Commit: ac15f5e9b09182340a008cb8c7605777d6736b2b
Author: Campbell Barton
Date: Fri Nov 29 14:57:07 2019 +1100
Branches: master
https://developer.blender.org/rBac15f5e9b09182340a008cb8c7605777d6736b2b
Cleanup: comments, redundant normalize
===================================================================
M source/blender/blenkernel/intern/armature.c
===================================================================
diff --git a/source/blender/blenkernel/intern/armature.c
b/source/blender/blenkernel/intern/armature.c
index 7d10bce60ef..a694a335069 100644
--- a/source/blender/blenkernel/intern/armature.c
+++ b/source/blender/blenkernel/intern/armature.c
@@ -281,6 +281,11 @@ static void armature_transform_recurse(ListBase *bonebase,
{
for (Bone *bone = bonebase->first; bone; bone = bone->next) {
+ /* Store the initial bone roll in a matrix, this is needed even for child
bones
+ * so any change in head/tail doesn't cause the roll to change.
+ *
+ * Logic here is different to edit-mode because
+ * this is calculated in relative to the parent. */
float roll_mat3_pre[3][3];
{
float delta[3];
@@ -290,6 +295,7 @@ static void armature_transform_recurse(ListBase *bonebase,
mul_m3_m3m3(roll_mat3_pre, mat3, roll_mat3_pre);
}
}
+ /* Optional, use this for predictable results since the roll is
re-calculated below anyway. */
bone->roll = 0.0f;
mul_m4_v3(mat, bone->arm_head);
@@ -308,17 +314,14 @@ static void armature_transform_recurse(ListBase *bonebase,
copy_v3_v3(bone->tail, bone->arm_tail);
}
+ /* Now the head/tail have been updated, set the roll back, matching
'roll_mat3_pre'. */
{
- float roll_mat3_post[3][3];
- float delta_mat3[3][3];
+ float roll_mat3_post[3][3], delta_mat3[3][3];
float delta[3];
sub_v3_v3v3(delta, bone->tail, bone->head);
- vec_roll_to_mat3(delta, bone->roll, roll_mat3_post);
- normalize_v3(delta);
-
+ vec_roll_to_mat3(delta, 0.0f, roll_mat3_post);
invert_m3(roll_mat3_post);
mul_m3_m3m3(delta_mat3, roll_mat3_post, roll_mat3_pre);
-
bone->roll = atan2f(delta_mat3[2][0], delta_mat3[2][2]);
}
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