bugfix [#21483] Twisting when Dupliframing a Surface Circle (Nurbs) along a Curve.

use the curve's twist for follow path constraint and parent-path.
This commit is contained in:
2010-10-08 07:29:08 +00:00
parent 5e232548d3
commit 65b0893df0
5 changed files with 44 additions and 32 deletions

View File

@@ -1201,7 +1201,7 @@ static void followpath_get_tarmat (bConstraint *con, bConstraintOb *cob, bConstr
if (VALID_CONS_TARGET(ct)) {
Curve *cu= ct->tar->data;
float q[4], vec[4], dir[3], quat[4], radius, x1;
float vec[4], dir[3], radius;
float totmat[4][4];
float curvetime;
@@ -1217,7 +1217,8 @@ static void followpath_get_tarmat (bConstraint *con, bConstraintOb *cob, bConstr
makeDispListCurveTypes(cob->scene, ct->tar, 0);
if (cu->path && cu->path->data) {
if ((data->followflag & FOLLOWPATH_STATIC) == 0) {
float quat[4];
if ((data->followflag & FOLLOWPATH_STATIC) == 0) {
/* animated position along curve depending on time */
if (cob->scene)
curvetime= bsystem_time(cob->scene, ct->tar, cu->ctime, 0.0) - data->offset;
@@ -1238,8 +1239,10 @@ static void followpath_get_tarmat (bConstraint *con, bConstraintOb *cob, bConstr
curvetime= data->offset_fac;
}
if ( where_on_path(ct->tar, curvetime, vec, dir, NULL, &radius, NULL) ) {
if ( where_on_path(ct->tar, curvetime, vec, dir, (data->followflag & FOLLOWPATH_FOLLOW) ? quat : NULL, &radius, NULL) ) { /* quat_pt is quat or NULL*/
if (data->followflag & FOLLOWPATH_FOLLOW) {
#if 0
float x1, q[4];
vec_to_quat(quat, dir, (short)data->trackflag, (short)data->upflag);
normalize_v3(dir);
@@ -1249,10 +1252,13 @@ static void followpath_get_tarmat (bConstraint *con, bConstraintOb *cob, bConstr
q[2]= -x1*dir[1];
q[3]= -x1*dir[2];
mul_qt_qtqt(quat, q, quat);
#else
quat_apply_track(quat, data->trackflag, data->upflag);
#endif
quat_to_mat4(totmat, quat);
}
if (data->followflag & FOLLOWPATH_RADIUS) {
float tmat[4][4], rmat[4][4];
scale_m4_fl(tmat, radius);

View File

@@ -633,7 +633,7 @@ static int calc_curve_deform(Scene *scene, Object *par, float *co, short axis, C
/* zero the axis which is not used,
* the big block of text above now applies to these 3 lines */
quat_apply_track(quat, axis-1);
quat_apply_track(quat, axis-1, (axis==1 || axis==3) ? 1:0); /* up flag is a dummy, set so no rotation is done */
vec_apply_track(cent, axis-1);
cent[axis < 4 ? axis-1 : axis-4]= 0.0f;

View File

@@ -1791,9 +1791,10 @@ static void ob_parcurve(Scene *scene, Object *ob, Object *par, float mat[][4])
/* vec: 4 items! */
if( where_on_path(par, ctime, vec, dir, NULL, &radius, NULL) ) {
if( where_on_path(par, ctime, vec, dir, cu->flag & CU_FOLLOW ? quat:NULL, &radius, NULL) ) {
if(cu->flag & CU_FOLLOW) {
#if 0
vec_to_quat( quat,dir, ob->trackflag, ob->upflag);
/* the tilt */
@@ -1804,8 +1805,11 @@ static void ob_parcurve(Scene *scene, Object *ob, Object *par, float mat[][4])
q[2]= -x1*dir[1];
q[3]= -x1*dir[2];
mul_qt_qtqt(quat, q, quat);
quat_to_mat4( mat,quat);
#else
quat_apply_track(quat, ob->trackflag, ob->upflag);
#endif
quat_to_mat4(mat,quat);
}
if(cu->flag & CU_PATH_RADIUS) {

View File

@@ -169,7 +169,7 @@ void mul_v3m3_dq(float r[3], float R[3][3], DualQuat *dq);
void mat4_to_dquat(DualQuat *r, float base[4][4], float M[4][4]);
void dquat_to_mat4(float R[4][4], DualQuat *dq);
void quat_apply_track(float quat[4], short axis);
void quat_apply_track(float quat[4], short axis, short upflag);
void vec_apply_track(float vec[3], short axis);
float lens_to_angle(float lens);

View File

@@ -1531,25 +1531,27 @@ void copy_dq_dq(DualQuat *dq1, DualQuat *dq2)
}
/* axis matches eTrackToAxis_Modes */
void quat_apply_track(float quat[4], short axis)
{
/* axis calculated as follows */
/* float axis[3]= {1,0,0}; axis_angle_to_quat(q, axis, 90 * (M_PI / 180));
float axis[3]= {0,1,0}; axis_angle_to_quat(q, axis, 90 * (M_PI / 180));
float axis[3]= {0,0,2}; axis_angle_to_quat(q, axis, 90 * (M_PI / 180));
float axis[3]= {1,0,0}; axis_angle_to_quat(q, axis, -90 * (M_PI / 180));
float axis[3]= {0,1,0}; axis_angle_to_quat(q, axis, -90 * (M_PI / 180));
float axis[3]= {0,0,2}; axis_angle_to_quat(q, axis, -90 * (M_PI / 180)); */
void quat_apply_track(float quat[4], short axis, short upflag)
{
/* rotations are hard coded to match vec_to_quat */
const float quat_track[][4]= {{0.70710676908493, 0.0, -0.70710676908493, 0.0}, /* pos-y90 */
{0.5, 0.5, 0.5, 0.5}, /* Quaternion((1,0,0), radians(90)) * Quaternion((0,1,0), radians(90)) */
{0.70710676908493, 0.0, 0.0, 0.70710676908493}, /* pos-z90 */
{0.70710676908493, 0.0, 0.70710676908493, 0.0}, /* neg-y90 */
{0.5, -0.5, -0.5, 0.5}, /* Quaternion((1,0,0), radians(-90)) * Quaternion((0,1,0), radians(-90)) */
{1, 0, 0, 0}};/* no rotation */
/* notice x/y flipped intentionally */
const float quat_track[][4]= {{0.70710676908493, 0.0, -0.70710676908493, 0.0}, /* pos-y */
{0.70710676908493, 0.70710676908493, 0.0, 0.0}, /* pos-x */
{0.70710676908493, 0.0, 0.0, 0.70710676908493}, /* pos-z */
{0.70710676908493, 0.0, 0.70710676908493, 0.0}, /* neg-y */
{0.70710676908493, -0.70710676908493, 0.0, 0.0}, /* neg-x */
{0.70710676908493, 0.0, 0.0, -0.70710676908493}};/* neg-z */
mul_qt_qtqt(quat, quat, quat_track[axis]);
if(axis>2)
axis= axis-3;
/* 90d rotation when the second */
if(upflag != (2-axis)>>1) { // [0->1, 1->0, 2->0]
float q[4]= {0.70710676908493, 0, 0, 0};
q[axis+1] = ((axis==1)) ? 0.70710676908493 : -0.70710676908493; /* flip non Y axis */
mul_qt_qtqt(quat, quat, q);
}
}
void vec_apply_track(float vec[3], short axis)
@@ -1565,9 +1567,9 @@ void vec_apply_track(float vec[3], short axis)
vec[2]= -tvec[1];
break;
case 1: /* pos-y */
vec[0]= tvec[2];
/* vec[0]= tvec[0]; */
/* vec[1]= 0.0; */
vec[2]= -tvec[0];
/* vec[2]= tvec[2]; */
break;
case 2: /* pos-z */
vec[0]= tvec[1];
@@ -1580,12 +1582,12 @@ void vec_apply_track(float vec[3], short axis)
vec[2]= -tvec[2];
break;
case 4: /* neg-y */
vec[0]= -tvec[0];
vec[0]= -tvec[2];
/* vec[1]= 0.0; */
vec[2]= -tvec[2];
vec[2]= tvec[0];
break;
case 5: /* neg-z */
vec[0]= tvec[0];
vec[0]= -tvec[0];
vec[1]= -tvec[1];
/* vec[2]= 0.0; */
break;