forked from bartvdbraak/blender
Revision 14869 merged from apricot
---------------------------------- Centralize handling of individual center for rotations
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@ -2415,15 +2415,28 @@ void initRotation(TransInfo *t)
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static void ElementRotation(TransInfo *t, TransData *td, float mat[3][3]) {
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float vec[3], totmat[3][3], smat[3][3];
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float eul[3], fmat[3][3], quat[4];
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float *center = t->center;
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/* local constraint shouldn't alter center */
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if (t->around == V3D_LOCAL) {
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if (t->flag & (T_OBJECT|T_POSE)) {
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center = td->center;
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}
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else {
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if(G.vd->around==V3D_LOCAL && (G.scene->selectmode & SCE_SELECT_FACE)) {
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center = td->center;
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}
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}
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}
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if (t->flag & T_POINTS) {
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Mat3MulMat3(totmat, mat, td->mtx);
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Mat3MulMat3(smat, td->smtx, totmat);
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VecSubf(vec, td->iloc, t->center);
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VecSubf(vec, td->iloc, center);
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Mat3MulVecfl(smat, vec);
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VecAddf(td->loc, vec, t->center);
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VecAddf(td->loc, vec, center);
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VecSubf(vec,td->loc,td->iloc);
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protectedTransBits(td->protectflag, vec);
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@ -2460,13 +2473,13 @@ static void ElementRotation(TransInfo *t, TransData *td, float mat[3][3]) {
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Mat3CpyMat4(pmtx, t->poseobj->obmat);
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Mat3Inv(imtx, pmtx);
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VecSubf(vec, td->center, t->center);
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VecSubf(vec, td->center, center);
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Mat3MulVecfl(pmtx, vec); // To Global space
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Mat3MulVecfl(mat, vec); // Applying rotation
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Mat3MulVecfl(imtx, vec); // To Local space
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VecAddf(vec, vec, t->center);
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VecAddf(vec, vec, center);
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/* vec now is the location where the object has to be */
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VecSubf(vec, vec, td->center); // Translation needed from the initial location
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@ -2495,9 +2508,9 @@ static void ElementRotation(TransInfo *t, TransData *td, float mat[3][3]) {
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}
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else {
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/* translation */
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VecSubf(vec, td->center, t->center);
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VecSubf(vec, td->center, center);
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Mat3MulVecfl(mat, vec);
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VecAddf(vec, vec, t->center);
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VecAddf(vec, vec, center);
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/* vec now is the location where the object has to be */
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VecSubf(vec, vec, td->center);
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Mat3MulVecfl(td->smtx, vec);
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@ -2593,17 +2606,9 @@ static void ElementRotation(TransInfo *t, TransData *td, float mat[3][3]) {
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static void applyRotation(TransInfo *t, float angle, float axis[3])
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{
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TransData *td = t->data;
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float mat[3][3], center[3];
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float mat[3][3];
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int i;
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/* saving original center */
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if (t->around == V3D_LOCAL) {
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VECCOPY(center, t->center);
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}
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else {
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center[0] = center[1] = center[2] = 0.0f;
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}
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VecRotToMat3(axis, angle, mat);
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for(i = 0 ; i < t->total; i++, td++) {
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@ -2614,18 +2619,6 @@ static void applyRotation(TransInfo *t, float angle, float axis[3])
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if (td->flag & TD_SKIP)
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continue;
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/* local constraint shouldn't alter center */
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if (t->around == V3D_LOCAL) {
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if (t->flag & (T_OBJECT|T_POSE)) {
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VECCOPY(t->center, td->center);
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}
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else {
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if(G.vd->around==V3D_LOCAL && (G.scene->selectmode & SCE_SELECT_FACE)) {
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VECCOPY(t->center, td->center);
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}
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}
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}
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if (t->con.applyRot) {
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t->con.applyRot(t, td, axis);
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VecRotToMat3(axis, angle * td->factor, mat);
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@ -2636,11 +2629,6 @@ static void applyRotation(TransInfo *t, float angle, float axis[3])
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ElementRotation(t, td, mat);
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}
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/* restoring original center */
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if (t->around == V3D_LOCAL) {
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VECCOPY(t->center, center);
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}
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}
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int Rotation(TransInfo *t, short mval[2])
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@ -2737,7 +2725,6 @@ static void applyTrackball(TransInfo *t, float axis1[3], float axis2[3], float a
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{
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TransData *td = t->data;
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float mat[3][3], smat[3][3], totmat[3][3];
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float center[3];
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int i;
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VecRotToMat3(axis1, angles[0], smat);
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@ -2752,20 +2739,6 @@ static void applyTrackball(TransInfo *t, float axis1[3], float axis2[3], float a
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if (td->flag & TD_SKIP)
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continue;
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VECCOPY(center, t->center);
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if (t->around == V3D_LOCAL) {
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/* local-mode shouldn't change center */
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if (t->flag & (T_OBJECT|T_POSE)) {
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VECCOPY(t->center, td->center);
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}
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else {
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if(G.vd->around==V3D_LOCAL && (G.scene->selectmode & SCE_SELECT_FACE)) {
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VECCOPY(t->center, td->center);
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}
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}
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}
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if (t->flag & T_PROP_EDIT) {
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VecRotToMat3(axis1, td->factor * angles[0], smat);
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VecRotToMat3(axis2, td->factor * angles[1], totmat);
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@ -2774,8 +2747,6 @@ static void applyTrackball(TransInfo *t, float axis1[3], float axis2[3], float a
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}
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ElementRotation(t, td, mat);
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VECCOPY(t->center, center);
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}
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}
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