Remove ztrans_hack. Looks like just keeping the angles compatible works well

enough.
This commit is contained in:
Joshua Leung
2013-02-19 10:10:09 +00:00
parent fdb25a1d27
commit c5e6a35e85

View File

@@ -810,7 +810,6 @@ static void recalcData_view3d(TransInfo *t)
float vec[3], up_axis[3];
float qrot[4];
float roll;
bool ztrans_hack = false;
ebo = td->extra;
copy_v3_v3(up_axis, td->axismtx[2]);
@@ -825,25 +824,8 @@ static void recalcData_view3d(TransInfo *t)
mul_m3_v3(t->mat, up_axis);
}
/* "ztrans_hack" is a hacky compromise fix for two bug reports
* - [#33974] : When extruding/translating bones vertically,
* the roll of each bone in such vertical chains would
* flip between z-axis forward and z-axis backwards
* - [#34283] : For "normal" transforms, the original fix for [#33974]
* would cause manually-set roll values on horizontal and
* diagonal bones to constantly get reset to values the system
* deems "correct" (usually 180 degree flips of the manual version)
*/
if (t->mode == TFM_TRANSLATION) {
const float ZAXIS_REF[3] = {0.0f, 0.0f, 1.0f};
float tdelta[3];
/* tdelta is the translation - enable this hack when it is z-axis movement */
normalize_v3_v3(tdelta, t->values);
ztrans_hack = compare_v3v3(tdelta, ZAXIS_REF, 0.1f);
}
roll = ED_rollBoneToVector(ebo, up_axis, ztrans_hack);
/* roll has a tendency to flip in certain orientations - [#34283], [#33974] */
roll = ED_rollBoneToVector(ebo, up_axis, false);
ebo->roll = angle_compat_rad(roll, ebo->roll);
}
}