[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [54657] trunk/blender/source/blender/ editors/transform/transform_generics.c: Remove ztrans_hack.
Joshua Leung
aligorith at gmail.com
Tue Feb 19 11:10:09 CET 2013
Revision: 54657
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=54657
Author: aligorith
Date: 2013-02-19 10:10:09 +0000 (Tue, 19 Feb 2013)
Log Message:
-----------
Remove ztrans_hack. Looks like just keeping the angles compatible works well
enough.
Modified Paths:
--------------
trunk/blender/source/blender/editors/transform/transform_generics.c
Modified: trunk/blender/source/blender/editors/transform/transform_generics.c
===================================================================
--- trunk/blender/source/blender/editors/transform/transform_generics.c 2013-02-19 09:51:32 UTC (rev 54656)
+++ trunk/blender/source/blender/editors/transform/transform_generics.c 2013-02-19 10:10:09 UTC (rev 54657)
@@ -810,7 +810,6 @@
float vec[3], up_axis[3];
float qrot[4];
float roll;
- bool ztrans_hack = false;
ebo = td->extra;
copy_v3_v3(up_axis, td->axismtx[2]);
@@ -825,25 +824,8 @@
mul_m3_v3(t->mat, up_axis);
}
- /* "ztrans_hack" is a hacky compromise fix for two bug reports
- * - [#33974] : When extruding/translating bones vertically,
- * the roll of each bone in such vertical chains would
- * flip between z-axis forward and z-axis backwards
- * - [#34283] : For "normal" transforms, the original fix for [#33974]
- * would cause manually-set roll values on horizontal and
- * diagonal bones to constantly get reset to values the system
- * deems "correct" (usually 180 degree flips of the manual version)
- */
- if (t->mode == TFM_TRANSLATION) {
- const float ZAXIS_REF[3] = {0.0f, 0.0f, 1.0f};
- float tdelta[3];
-
- /* tdelta is the translation - enable this hack when it is z-axis movement */
- normalize_v3_v3(tdelta, t->values);
- ztrans_hack = compare_v3v3(tdelta, ZAXIS_REF, 0.1f);
- }
-
- roll = ED_rollBoneToVector(ebo, up_axis, ztrans_hack);
+ /* roll has a tendency to flip in certain orientations - [#34283], [#33974] */
+ roll = ED_rollBoneToVector(ebo, up_axis, false);
ebo->roll = angle_compat_rad(roll, ebo->roll);
}
}
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