Fix T38407: Bone roll calculation flips local axes at wrong rotation angle
Just remove that rotation special case for now, at least fixes the glitch along Z axis when rotating around Y axis in report. Anyway, there is no reason for such special handling, we do not have real rotation in editbone...
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blender-bot
2023-02-14 11:16:49 +01:00
Referenced by issue #38407, Bone roll calculation flips local axes at wrong rotation angle
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@ -812,17 +812,12 @@ static void recalcData_objects(TransInfo *t)
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}
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else {
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copy_v3_v3(up_axis, td->axismtx[2]);
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if (t->mode != TFM_ROTATION) {
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sub_v3_v3v3(vec, ebo->tail, ebo->head);
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normalize_v3(vec);
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rotation_between_vecs_to_quat(qrot, td->axismtx[1], vec);
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mul_qt_v3(qrot, up_axis);
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}
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else {
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mul_m3_v3(t->mat, up_axis);
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}
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sub_v3_v3v3(vec, ebo->tail, ebo->head);
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normalize_v3(vec);
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rotation_between_vecs_to_quat(qrot, td->axismtx[1], vec);
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mul_qt_v3(qrot, up_axis);
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/* roll has a tendency to flip in certain orientations - [#34283], [#33974] */
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roll = ED_rollBoneToVector(ebo, up_axis, false);
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ebo->roll = angle_compat_rad(roll, td->ival);
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