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).
This commit is contained in:
Bastien Montagne 2014-10-30 12:54:05 +01:00
parent c2dc51d827
commit d8094b62e2
2 changed files with 6 additions and 21 deletions

View File

@ -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 {

View File

@ -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);