[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [26658] trunk/blender/source/blender/ editors/space_view3d/drawarmature.c: Fixed display of IK DOF limits for bones.
Joshua Leung
aligorith at gmail.com
Sun Feb 7 05:38:47 CET 2010
Revision: 26658
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=26658
Author: aligorith
Date: 2010-02-07 05:38:45 +0100 (Sun, 07 Feb 2010)
Log Message:
-----------
Fixed display of IK DOF limits for bones. The old rotations were using M_PI/360 instead of M_PI/180 in many places, which I overlooked when porting this over to using radians only.
Modified Paths:
--------------
trunk/blender/source/blender/editors/space_view3d/drawarmature.c
Modified: trunk/blender/source/blender/editors/space_view3d/drawarmature.c
===================================================================
--- trunk/blender/source/blender/editors/space_view3d/drawarmature.c 2010-02-07 02:54:41 UTC (rev 26657)
+++ trunk/blender/source/blender/editors/space_view3d/drawarmature.c 2010-02-07 04:38:45 UTC (rev 26658)
@@ -1479,8 +1479,9 @@
float amin[3], amax[3];
for (i=0; i<3; i++) {
- amin[i]= (float)sin(pchan->limitmin[i]);
- amax[i]= (float)sin(pchan->limitmax[i]);
+ /* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
+ amin[i]= (float)sin(pchan->limitmin[i]*0.5f);
+ amax[i]= (float)sin(pchan->limitmax[i]*0.5f);
}
glScalef(1.0f, -1.0f, 1.0f);
@@ -1498,13 +1499,14 @@
/* arcs */
if (pchan->ikflag & BONE_IK_ZLIMIT) {
+ /* OpenGL requires rotations in degrees; so we're taking the average angle here */
theta= 0.5f*(pchan->limitmin[2]+pchan->limitmax[2]) * (float)(180.0f/M_PI);
glRotatef(theta, 0.0f, 0.0f, 1.0f);
glColor3ub(50, 50, 255); // blue, Z axis limit
glBegin(GL_LINE_STRIP);
for (a=-16; a<=16; a++) {
- float fac= ((float)a)/16.0f;
+ float fac= ((float)a)/16.0f * 0.5f; /* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
phi= fac * (pchan->limitmax[2] - pchan->limitmin[2]);
@@ -1520,13 +1522,14 @@
}
if (pchan->ikflag & BONE_IK_XLIMIT) {
- theta= 0.5f * (pchan->limitmin[0] + pchan->limitmax[0]) * (float)(180.0f/M_PI);
+ /* OpenGL requires rotations in degrees; so we're taking the average angle here */
+ theta= 0.5f*(pchan->limitmin[0] + pchan->limitmax[0]) * (float)(180.0f/M_PI);
glRotatef(theta, 1.0f, 0.0f, 0.0f);
glColor3ub(255, 50, 50); // Red, X axis limit
glBegin(GL_LINE_STRIP);
for (a=-16; a<=16; a++) {
- float fac= ((float)a)/16.0f;
+ float fac= ((float)a)/16.0f * 0.5f; /* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
phi= (float)(0.5*M_PI) + fac * (pchan->limitmax[0] - pchan->limitmin[0]);
i= (a == -16) ? 2 : 3;
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