Revision 14869 merged from apricot

----------------------------------
Centralize handling of individual center for rotations
This commit is contained in:
Martin Poirier 2008-06-09 18:07:12 +00:00
parent d5c80a3a1b
commit 8c68895741

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