quat, float *oldqu
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}
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else {
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/* quaternions get limited with euler... (compatability mode) */
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float eul[3], oldeul[3], quat1[4];
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QUATCOPY(quat1, quat);
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quat_to_eul( eul,quat);
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quat_to_eul( oldeul,oldquat);
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float eul[3], oldeul[3], nquat[4], noldquat[4];
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float qlen;
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qlen= normalize_qt_qt(nquat, quat);
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normalize_qt_qt(noldquat, oldquat);
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quat_to_eul(eul, nquat);
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quat_to_eul(oldeul, noldquat);
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if (protectflag & OB_LOCK_ROTX)
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eul[0]= oldeul[0];
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if (protectflag & OB_LOCK_ROTY)
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eul[1]= oldeul[1];
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if (protectflag & OB_LOCK_ROTZ)
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eul[2]= oldeul[2];
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eul_to_quat( quat,eul);
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/* restore original quat size */
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mul_qt_fl(quat, qlen);
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/* quaternions flip w sign to accumulate rotations correctly */
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if ( (quat1[0]<0.0f && quat[0]>0.0f) || (quat1[0]>0.0f && quat[0]<0.0f) ) {
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if ( (nquat[0]<0.0f && quat[0]>0.0f) || (nquat[0]>0.0f && quat[0]<0.0f) ) {
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mul_qt_fl(quat, -1.0f);
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}
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}
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@@ -2013,8 +2019,7 @@ static void constraintob_from_transdata(bConstraintOb *cob, TransData *td)
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we don't necessarily end up with a rotation matrix, and
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then conversion back to quat gives a different result */
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float quat[4];
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copy_qt_qt(quat, td->ext->quat);
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normalize_qt(quat);
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normalize_qt_qt(quat, td->ext->quat);
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quat_to_mat4(cob->matrix, quat);
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}
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else if (td->ext->rotOrder == ROT_MODE_AXISANGLE) {
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