Commit: d8094b62e21d0a98c8d3f22631c2c978b2390609
Author: Bastien Montagne
Date: Thu Oct 30 12:54:05 2014 +0100
Branches: master
https://developer.blender.org/rBd8094b62e21d0a98c8d3f22631c2c978b2390609
Transform: snapping: normal-align: Cleanup!
Use BLI's `rotation_between_vecs_to_mat3` helper instead of own custom code,
both simplifies the code and fixes wrong handling when snapped normal was
exactly
opposed to org one (i.e. 180° rot case).
===================================================================
M source/blender/editors/transform/transform.c
M source/blender/editors/transform/transform_snap.c
===================================================================
diff --git a/source/blender/editors/transform/transform.c
b/source/blender/editors/transform/transform.c
index d704f62..9547f0b 100644
--- a/source/blender/editors/transform/transform.c
+++ b/source/blender/editors/transform/transform.c
@@ -4187,29 +4187,21 @@ static void applyTranslationValue(TransInfo *t, float
vec[3])
if (td->flag & TD_SKIP)
continue;
-
+
/* handle snapping rotation before doing the translation */
if (usingSnappingNormal(t)) {
if (validSnappingNormal(t)) {
const float *original_normal;
- float axis[3];
- float quat[4];
float mat[3][3];
- float angle;
/* In pose mode, we want to align normals with
Y axis of bones... */
if (t->flag & T_POSE)
original_normal = td->axismtx[1];
else
original_normal = td->axismtx[2];
-
- cross_v3_v3v3(axis, original_normal,
t->tsnap.snapNormal);
- angle = saacos(dot_v3v3(original_normal,
t->tsnap.snapNormal));
-
- axis_angle_to_quat(quat, axis, angle);
-
- quat_to_mat3(mat, quat);
-
+
+ rotation_between_vecs_to_mat3(mat,
original_normal, t->tsnap.snapNormal);
+
ElementRotation(t, td, mat, V3D_LOCAL);
}
else {
diff --git a/source/blender/editors/transform/transform_snap.c
b/source/blender/editors/transform/transform_snap.c
index 47b2084..dcc7024 100644
--- a/source/blender/editors/transform/transform_snap.c
+++ b/source/blender/editors/transform/transform_snap.c
@@ -341,22 +341,15 @@ void applyProject(TransInfo *t)
if (t->tsnap.align && (t->flag &
T_OBJECT)) {
/* handle alignment as well */
const float *original_normal;
- float axis[3];
float mat[3][3];
- float angle;
float totmat[3][3], smat[3][3];
- float eul[3], fmat[3][3],
quat[4];
+ float eul[3], fmat[3][3];
float obmat[3][3];
/* In pose mode, we want to
align normals with Y axis of bones... */
original_normal =
td->axismtx[2];
- cross_v3_v3v3(axis,
original_normal, no);
- angle =
saacos(dot_v3v3(original_normal, no));
-
- axis_angle_to_quat(quat, axis,
angle);
-
- quat_to_mat3(mat, quat);
+
rotation_between_vecs_to_mat3(mat, original_normal, no);
mul_m3_m3m3(totmat, mat,
td->mtx);
mul_m3_m3m3(smat, td->smtx,
totmat);
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