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.

This commit is contained in:
Joshua Leung 2010-02-07 04:38:45 +00:00
parent e939e74e88
commit 447e4efaac

@ -1479,8 +1479,9 @@ static void draw_pose_dofs(Object *ob)
float amin[3], amax[3]; float amin[3], amax[3];
for (i=0; i<3; i++) { for (i=0; i<3; i++) {
amin[i]= (float)sin(pchan->limitmin[i]); /* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
amax[i]= (float)sin(pchan->limitmax[i]); 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); glScalef(1.0f, -1.0f, 1.0f);
@ -1498,13 +1499,14 @@ static void draw_pose_dofs(Object *ob)
/* arcs */ /* arcs */
if (pchan->ikflag & BONE_IK_ZLIMIT) { 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); theta= 0.5f*(pchan->limitmin[2]+pchan->limitmax[2]) * (float)(180.0f/M_PI);
glRotatef(theta, 0.0f, 0.0f, 1.0f); glRotatef(theta, 0.0f, 0.0f, 1.0f);
glColor3ub(50, 50, 255); // blue, Z axis limit glColor3ub(50, 50, 255); // blue, Z axis limit
glBegin(GL_LINE_STRIP); glBegin(GL_LINE_STRIP);
for (a=-16; a<=16; a++) { 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]); phi= fac * (pchan->limitmax[2] - pchan->limitmin[2]);
@ -1520,13 +1522,14 @@ static void draw_pose_dofs(Object *ob)
} }
if (pchan->ikflag & BONE_IK_XLIMIT) { if (pchan->ikflag & BONE_IK_XLIMIT) {
/* 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); theta= 0.5f*(pchan->limitmin[0] + pchan->limitmax[0]) * (float)(180.0f/M_PI);
glRotatef(theta, 1.0f, 0.0f, 0.0f); glRotatef(theta, 1.0f, 0.0f, 0.0f);
glColor3ub(255, 50, 50); // Red, X axis limit glColor3ub(255, 50, 50); // Red, X axis limit
glBegin(GL_LINE_STRIP); glBegin(GL_LINE_STRIP);
for (a=-16; a<=16; a++) { 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]); phi= (float)(0.5*M_PI) + fac * (pchan->limitmax[0] - pchan->limitmin[0]);
i= (a == -16) ? 2 : 3; i= (a == -16) ? 2 : 3;