Now only one operator. Same options for vertices, edges and faces (so adds edges sorting, and some options to vertices sorting).
Face sorting should behave as previously. However, XSortVerts won’t pack anymore selected vertices at the begining of the vert array (as it used to), if you want such behavior you’ll have to first run SortElements with Selected action.
Also added bug ref I forgot in r46354 (armature.c).
- Make sure functions are named in way BKE_<object>_<action> (same way as RNA callbacks)
- Make functions which are used by mball.c only static and remove their prototypes
from public header file.
Further cleanup is coming.
In fact, problem was in vec_roll_to_mat3(), which has to detect when the bone is aligned with its Y axis, using a threshold. This one have been raised to quite a high value due to bug [#23954], then lowered a bit due to [#27675] (which is imho in fine the same problem as 30438).
Reset it to its org value (very low 1e-13), as testing file given with firt bug did not show any problem anymore... So now, instead of 1/1000 of bone length from Y axis, we have about 3.25*10-7... Only (hardly) noticeable at max zoom level in 3D view.
This commit:
* Removes the Wire and Color options from the UI for all object types but meshes, curves/surfaces/texts, and metas.
* Adds a basic bounding box drawing (and computing) for armatures.
Now constraints' space conversion code also uses generic armature_mat_(pose_to_bone/bone_to_pose). Previous own function (constraint_pchan_diff_mat) was somewhat inconsistent too with Hinge/NoScale/LocalLocation options...
As with previous similar changes, this might break some old rigs, in very specific cases (when constraint-evaluating an hinge/noscale/local_location bone in local space).
In the same part of code, removed unnecessary matrices copying, mult_m4_m4m4 can take the same matrix as input and output, nowadays...
Also found a bug-generator weakness in those armature_mat_ functions (if both input and output mat where the same, result was wrong, now systematically copying input mat, as done in LIB's matrix funcs).
Finally, factorized offset bone matrix generation into its own small function too, as it is used in two different places in armature.c (pchan_to_pose_mat itself, and restpose's where_is_armature_bone).
Note: I think all parts of blender's code related to that topic have now been tackled, but yet have to check BGE, it’s probably using that stuff too, one way or the other...
* New armature_mat_bone_to_pose, which is just the reverse of armature_mat_pose_to_bone (currently used by armature evaluation code only, but might be used by constraints space conversion code too, see note below).
* Found another place where another (a bit erroneous) pose_to_bone code existed (apply_targetless_ik(), in transform_conversion.c, used by "auto ik" option), replaced it by a call to armature_mat_pose_to_bone.
Notes:
* All those changes leave many #if 0 commented code, I will remove those in a few weeks.
* There is at least one other place where generic armature_mat_(pose_to_bone/bone_to_pose) functions should be usable: the space conversion function of constraints (constraint_mat_convertspace(), in BKE's constraint.c), but here I have some problems (old code is also somewhat erroneous, but using new one makes old rigs using bone space constraints wrong, e.g. sintel one, and it’s just impossible to make conversion code...). So I'll wait and investigate more for this one.
WARNING: This commits modifies how translated unconnected child bones with *no Inherit Rotation option* are positionned. This means that if you open a posed/animated armature using such (corner-case) setup, you'll have to adjust manually the locations of such bones: now, disabling Inherit Rotation/Scale will no more move the bone, only affecting its rotation/scale.
Many thanks to Bassam Kurdali (slikdigit) for his advices and tests of the patch!
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Dev notes : the pchan_to_pose_mat() func was added to BKE_armature.h, which computes two matrices to get the pose transformations (pchan) of the bone directly in pose (i.e. armature object) space. The first matrix is the rotation/scaling parts, the second one is for location.
That new function is used by (hence deduplicating and simplifying their code):
* The pose evaluation code (where_is_pose_bone()).
* The interactive transformation code (add_pose_transdata(), in transform_conversion.c).
* The snap to cursor/grid code (through armature_loc_pose_to_bone()/armature_mat_pose_to_bone()).
inconsistent with similar functions & math notation:
mul_m4_m4m4(R, B, A) => mult_m4_m4m4(R, A, B)
mul_m3_m3m4(R, B, A) => mult_m3_m3m4(R, A, B)
For branch maintainers, it should be relatively simple to fix things manually,
it's also possible run this script after merging to do automatic replacement:
http://www.pasteall.org/27459/python
Spline IK and Auto-IK working together on the same bone chain could
crash due to the somewhat hacky way that they were sharing the same
list for the "iktree" forest. Resolved by doing what I should have
done from the beginning, and made Spline-IK save its ik chains off
into a separate list.
While this fixes the crash, it might be worth investigating outright
disabling this from working in this case, since it can be a bit
confusing to have it appear to not work.
- remove unneeded type check from convert grease pencil operator.
- correct some error prints & use __func__.
- make copy_libblock take an ID* argument rather than void*.
duplicate of BKE_curframe() which just takes two extra args.
For the few calls in the physics engine where CFRA+1 instead of CFRA
was being used, I've added a new BKE_nextframe() call, which will
calculate for CFRA+1 instead of CFRA in much the same way that
bsystem_time() would end up doing things (which means including
subframe steps).
so path manipulation functions dont run multiple times on the same path in the case of sequence strips where the one directory is used as the base for many images.