2.5 - Rotation work (axis angle bugfixes + cleanups)

* Made transform work better with axis-angle
* Corrected the rotation-type handling code in a few places
This commit is contained in:
Joshua Leung 2009-09-11 12:44:09 +00:00
parent d5009eb142
commit baf12d3d17
6 changed files with 70 additions and 28 deletions

@ -4856,9 +4856,13 @@ static int pose_clear_rot_exec(bContext *C, wmOperator *op)
QUATCOPY(quat1, pchan->quat);
QuatToEul(pchan->quat, oldeul);
}
else if (pchan->rotmode == PCHAN_ROT_AXISANGLE) {
continue; // XXX
}
else {
VECCOPY(oldeul, pchan->eul);
}
eul[0]= eul[1]= eul[2]= 0.0f;
if (pchan->protectflag & OB_LOCK_ROTX)
@ -4875,6 +4879,9 @@ static int pose_clear_rot_exec(bContext *C, wmOperator *op)
QuatMulf(pchan->quat, -1.0f);
}
}
else if (pchan->rotmode == PCHAN_ROT_AXISANGLE) {
// TODO...
}
else {
VECCOPY(pchan->eul, eul);
}
@ -4884,6 +4891,11 @@ static int pose_clear_rot_exec(bContext *C, wmOperator *op)
pchan->quat[1]=pchan->quat[2]=pchan->quat[3]= 0.0f;
pchan->quat[0]= 1.0f;
}
else if (pchan->rotmode == PCHAN_ROT_AXISANGLE) {
/* by default, make rotation of 0 radians around y-axis (roll) */
pchan->quat[0]=pchan->quat[1]=pchan->quat[3]= 0.0f;
pchan->quat[2]= 1.0f;
}
else {
pchan->eul[0]= pchan->eul[1]= pchan->eul[2]= 0.0f;
}

@ -278,8 +278,7 @@ void poselib_validate_act (bAction *act)
/* ************************************************************* */
/* Pointers to the builtin KeyingSets that we want to use */
static KeyingSet *poselib_ks_locrotscale = NULL; /* quaternion rotations */
static KeyingSet *poselib_ks_locrotscale2 = NULL; /* euler rotations */ // XXX FIXME...
static KeyingSet *poselib_ks_locrotscale = NULL; /* the only keyingset we'll need*/
static short poselib_ks_need_init= 1; /* have the above been obtained yet? */
/* Make sure the builtin KeyingSets are initialised properly
@ -290,13 +289,9 @@ static void poselib_get_builtin_keyingsets (void)
/* only if we haven't got these yet */
// FIXME: this assumes that we will always get the builtin sets...
if (poselib_ks_need_init) {
/* LocRotScale (quaternions) */
/* LocRotScale (quaternions or eulers depending on context) */
poselib_ks_locrotscale= ANIM_builtin_keyingset_get_named(NULL, "LocRotScale");
/* LocRotScale (euler) */
//ks_locrotscale2= ANIM_builtin_keyingset_get_named(ks_locrotscale, "LocRotScale");
poselib_ks_locrotscale2= poselib_ks_locrotscale; // FIXME: for now, just use the same one...
/* clear flag requesting init */
poselib_ks_need_init= 0;
}
@ -410,11 +405,8 @@ static int poselib_add_exec (bContext *C, wmOperator *op)
/* init cks for this PoseChannel, then use the relative KeyingSets to keyframe it */
cks.pchan= pchan;
/* KeyingSet to use depends on rotation mode */
if (pchan->rotmode)
modify_keyframes(C, &dsources, act, poselib_ks_locrotscale2, MODIFYKEY_MODE_INSERT, (float)frame);
else
modify_keyframes(C, &dsources, act, poselib_ks_locrotscale, MODIFYKEY_MODE_INSERT, (float)frame);
/* KeyingSet to use depends on rotation mode (but that's handled by the templates code) */
modify_keyframes(C, &dsources, act, poselib_ks_locrotscale, MODIFYKEY_MODE_INSERT, (float)frame);
}
}
}

@ -812,10 +812,17 @@ void pose_copy_menu(Scene *scene)
armature_mat_pose_to_bone(pchan, pchanact->pose_mat, delta_mat);
if (pchan->rotmode > 0)
Mat4ToEulO(delta_mat, pchan->eul, pchan->rotmode);
else
if (pchan->rotmode == PCHAN_ROT_AXISANGLE) {
float tmp_quat[4];
/* need to convert to quat first (in temp var)... */
Mat4ToQuat(delta_mat, tmp_quat);
QuatToAxisAngle(tmp_quat, &pchan->quat[1], &pchan->quat[0]);
}
else if (pchan->rotmode == PCHAN_ROT_QUAT)
Mat4ToQuat(delta_mat, pchan->quat);
else
Mat4ToEulO(delta_mat, pchan->eul, pchan->rotmode);
}
break;
case 11: /* Visual Size */
@ -991,6 +998,7 @@ static int pose_paste_exec (bContext *C, wmOperator *op)
pchan->flag= chan->flag;
/* check if rotation modes are compatible (i.e. do they need any conversions) */
// FIXME: add axis-angle here too...
if (pchan->rotmode == chan->rotmode) {
/* copy the type of rotation in use */
if (pchan->rotmode > 0) {

@ -511,8 +511,17 @@ static void v3d_posearmature_buts(uiBlock *block, View3D *v3d, Object *ob, float
but= uiDefBut(block, TEX, B_NOP, "Bone:", 160, 140, 140, 19, bone->name, 1, 31, 0, 0, "");
uiButSetFunc(but, validate_bonebutton_cb, bone, NULL);
uiButSetCompleteFunc(but, autocomplete_bone, (void *)ob);
QuatToEulO(pchan->quat, tfp->ob_eul, pchan->rotmode); // XXX?
if (pchan->rotmode == PCHAN_ROT_AXISANGLE) {
float quat[4];
/* convert to euler, passing through quats... */
AxisAngleToQuat(quat, &pchan->quat[1], pchan->quat[0]);
QuatToEul(quat, tfp->ob_eul);
}
else if (pchan->rotmode == PCHAN_ROT_QUAT)
QuatToEul(pchan->quat, tfp->ob_eul);
else
VecCopyf(tfp->ob_eul, pchan->eul);
tfp->ob_eul[0]*= 180.0/M_PI;
tfp->ob_eul[1]*= 180.0/M_PI;
tfp->ob_eul[2]*= 180.0/M_PI;
@ -841,7 +850,18 @@ static void do_view3d_region_buttons(bContext *C, void *arg, int event)
eul[0]= M_PI*tfp->ob_eul[0]/180.0;
eul[1]= M_PI*tfp->ob_eul[1]/180.0;
eul[2]= M_PI*tfp->ob_eul[2]/180.0;
EulOToQuat(eul, pchan->rotmode, pchan->quat); // xxx?
if (pchan->rotmode == PCHAN_ROT_AXISANGLE) {
float quat[4];
/* convert to axis-angle, passing through quats */
EulToQuat(eul, quat);
QuatToAxisAngle(quat, &pchan->quat[1], &pchan->quat[0]);
}
else if (pchan->rotmode == PCHAN_ROT_QUAT)
EulToQuat(eul, pchan->quat);
else
VecCopyf(pchan->eul, eul);
}
/* no break, pass on */
case B_ARMATUREPANEL2:

@ -2673,14 +2673,25 @@ static void ElementRotation(TransInfo *t, TransData *td, float mat[3][3], short
/* this function works on end result */
protectedQuaternionBits(td->protectflag, td->ext->quat, td->ext->iquat);
/* if axis-angle, we now convert the quat representation to axis-angle again
* - this means that the math above is not totally correct, but it works well enough so far...
*/
if (td->rotOrder == PCHAN_ROT_AXISANGLE) {
/* make temp copy (since stored in same place) */
QuatCopy(quat, td->ext->quat);
QuatToAxisAngle(quat, &td->ext->quat[1], &td->ext->quat[0]);
}
}
else if (td->rotOrder == PCHAN_ROT_AXISANGLE) {
/* calculate effect based on quats */
float iquat[4];
/* td->ext->(i)quat is in axis-angle form, not quats! */
AxisAngleToQuat(iquat, &td->ext->iquat[1], td->ext->iquat[0]);
Mat3MulSerie(fmat, td->mtx, mat, td->smtx, 0, 0, 0, 0, 0);
Mat3ToQuat(fmat, quat); // Actual transform
QuatMul(td->ext->quat, quat, iquat);
/* this function works on end result */
protectedQuaternionBits(td->protectflag, td->ext->quat, td->ext->iquat);
/* make temp copy (since stored in same place) */
QuatCopy(quat, td->ext->quat);
QuatToAxisAngle(quat, &td->ext->quat[1], &td->ext->quat[0]);
}
else {
float eulmat[3][3];

@ -552,9 +552,8 @@ static void add_pose_transdata(TransInfo *t, bPoseChannel *pchan, Object *ob, Tr
td->ob = ob;
td->flag = TD_SELECTED;
if ((pchan->rotmode == PCHAN_ROT_QUAT) || (pchan->rotmode == PCHAN_ROT_AXISANGLE))
if (pchan->rotmode == PCHAN_ROT_QUAT)
{
// XXX: for now, axis-angle will be treated like for quats (the only difference is the normalisation)
td->flag |= TD_USEQUAT;
}
if (bone->flag & BONE_HINGE_CHILD_TRANSFORM)