[Bf-blender-cvs] [58229b191a1] master: Fix T68145: Bone Rotate Individual Axes fail.
Bastien Montagne
noreply at git.blender.org
Mon Aug 5 15:47:46 CEST 2019
Commit: 58229b191a177ec0192786df005c9b586991c43a
Author: Bastien Montagne
Date: Mon Aug 5 15:42:48 2019 +0200
Branches: master
https://developer.blender.org/rB58229b191a177ec0192786df005c9b586991c43a
Fix T68145: Bone Rotate Individual Axes fail.
Rotation matrix would not get updated every time it would need to, after
own changes to handle 'big' rotations from keyboard input (rBcee484a4c51a3d2).
===================================================================
M source/blender/editors/transform/transform.c
===================================================================
diff --git a/source/blender/editors/transform/transform.c b/source/blender/editors/transform/transform.c
index 973c1c0b7f7..9723e640259 100644
--- a/source/blender/editors/transform/transform.c
+++ b/source/blender/editors/transform/transform.c
@@ -4607,6 +4607,10 @@ static void applyRotationValue(TransInfo *t,
}
axis_angle_normalized_to_mat3(mat, axis, angle);
+ /* Counter for needed updates (when we need to update to non-default matrix,
+ * we also need another update on next iteration to go back to default matrix,
+ * hence the '2' value used here, instead of a mere boolean). */
+ short do_update_matrix = 0;
FOREACH_TRANS_DATA_CONTAINER (t, tc) {
TransData *td = tc->data;
@@ -4623,6 +4627,9 @@ static void applyRotationValue(TransInfo *t,
if (t->con.applyRot) {
t->con.applyRot(t, tc, td, axis, NULL);
angle_final = angle * td->factor;
+ /* Even though final angle might be identical to orig value,
+ * we have to update the rotation matrix in that case... */
+ do_update_matrix = 2;
}
else if (t->flag & T_PROP_EDIT) {
angle_final = angle * td->factor;
@@ -4645,11 +4652,17 @@ static void applyRotationValue(TransInfo *t,
axis_angle_normalized_to_mat3(mat, axis, angle_progress);
ElementRotation(t, tc, td, mat, t->around);
}
- axis_angle_normalized_to_mat3(mat, axis, angle_final);
+ do_update_matrix = 2;
}
else if (angle_final != angle) {
+ do_update_matrix = 2;
+ }
+
+ if (do_update_matrix > 0) {
axis_angle_normalized_to_mat3(mat, axis, angle_final);
+ do_update_matrix--;
}
+
ElementRotation(t, tc, td, mat, t->around);
}
}
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