[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [17446] trunk/blender/source/blender: == Armature==

Martin Poirier theeth at yahoo.com
Thu Nov 13 23:35:40 CET 2008


Revision: 17446
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=17446
Author:   theeth
Date:     2008-11-13 23:35:40 +0100 (Thu, 13 Nov 2008)

Log Message:
-----------
==Armature==

Fix the roll mess in transform. Since roll is based on an automatically calculated up axis, transforming bones would mess up bone orientation. This code automatically adjusts the roll value to keep bone orientation as consistant as possible. That works all around in transform for all transformations.

Doesn't work with x-axis mirror though as that doesn't use transform elements (fixing it would be nice for later)

Most interesting is that it works with the mirror tool (obviously), so you don't have to fix all the rolls after mirroring one side of an armature.

It could be made an option if someone presents a good enough point for that, but I can't see why you'd want the previous mess instead.

NB: this also ports a utility fonction from etch-a-ton to set bone roll from an up axis.

Modified Paths:
--------------
    trunk/blender/source/blender/include/BIF_editarmature.h
    trunk/blender/source/blender/include/transform.h
    trunk/blender/source/blender/src/editarmature.c
    trunk/blender/source/blender/src/transform_conversions.c
    trunk/blender/source/blender/src/transform_generics.c

Modified: trunk/blender/source/blender/include/BIF_editarmature.h
===================================================================
--- trunk/blender/source/blender/include/BIF_editarmature.h	2008-11-13 21:44:32 UTC (rev 17445)
+++ trunk/blender/source/blender/include/BIF_editarmature.h	2008-11-13 22:35:40 UTC (rev 17446)
@@ -68,6 +68,8 @@
 
 } EditBone;
 
+float	rollBoneToVector(EditBone *bone, float new_up_axis[3]);
+
 void	make_boneList(struct ListBase *list, struct ListBase *bones, EditBone *parent);
 void	editbones_to_armature (struct ListBase *list, struct Object *ob);
 

Modified: trunk/blender/source/blender/include/transform.h
===================================================================
--- trunk/blender/source/blender/include/transform.h	2008-11-13 21:44:32 UTC (rev 17445)
+++ trunk/blender/source/blender/include/transform.h	2008-11-13 22:35:40 UTC (rev 17446)
@@ -160,7 +160,7 @@
 	TransDataExtension *ext;	/* for objects, poses. 1 single malloc per TransInfo! */
 	TransDataIpokey *tdi;		/* for objects, ipo keys. per transdata a malloc */
 	TransDataCurveHandleFlags *hdata; /* for curves, stores handle flags for modification/cancel */
-	void *tdmir;		 /* mirrored element pointer, in editmode mesh to EditVert */
+	void  *extra;		 /* extra data (mirrored element pointer, in editmode mesh to EditVert) (editbone for roll fixing) (...) */
     short  flag;         /* Various flags */
 	short  protectflag;	 /* If set, copy of Object or PoseChannel protection */
 /*#ifdef WITH_VERSE*/

Modified: trunk/blender/source/blender/src/editarmature.c
===================================================================
--- trunk/blender/source/blender/src/editarmature.c	2008-11-13 21:44:32 UTC (rev 17445)
+++ trunk/blender/source/blender/src/editarmature.c	2008-11-13 22:35:40 UTC (rev 17446)
@@ -1817,6 +1817,31 @@
 	}
 }
 
+/* adjust bone roll to align Z axis with vector
+ * vec is in local space and is normalized
+ */
+float rollBoneToVector(EditBone *bone, float new_up_axis[3])
+{
+	float mat[3][3], nor[3], up_axis[3], vec[3];
+	float roll;
+
+	VecSubf(nor, bone->tail, bone->head);
+	
+	vec_roll_to_mat3(nor, 0, mat);
+	VECCOPY(up_axis, mat[2]);
+	
+	roll = NormalizedVecAngle2(new_up_axis, up_axis);
+	
+	Crossf(vec, up_axis, new_up_axis);
+	
+	if (Inpf(vec, nor) < 0)
+	{
+		roll = -roll;
+	}
+	
+	return roll;
+}
+
 /* Sets the roll value of selected bones, depending on the mode
  * 	mode == 0: their z-axes point upwards 
  * 	mode == 1: their z-axes point towards 3d-cursor

Modified: trunk/blender/source/blender/src/transform_conversions.c
===================================================================
--- trunk/blender/source/blender/src/transform_conversions.c	2008-11-13 21:44:32 UTC (rev 17445)
+++ trunk/blender/source/blender/src/transform_conversions.c	2008-11-13 22:35:40 UTC (rev 17446)
@@ -1133,6 +1133,14 @@
 					Mat3CpyMat3(td->smtx, smtx);
 					Mat3CpyMat3(td->mtx, mtx);
 
+					VecSubf(delta, ebo->tail, ebo->head);	
+					vec_roll_to_mat3(delta, ebo->roll, td->axismtx);
+
+					if ((ebo->flag & BONE_ROOTSEL) == 0)
+					{
+						td->extra = ebo;
+					}
+
 					td->ext = NULL;
 					td->tdi = NULL;
 					td->val = NULL;
@@ -1150,6 +1158,11 @@
 					Mat3CpyMat3(td->smtx, smtx);
 					Mat3CpyMat3(td->mtx, mtx);
 
+					VecSubf(delta, ebo->tail, ebo->head);	
+					vec_roll_to_mat3(delta, ebo->roll, td->axismtx);
+
+					td->extra = ebo; /* to fix roll */
+
 					td->ext = NULL;
 					td->tdi = NULL;
 					td->val = NULL;
@@ -1863,7 +1876,7 @@
 	td->ext = NULL;
 	td->tdi = NULL;
 	td->val = NULL;
-	td->tdmir = NULL;
+	td->extra = NULL;
 	if (BIF_GetTransInfo()->mode == TFM_BWEIGHT) {
 		td->val = &(eve->bweight);
 		td->ival = eve->bweight;
@@ -2216,7 +2229,7 @@
 				/* Mirror? */
 				if( (mirror>0 && tob->iloc[0]>0.0f) || (mirror<0 && tob->iloc[0]<0.0f)) {
 					EditVert *vmir= editmesh_get_x_mirror_vert(G.obedit, tob->iloc);	/* initializes octree on first call */
-					if(vmir != eve) tob->tdmir = vmir;
+					if(vmir != eve) tob->extra = vmir;
 				}
 				tob++;
 			}

Modified: trunk/blender/source/blender/src/transform_generics.c
===================================================================
--- trunk/blender/source/blender/src/transform_generics.c	2008-11-13 21:44:32 UTC (rev 17445)
+++ trunk/blender/source/blender/src/transform_generics.c	2008-11-13 22:35:40 UTC (rev 17446)
@@ -254,7 +254,7 @@
 		if (td->flag & TD_SKIP)
 			continue;
 		
-		eve = td->tdmir;
+		eve = td->extra;
 		if(eve) {
 			eve->co[0]= -td->loc[0];
 			eve->co[1]= td->loc[1];
@@ -470,6 +470,8 @@
 		else if(G.obedit->type==OB_ARMATURE){   /* no recalc flag, does pose */
 			bArmature *arm= G.obedit->data;
 			EditBone *ebo;
+			TransData *td = t->data;
+			int i;
 			
 			/* Ensure all bones are correctly adjusted */
 			for (ebo=G.edbo.first; ebo; ebo=ebo->next){
@@ -506,6 +508,28 @@
 					ebo->oldlength= ebo->length;
 				}
 			}
+			
+			/* fix roll */
+			for(i = 0; i < t->total; i++, td++)
+			{
+				if (td->extra)
+				{
+					float vec[3], up_axis[3];
+					float qrot[4];
+					
+					ebo = td->extra;
+					
+					VecSubf(vec, ebo->tail, ebo->head);
+					Normalize(vec);
+					RotationBetweenVectorsToQuat(qrot, td->axismtx[1], vec);
+					
+					VECCOPY(up_axis, td->axismtx[2]);
+					QuatMulVecf(qrot, up_axis);
+					
+					ebo->roll = rollBoneToVector(ebo, up_axis);
+				}
+			}
+			
 			if(arm->flag & ARM_MIRROR_EDIT) 
 				transform_armature_mirror_update();
 			





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