Transform: remove recently added ival2, use editbones temp data
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blender-bot
2023-02-14 06:23:08 +01:00
Referenced by commit 2e0a33745d
, Revert editbone roll correction changes.
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@ -59,7 +59,10 @@ typedef struct EditBone {
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struct EditBone *parent; /* Editbones have a one-way link (i.e. children refer
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* to parents. This is converted to a two-way link for
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* normal bones when leaving editmode. */
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void *temp; /* Used to store temporary data */
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union { /* Used to store temporary data */
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void *temp;
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float temp_f;
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};
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char name[64]; /* MAXBONENAME */
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float roll; /* Roll along axis. We'll ultimately use the axis/angle method
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@ -258,7 +258,6 @@ typedef struct TransData {
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float iloc[3]; /* Initial location */
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float *val; /* Value pointer for special transforms */
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float ival; /* Old value */
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float ival2; /* Another old value (for bone roll we need two different "old values" :/ ). */
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float center[3]; /* Individual data center */
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float mtx[3][3]; /* Transformation matrix from data space to global space */
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float smtx[3][3]; /* Transformation matrix from global space to data space */
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@ -1074,12 +1074,12 @@ static void createTransArmatureVerts_init_roll_fix(TransData *td, EditBone *ebo)
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if (fabsf(dot_v3v3(vec, z_axis)) > 0.999999f) {
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/* If nearly aligned with Z axis, do not alter roll. See T38843. */
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td->ival = ebo->roll;
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ebo->temp_f = ebo->roll;
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}
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else {
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td->ival = ebo->roll - ED_rollBoneToVector(ebo, z_axis, false);
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ebo->temp_f = ebo->roll - ED_rollBoneToVector(ebo, z_axis, false);
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}
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td->ival2 = ebo->roll;
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td->ival = ebo->roll;
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}
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static void createTransArmatureVerts(TransInfo *t)
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@ -823,10 +823,10 @@ static void recalcData_objects(TransInfo *t)
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if (fabsf(dot_v3v3(vec, z_axis)) > 0.999999f) {
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/* If our bone is Z-aligned, do not alter roll. See T38843. */
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ebo->roll = td->ival2;
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ebo->roll = td->ival;
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}
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else {
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ebo->roll = td->ival + ED_rollBoneToVector(ebo, z_axis, false);
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ebo->roll = ebo->temp_f + ED_rollBoneToVector(ebo, z_axis, false);
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}
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}
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}
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