Revision: 19591
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=19591
Author:   theeth
Date:     2009-04-07 22:05:32 +0200 (Tue, 07 Apr 2009)

Log Message:
-----------
etch-a-ton

Use head not tail normal for bone orientation.
Simplify roll to normal a bit.

Modified Paths:
--------------
    trunk/blender/source/blender/src/editarmature_generate.c
    trunk/blender/source/blender/src/editarmature_sketch.c

Modified: trunk/blender/source/blender/src/editarmature_generate.c
===================================================================
--- trunk/blender/source/blender/src/editarmature_generate.c    2009-04-07 
19:57:30 UTC (rev 19590)
+++ trunk/blender/source/blender/src/editarmature_generate.c    2009-04-07 
20:05:32 UTC (rev 19591)
@@ -51,14 +51,14 @@
 {
        if (no != NULL && !VecIsNull(no))
        {
-               float tangent[3], cotangent[3], normal[3];
+               float tangent[3], vec[3], normal[3];
 
                VECCOPY(normal, no);    
                Mat3MulVecfl(tmat, normal);
 
                VecSubf(tangent, bone->tail, bone->head);
-               Crossf(cotangent, tangent, normal);
-               Crossf(normal, cotangent, tangent);
+               Projf(vec, tangent, normal);
+               VecSubf(normal, normal, vec);
                
                Normalize(normal);
                

Modified: trunk/blender/source/blender/src/editarmature_sketch.c
===================================================================
--- trunk/blender/source/blender/src/editarmature_sketch.c      2009-04-07 
19:57:30 UTC (rev 19590)
+++ trunk/blender/source/blender/src/editarmature_sketch.c      2009-04-07 
20:05:32 UTC (rev 19591)
@@ -1011,7 +1011,22 @@
                }
                
                glEnd();
-       
+
+#if 0  
+               glColor3f(0, 0, 1);
+               glBegin(GL_LINES);
+
+               for (i = 0; i < stk->nb_points; i++)
+               {
+                       float *p = stk->points[i].p;
+                       float *no = stk->points[i].no;
+                       glVertex3fv(p);
+                       glVertex3f(p[0] + no[0], p[1] + no[1], p[2] + no[2]);
+               }
+               
+               glEnd();
+#endif
+
                glColor3f(0, 0, 0);
                glBegin(GL_POINTS);
        
@@ -1961,7 +1976,7 @@
 
                                        Mat4MulVecfl(invmat, bone->head);
                                        Mat4MulVecfl(invmat, bone->tail);
-                                       setBoneRollFromNormal(bone, pt->no, 
invmat, tmat);
+                                       setBoneRollFromNormal(bone, head->no, 
invmat, tmat);
                                }
                                
                                new_parent = bone;


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