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...
This commit is contained in:
Bastien Montagne 2014-02-28 10:47:28 +01:00
parent 2e0a33745d
commit f23f07ced0
Notes: blender-bot 2023-02-14 11:16:49 +01:00
Referenced by issue #38407, Bone roll calculation flips local axes at wrong rotation angle
1 changed files with 6 additions and 11 deletions

View File

@ -812,17 +812,12 @@ static void recalcData_objects(TransInfo *t)
}
else {
copy_v3_v3(up_axis, td->axismtx[2]);
if (t->mode != TFM_ROTATION) {
sub_v3_v3v3(vec, ebo->tail, ebo->head);
normalize_v3(vec);
rotation_between_vecs_to_quat(qrot, td->axismtx[1], vec);
mul_qt_v3(qrot, up_axis);
}
else {
mul_m3_v3(t->mat, up_axis);
}
sub_v3_v3v3(vec, ebo->tail, ebo->head);
normalize_v3(vec);
rotation_between_vecs_to_quat(qrot, td->axismtx[1], vec);
mul_qt_v3(qrot, up_axis);
/* roll has a tendency to flip in certain orientations - [#34283], [#33974] */
roll = ED_rollBoneToVector(ebo, up_axis, false);
ebo->roll = angle_compat_rad(roll, td->ival);