[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [58597] trunk/blender/source/blender: adjust createSpaceNormalTangent so it can take values from a matrix without having to negate the plane first .
Campbell Barton
ideasman42 at gmail.com
Thu Jul 25 14:07:55 CEST 2013
Revision: 58597
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=58597
Author: campbellbarton
Date: 2013-07-25 12:07:55 +0000 (Thu, 25 Jul 2013)
Log Message:
-----------
adjust createSpaceNormalTangent so it can take values from a matrix without having to negate the plane first.
also add ED_armature_ebone_to_mat3/4 since there were quite a few places that did this inline.
Modified Paths:
--------------
trunk/blender/source/blender/editors/armature/armature_edit.c
trunk/blender/source/blender/editors/armature/armature_relations.c
trunk/blender/source/blender/editors/armature/armature_utils.c
trunk/blender/source/blender/editors/include/ED_armature.h
trunk/blender/source/blender/editors/space_view3d/drawarmature.c
trunk/blender/source/blender/editors/transform/transform_conversions.c
trunk/blender/source/blender/editors/transform/transform_orientations.c
trunk/blender/source/blender/makesrna/intern/rna_armature.c
Modified: trunk/blender/source/blender/editors/armature/armature_edit.c
===================================================================
--- trunk/blender/source/blender/editors/armature/armature_edit.c 2013-07-25 11:05:08 UTC (rev 58596)
+++ trunk/blender/source/blender/editors/armature/armature_edit.c 2013-07-25 12:07:55 UTC (rev 58597)
@@ -78,11 +78,10 @@
/* Do the rotations */
for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
- float delta[3], tmat[3][3];
+ float tmat[3][3];
/* find the current bone's roll matrix */
- sub_v3_v3v3(delta, ebone->tail, ebone->head);
- vec_roll_to_mat3(delta, ebone->roll, tmat);
+ ED_armature_ebone_to_mat3(ebone, tmat);
/* transform the roll matrix */
mul_m3_m3m3(tmat, mat3, tmat);
@@ -282,15 +281,14 @@
mul_m3_v3(imat, vec);
}
else if (type == CALC_ROLL_ACTIVE) {
- float mat[3][3], nor[3];
+ float mat[3][3];
ebone = (EditBone *)arm->act_edbone;
if (ebone == NULL) {
BKE_report(op->reports, RPT_ERROR, "No active bone set");
return OPERATOR_CANCELLED;
}
- sub_v3_v3v3(nor, ebone->tail, ebone->head);
- vec_roll_to_mat3(nor, ebone->roll, mat);
+ ED_armature_ebone_to_mat3(ebone, mat);
copy_v3_v3(vec, mat[2]);
}
else { /* Axis */
Modified: trunk/blender/source/blender/editors/armature/armature_relations.c
===================================================================
--- trunk/blender/source/blender/editors/armature/armature_relations.c 2013-07-25 11:05:08 UTC (rev 58596)
+++ trunk/blender/source/blender/editors/armature/armature_relations.c 2013-07-25 12:07:55 UTC (rev 58597)
@@ -242,21 +242,18 @@
float difmat[4][4];
float imat[4][4];
float temp[3][3];
- float delta[3];
/* Get the premat */
- sub_v3_v3v3(delta, curbone->tail, curbone->head);
- vec_roll_to_mat3(delta, curbone->roll, temp);
+ ED_armature_ebone_to_mat3(curbone, temp);
- unit_m4(premat); /* Mat4MulMat34 only sets 3x3 part */
+ unit_m4(premat); /* mul_m4_m3m4 only sets 3x3 part */
mul_m4_m3m4(premat, temp, mat);
mul_m4_v3(mat, curbone->head);
mul_m4_v3(mat, curbone->tail);
/* Get the postmat */
- sub_v3_v3v3(delta, curbone->tail, curbone->head);
- vec_roll_to_mat3(delta, curbone->roll, temp);
+ ED_armature_ebone_to_mat3(curbone, temp);
copy_m4_m3(postmat, temp);
/* Find the roll */
Modified: trunk/blender/source/blender/editors/armature/armature_utils.c
===================================================================
--- trunk/blender/source/blender/editors/armature/armature_utils.c 2013-07-25 11:05:08 UTC (rev 58596)
+++ trunk/blender/source/blender/editors/armature/armature_utils.c 2013-07-25 12:07:55 UTC (rev 58597)
@@ -156,6 +156,25 @@
return false;
}
+void ED_armature_ebone_to_mat3(EditBone *ebone, float mat[3][3])
+{
+ float delta[3];
+
+ /* Find the current bone matrix */
+ sub_v3_v3v3(delta, ebone->tail, ebone->head);
+ vec_roll_to_mat3(delta, ebone->roll, mat);
+}
+
+void ED_armature_ebone_to_mat4(EditBone *ebone, float mat[4][4])
+{
+ float m3[3][3];
+
+ ED_armature_ebone_to_mat3(ebone, m3);
+
+ copy_m4_m3(mat, m3);
+ copy_v3_v3(mat[3], ebone->head);
+}
+
/* *************************************************************** */
/* Mirroring */
@@ -389,7 +408,6 @@
float postmat[3][3];
float difmat[3][3];
float imat[3][3];
- float delta[3];
for (curBone = bonelist->first; curBone; curBone = curBone->next) {
/* sets local matrix and arm_mat (restpos) */
@@ -402,8 +420,7 @@
if (ebone) {
/* Get the ebone premat */
- sub_v3_v3v3(delta, ebone->tail, ebone->head);
- vec_roll_to_mat3(delta, ebone->roll, premat);
+ ED_armature_ebone_to_mat3(ebone, premat);
/* Get the bone postmat */
copy_m3_m4(postmat, curBone->arm_mat);
@@ -503,11 +520,9 @@
{
float M_parentRest[3][3];
float iM_parentRest[3][3];
- float delta[3];
/* Get the parent's matrix (rotation only) */
- sub_v3_v3v3(delta, eBone->parent->tail, eBone->parent->head);
- vec_roll_to_mat3(delta, eBone->parent->roll, M_parentRest);
+ ED_armature_ebone_to_mat3(eBone->parent, M_parentRest);
/* Invert the parent matrix */
invert_m3_m3(iM_parentRest, M_parentRest);
Modified: trunk/blender/source/blender/editors/include/ED_armature.h
===================================================================
--- trunk/blender/source/blender/editors/include/ED_armature.h 2013-07-25 11:05:08 UTC (rev 58596)
+++ trunk/blender/source/blender/editors/include/ED_armature.h 2013-07-25 12:07:55 UTC (rev 58597)
@@ -135,8 +135,12 @@
void add_primitive_bone(struct Object *obedit_arm, bool view_aligned);
struct EditBone *ED_armature_edit_bone_add(struct bArmature *arm, const char *name);
void ED_armature_edit_bone_remove(struct bArmature *arm, EditBone *exBone);
+
bool ED_armature_ebone_is_child_recursive(EditBone *ebone_parent, EditBone *ebone_child);
+void ED_armature_ebone_to_mat3(EditBone *ebone, float mat[3][3]);
+void ED_armature_ebone_to_mat4(EditBone *ebone, float mat[4][4]);
+
void transform_armature_mirror_update(struct Object *obedit);
void ED_armature_origin_set(struct Scene *scene, struct Object *ob, float cursor[3], int centermode, int around);
Modified: trunk/blender/source/blender/editors/space_view3d/drawarmature.c
===================================================================
--- trunk/blender/source/blender/editors/space_view3d/drawarmature.c 2013-07-25 11:05:08 UTC (rev 58596)
+++ trunk/blender/source/blender/editors/space_view3d/drawarmature.c 2013-07-25 12:07:55 UTC (rev 58597)
@@ -2060,20 +2060,10 @@
}
/* in editmode, we don't store the bone matrix... */
-static void get_matrix_editbone(EditBone *eBone, float bmat[4][4])
+static void get_matrix_editbone(EditBone *ebone, float bmat[4][4])
{
- float delta[3];
- float mat[3][3];
-
- /* Compose the parent transforms (i.e. their translations) */
- sub_v3_v3v3(delta, eBone->tail, eBone->head);
-
- eBone->length = (float)sqrt(delta[0] * delta[0] + delta[1] * delta[1] + delta[2] * delta[2]);
-
- vec_roll_to_mat3(delta, eBone->roll, mat);
- copy_m4_m3(bmat, mat);
-
- add_v3_v3(bmat[3], eBone->head);
+ ebone->length = len_v3v3(ebone->tail, ebone->head);
+ ED_armature_ebone_to_mat4(ebone, bmat);
}
static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
Modified: trunk/blender/source/blender/editors/transform/transform_conversions.c
===================================================================
--- trunk/blender/source/blender/editors/transform/transform_conversions.c 2013-07-25 11:05:08 UTC (rev 58596)
+++ trunk/blender/source/blender/editors/transform/transform_conversions.c 2013-07-25 12:07:55 UTC (rev 58597)
@@ -1047,7 +1047,7 @@
bArmature *arm = t->obedit->data;
ListBase *edbo = arm->edbo;
TransData *td;
- float mtx[3][3], smtx[3][3], delta[3], bonemat[3][3];
+ float mtx[3][3], smtx[3][3], bonemat[3][3];
/* special hack for envelope drawmode and scaling:
* to allow scaling the size of the envelope around single points,
@@ -1139,8 +1139,7 @@
td->flag = TD_SELECTED;
/* use local bone matrix */
- sub_v3_v3v3(delta, ebo->tail, ebo->head);
- vec_roll_to_mat3(delta, ebo->roll, bonemat);
+ ED_armature_ebone_to_mat3(ebo, bonemat);
mul_m3_m3m3(td->mtx, mtx, bonemat);
invert_m3_m3(td->smtx, td->mtx);
@@ -1180,8 +1179,7 @@
copy_m3_m3(td->smtx, smtx);
copy_m3_m3(td->mtx, mtx);
- sub_v3_v3v3(delta, ebo->tail, ebo->head);
- vec_roll_to_mat3(delta, ebo->roll, td->axismtx);
+ ED_armature_ebone_to_mat3(ebo, td->axismtx);
if ((ebo->flag & BONE_ROOTSEL) == 0) {
td->extra = ebo;
@@ -1204,8 +1202,7 @@
copy_m3_m3(td->smtx, smtx);
copy_m3_m3(td->mtx, mtx);
- sub_v3_v3v3(delta, ebo->tail, ebo->head);
- vec_roll_to_mat3(delta, ebo->roll, td->axismtx);
+ ED_armature_ebone_to_mat3(ebo, td->axismtx);
td->extra = ebo; /* to fix roll */
Modified: trunk/blender/source/blender/editors/transform/transform_orientations.c
===================================================================
--- trunk/blender/source/blender/editors/transform/transform_orientations.c 2013-07-25 11:05:08 UTC (rev 58596)
+++ trunk/blender/source/blender/editors/transform/transform_orientations.c 2013-07-25 12:07:55 UTC (rev 58597)
@@ -256,13 +256,19 @@
return true;
}
+/**
+ * \note To recreate an orientation from the matrix:
+ * - (plane == mat[1])
+ * - (normal == mat[2])
+ */
bool createSpaceNormalTangent(float mat[3][3], const float normal[3], const float tangent[3])
{
if (normalize_v3_v3(mat[2], normal) == 0.0f) {
return false; /* error return */
}
- copy_v3_v3(mat[1], tangent);
+ /* negate so we can use values from the matrix as input */
+ negate_v3_v3(mat[1], tangent);
/* preempt zero length tangent from causing trouble */
if (is_zero_v3(mat[1])) {
mat[1][2] = 1.0f;
@@ -691,6 +697,10 @@
result = ORIENTATION_VERT;
}
}
+
+ /* not needed but this matches 2.68 and older behavior */
+ negate_v3(plane);
+
} /* end editmesh */
else if (ELEM(obedit->type, OB_CURVE, OB_SURF)) {
Curve *cu = obedit->data;
@@ -773,7 +783,7 @@
copy_v3_v3(normal, qmat[2]);
- negate_v3_v3(plane, qmat[1]);
+ copy_v3_v3(plane, qmat[1]);
result = ORIENTATION_FACE;
}
@@ -781,45 +791,33 @@
else if (obedit->type == OB_ARMATURE) {
bArmature *arm = obedit->data;
EditBone *ebone;
- int ok = FALSE;
-
- /* grr. but better then duplicate code */
-#define EBONE_CALC_NORMAL_PLANE { \
- float tmat[3][3]; \
- float vec[3]; \
- sub_v3_v3v3(vec, ebone->tail, ebone->head); \
- normalize_v3(vec); \
- add_v3_v3(normal, vec); \
- \
- vec_roll_to_mat3(vec, ebone->roll, tmat); \
- add_v3_v3(plane, tmat[2]); \
- } (void)0
+ bool ok = false;
+ float tmat[3][3];
-
if (activeOnly && (ebone = arm->act_edbone)) {
- EBONE_CALC_NORMAL_PLANE;
- ok = TRUE;
+ ED_armature_ebone_to_mat3(ebone, tmat);
+ add_v3_v3(normal, tmat[2]);
+ add_v3_v3(plane, tmat[1]);
+ ok = true;
}
else {
for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
if (arm->layer & ebone->layer) {
if (ebone->flag & BONE_SELECTED) {
- EBONE_CALC_NORMAL_PLANE;
- ok = TRUE;
+ ED_armature_ebone_to_mat3(ebone, tmat);
+ add_v3_v3(normal, tmat[2]);
+ add_v3_v3(plane, tmat[1]);
@@ Diff output truncated at 10240 characters. @@
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