[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [33316] trunk/blender/source/blender: bugfix [#24907] bone roll z up broken and python script showing correct method to roll bones
Campbell Barton
ideasman42 at gmail.com
Thu Nov 25 20:49:07 CET 2010
Revision: 33316
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=33316
Author: campbellbarton
Date: 2010-11-25 20:49:07 +0100 (Thu, 25 Nov 2010)
Log Message:
-----------
bugfix [#24907] bone roll z up broken and python script showing correct method to roll bones
from Josh Wedlake (joshwedlake), who provided a reference script used to apply changes in ED_rollBoneToVector().
- Obvious bug fixed where Z-Up didnt work right.
- More align axis options to Recalculate Roll operator: X/Y/Z/View Axis & Negate.
- Axis Only option, ignore the axis direction, use shortest rotation to align bones.
ED_rollBoneToVector() changes:
- would give bad roll when the axis wasn't normalized or perpendicular to the bone.
some callers accounted for this but not all.
- option to align to the axis but not the direction.
Modified Paths:
--------------
trunk/blender/source/blender/blenlib/BLI_math_vector.h
trunk/blender/source/blender/blenlib/intern/math_vector_inline.c
trunk/blender/source/blender/editors/armature/editarmature.c
trunk/blender/source/blender/editors/armature/editarmature_generate.c
trunk/blender/source/blender/editors/armature/editarmature_retarget.c
trunk/blender/source/blender/editors/include/ED_armature.h
trunk/blender/source/blender/editors/transform/transform_generics.c
trunk/blender/source/blender/makesrna/intern/rna_armature_api.c
Modified: trunk/blender/source/blender/blenlib/BLI_math_vector.h
===================================================================
--- trunk/blender/source/blender/blenlib/BLI_math_vector.h 2010-11-25 18:22:59 UTC (rev 33315)
+++ trunk/blender/source/blender/blenlib/BLI_math_vector.h 2010-11-25 19:49:07 UTC (rev 33316)
@@ -121,15 +121,15 @@
/********************************* Comparison ********************************/
-MINLINE int is_zero_v3(float a[3]);
-MINLINE int is_one_v3(float a[3]);
+MINLINE int is_zero_v3(const float a[3]);
+MINLINE int is_one_v3(const float a[3]);
-MINLINE int equals_v3v3(float a[3], float b[3]);
-MINLINE int compare_v3v3(float a[3], float b[3], float limit);
-MINLINE int compare_len_v3v3(float a[3], float b[3], float limit);
+MINLINE int equals_v3v3(const float a[3], const float b[3]);
+MINLINE int compare_v3v3(const float a[3], const float b[3], const float limit);
+MINLINE int compare_len_v3v3(const float a[3], const float b[3], const float limit);
-MINLINE int compare_v4v4(float a[4], float b[4], float limit);
-MINLINE int equals_v4v4(float a[4], float b[4]);
+MINLINE int compare_v4v4(const float a[4], const float b[4], const float limit);
+MINLINE int equals_v4v4(const float a[4], const float b[4]);
MINLINE float line_point_side_v2(const float l1[2], const float l2[2], const float pt[2]);
Modified: trunk/blender/source/blender/blenlib/intern/math_vector_inline.c
===================================================================
--- trunk/blender/source/blender/blenlib/intern/math_vector_inline.c 2010-11-25 18:22:59 UTC (rev 33315)
+++ trunk/blender/source/blender/blenlib/intern/math_vector_inline.c 2010-11-25 19:49:07 UTC (rev 33316)
@@ -419,27 +419,27 @@
/********************************* Comparison ********************************/
-MINLINE int is_zero_v3(float *v)
+MINLINE int is_zero_v3(const float *v)
{
return (v[0] == 0 && v[1] == 0 && v[2] == 0);
}
-MINLINE int is_one_v3(float *v)
+MINLINE int is_one_v3(const float *v)
{
return (v[0] == 1 && v[1] == 1 && v[2] == 1);
}
-MINLINE int equals_v3v3(float *v1, float *v2)
+MINLINE int equals_v3v3(const float *v1, const float *v2)
{
return ((v1[0]==v2[0]) && (v1[1]==v2[1]) && (v1[2]==v2[2]));
}
-MINLINE int equals_v4v4(float *v1, float *v2)
+MINLINE int equals_v4v4(const float *v1, const float *v2)
{
return ((v1[0]==v2[0]) && (v1[1]==v2[1]) && (v1[2]==v2[2]) && (v1[3]==v2[3]));
}
-MINLINE int compare_v3v3(float *v1, float *v2, float limit)
+MINLINE int compare_v3v3(const float *v1, const float *v2, const float limit)
{
if(fabs(v1[0]-v2[0])<limit)
if(fabs(v1[1]-v2[1])<limit)
@@ -449,7 +449,7 @@
return 0;
}
-MINLINE int compare_len_v3v3(float *v1, float *v2, float limit)
+MINLINE int compare_len_v3v3(const float *v1, const float *v2, const float limit)
{
float x,y,z;
@@ -460,7 +460,7 @@
return ((x*x + y*y + z*z) < (limit*limit));
}
-MINLINE int compare_v4v4(float *v1, float *v2, float limit)
+MINLINE int compare_v4v4(const float *v1, const float *v2, const float limit)
{
if(fabs(v1[0]-v2[0])<limit)
if(fabs(v1[1]-v2[1])<limit)
Modified: trunk/blender/source/blender/editors/armature/editarmature.c
===================================================================
--- trunk/blender/source/blender/editors/armature/editarmature.c 2010-11-25 18:22:59 UTC (rev 33315)
+++ trunk/blender/source/blender/editors/armature/editarmature.c 2010-11-25 19:49:07 UTC (rev 33316)
@@ -31,6 +31,7 @@
#include <string.h>
#include <math.h>
#include <float.h>
+#include <assert.h>
#include "DNA_anim_types.h"
@@ -2066,136 +2067,110 @@
/* adjust bone roll to align Z axis with vector
* vec is in local space and is normalized
*/
-float ED_rollBoneToVector(EditBone *bone, float new_up_axis[3])
+
+float ED_rollBoneToVector(EditBone *bone, const float align_axis[3], const short axis_only)
{
- float mat[3][3], nor[3], up_axis[3], vec[3];
- float roll;
+ float mat[3][3], nor[3];
sub_v3_v3v3(nor, bone->tail, bone->head);
-
- vec_roll_to_mat3(nor, 0, mat);
- copy_v3_v3(up_axis, mat[2]);
-
- roll = angle_normalized_v3v3(new_up_axis, up_axis);
-
- cross_v3_v3v3(vec, up_axis, new_up_axis);
-
- if (dot_v3v3(vec, nor) < 0)
- {
- roll = -roll;
- }
-
- return roll;
-}
+ vec_roll_to_mat3(nor, 0.0f, mat);
+ /* check the bone isnt aligned with the axis */
+ if(!is_zero_v3(align_axis) && angle_v3v3(align_axis, mat[2]) > FLT_EPSILON) {
+ float vec[3], align_axis_proj[3], roll;
-/* Set roll value for given bone -> Z-Axis Point up (original method) */
-static void auto_align_ebone_zaxisup(Scene *UNUSED(scene), View3D *UNUSED(v3d), EditBone *ebone)
-{
- float delta[3], curmat[3][3];
- float xaxis[3]={1.0f, 0.0f, 0.0f}, yaxis[3], zaxis[3]={0.0f, 0.0f, 1.0f};
- float targetmat[3][3], imat[3][3], diffmat[3][3];
-
- /* Find the current bone matrix */
- sub_v3_v3v3(delta, ebone->tail, ebone->head);
- vec_roll_to_mat3(delta, 0.0f, curmat);
-
- /* Make new matrix based on y axis & z-up */
- copy_v3_v3(yaxis, curmat[1]);
-
- unit_m3(targetmat);
- copy_v3_v3(targetmat[0], xaxis);
- copy_v3_v3(targetmat[1], yaxis);
- copy_v3_v3(targetmat[2], zaxis);
- normalize_m3(targetmat);
-
- /* Find the difference between the two matrices */
- invert_m3_m3(imat, targetmat);
- mul_m3_m3m3(diffmat, imat, curmat);
-
- // old-method... let's see if using mat3_to_vec_roll is more accurate
- //ebone->roll = atan2(diffmat[2][0], diffmat[2][2]);
- mat3_to_vec_roll(diffmat, delta, &ebone->roll);
-}
-
-void auto_align_ebone_topoint(EditBone *ebone, float *cursor)
-{
- float delta[3], curmat[3][3];
- float mat[4][4], tmat[4][4], imat[4][4];
- float rmat[4][4], rot[3];
- float vec[3];
-
- /* find the current bone matrix as a 4x4 matrix (in Armature Space) */
- sub_v3_v3v3(delta, ebone->tail, ebone->head);
- vec_roll_to_mat3(delta, ebone->roll, curmat);
- copy_m4_m3(mat, curmat);
- copy_v3_v3(mat[3], ebone->head);
-
- /* multiply bone-matrix by object matrix (so that bone-matrix is in WorldSpace) */
- invert_m4_m4(imat, mat);
-
- /* find position of cursor relative to bone */
- mul_v3_m4v3(vec, imat, cursor);
-
- /* check that cursor is in usable position */
- if ((IS_EQ(vec[0], 0)==0) && (IS_EQ(vec[2], 0)==0)) {
- /* Compute a rotation matrix around y */
- rot[1] = (float)atan2(vec[0], vec[2]);
- rot[0] = rot[2] = 0.0f;
- eul_to_mat4( rmat,rot);
+ /* project the new_up_axis along the normal */
+ project_v3_v3v3(vec, align_axis, nor);
+ sub_v3_v3v3(align_axis_proj, align_axis, vec);
- /* Multiply the bone matrix by rotation matrix. This should be new bone-matrix */
- mul_m4_m4m4(tmat, rmat, mat);
- copy_m3_m4(curmat, tmat);
+ if(axis_only) {
+ if(angle_v3v3(align_axis_proj, mat[2]) > M_PI/2) {
+ negate_v3(align_axis_proj);
+ }
+ }
- /* Now convert from new bone-matrix, back to a roll value (in radians) */
- mat3_to_vec_roll(curmat, delta, &ebone->roll);
+ roll = angle_v3v3(align_axis_proj, mat[2]);
+
+ cross_v3_v3v3(vec, mat[2], align_axis_proj);
+
+ if (dot_v3v3(vec, nor) < 0) {
+ roll = -roll;
+ }
+
+ return roll;
}
-}
-static void auto_align_ebone_tocursor(Scene *scene, View3D *v3d, EditBone *ebone)
-{
- float cursor_local[3];
- float *cursor= give_cursor(scene, v3d);
- float imat[3][3];
-
- copy_m3_m4(imat, scene->obedit->obmat);
- invert_m3(imat);
- copy_v3_v3(cursor_local, cursor);
- mul_m3_v3(imat, cursor_local);
- auto_align_ebone_topoint(ebone, cursor_local);
+ return 0.0f;
}
+
static EnumPropertyItem prop_calc_roll_types[] = {
- {0, "GLOBALUP", 0, "Z-Axis Up", ""},
- {1, "CURSOR", 0, "Z-Axis to Cursor", ""},
+ {0, "X", 0, "X Axis", ""},
+ {1, "Y", 0, "Y Axis", ""},
+ {2, "Z", 0, "Z Axis", ""},
+ {6, "VIEW", 0, "View Axis", ""},
+ {7, "CURSOR", 0, "Cursor", ""},
{0, NULL, 0, NULL, NULL}
};
+
static int armature_calc_roll_exec(bContext *C, wmOperator *op)
{
- Scene *scene= CTX_data_scene(C);
- View3D *v3d= CTX_wm_view3d(C);
Object *ob= CTX_data_edit_object(C);
- void (*roll_func)(Scene *, View3D *, EditBone *) = NULL;
+ const short type= RNA_enum_get(op->ptr, "type");
+ const short axis_only= RNA_boolean_get(op->ptr, "axis_only");
+ const short axis_flip= RNA_boolean_get(op->ptr, "axis_flip");
+
+ float imat[3][3];
+
+ copy_m3_m4(imat, ob->obmat);
+ invert_m3(imat);
+
+ if(type==7) { /* Cursor */
+ Scene *scene= CTX_data_scene(C);
+ View3D *v3d= CTX_wm_view3d(C); /* can be NULL */
+ float cursor_local[3];
+ float *cursor= give_cursor(scene, v3d);
- /* specific method used to calculate roll depends on mode */
- switch (RNA_enum_get(op->ptr, "type")) {
- case 1: /* Z-Axis point towards cursor */
- roll_func= auto_align_ebone_tocursor;
- break;
- default: /* Z-Axis Point Up */
- roll_func= auto_align_ebone_zaxisup;
- break;
+
+ copy_v3_v3(cursor_local, cursor);
+ mul_m3_v3(imat, cursor_local);
+
+ /* cursor */
+ CTX_DATA_BEGIN(C, EditBone *, ebone, selected_editable_bones) {
+ float cursor_rel[3];
+ sub_v3_v3v3(cursor_rel, cursor_local, ebone->head);
+ if(axis_flip) negate_v3(cursor_rel);
+ ebone->roll= ED_rollBoneToVector(ebone, cursor_rel, axis_only);
+ }
+ CTX_DATA_END;
}
-
- /* recalculate roll on selected bones */
- CTX_DATA_BEGIN(C, EditBone *, ebone, selected_editable_bones) {
- /* roll func is a callback which assumes that all is well */
- roll_func(scene, v3d, ebone);
+ else {
+ float vec[3]= {0.0f, 0.0f, 0.0f};
+ if(type==6) { /* View */
+ RegionView3D *rv3d= CTX_wm_region_view3d(C);
+ if(rv3d==NULL) {
+ BKE_report(op->reports, RPT_ERROR, "No region view3d available");
+ return OPERATOR_CANCELLED;
+ }
+
+ copy_v3_v3(vec, rv3d->viewinv[2]);
+ }
+ else { /* Axis */
+ assert(type >= 0 && type <= 5);
+ if(type<3) vec[type]= 1.0f;
+ else vec[type-2]= -1.0f;
+ }
+
+ mul_m3_v3(imat, vec);
+ if(axis_flip) negate_v3(vec);
+
+ CTX_DATA_BEGIN(C, EditBone *, ebone, selected_editable_bones) {
+ /* roll func is a callback which assumes that all is well */
+ ebone->roll= ED_rollBoneToVector(ebone, vec, axis_only);
+ }
+ CTX_DATA_END;
}
- CTX_DATA_END;
-
/* note, notifier might evolve */
WM_event_add_notifier(C, NC_OBJECT|ND_POSE, ob);
@@ -2216,9 +2191,11 @@
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
-
+
/* properties */
ot->prop= RNA_def_enum(ot->srna, "type", prop_calc_roll_types, 0, "Type", "");
+ RNA_def_boolean(ot->srna, "axis_flip", 0, "Flip Axis", "Negate the alignment axis.");
@@ Diff output truncated at 10240 characters. @@
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