improvement to axis/angle gimble conversion added last commit. fixed flipping problems and enabled for pose bones.
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@@ -156,6 +156,37 @@ static void stats_editbone(RegionView3D *rv3d, EditBone *ebo)
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protectflag_to_drawflags(OB_LOCK_LOC|OB_LOCK_ROT|OB_LOCK_SCALE, &rv3d->twdrawflag);
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}
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/* could move into BLI_math however this is only useful for display/editing purposes */
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static void axis_angle_to_gimbal_axis(float gmat[3][3], float axis[3], float angle)
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{
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/* X/Y are arbitrary axies, most importantly Z is the axis of rotation */
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float cross_vec[3];
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float quat[4];
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/* this is an un-scientific method to get a vector to cross with
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* XYZ intentionally YZX */
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cross_vec[0]= axis[1];
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cross_vec[1]= axis[2];
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cross_vec[2]= axis[0];
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/* X-axis */
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cross_v3_v3v3(gmat[0], cross_vec, axis);
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normalize_v3(gmat[0]);
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axis_angle_to_quat(quat, axis, angle);
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mul_qt_v3(quat, gmat[0]);
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/* Y-axis */
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axis_angle_to_quat(quat, axis, M_PI/2.0);
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copy_v3_v3(gmat[1], gmat[0]);
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mul_qt_v3(quat, gmat[1]);
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/* Z-axis */
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copy_v3_v3(gmat[2], axis);
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normalize_m3(gmat);
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}
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static int test_rotmode_euler(short rotmode)
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{
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@@ -169,10 +200,18 @@ int gimbal_axis(Object *ob, float gmat[][3])
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{
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bPoseChannel *pchan= get_active_posechannel(ob);
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if(pchan && test_rotmode_euler(pchan->rotmode)) {
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if(pchan) {
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float mat[3][3], tmat[3][3], obmat[3][3];
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if(test_rotmode_euler(pchan->rotmode)) {
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eulO_to_gimbal_axis(mat, pchan->eul, pchan->rotmode);
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}
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else if (pchan->rotmode == ROT_MODE_AXISANGLE) {
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axis_angle_to_gimbal_axis(mat, pchan->rotAxis, pchan->rotAngle);
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}
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else { /* quat */
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return 0;
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}
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eulO_to_gimbal_axis(mat, pchan->eul, pchan->rotmode);
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/* apply bone transformation */
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mul_m3_m3m3(tmat, pchan->bone->bone_mat, mat);
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@@ -204,34 +243,7 @@ int gimbal_axis(Object *ob, float gmat[][3])
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eulO_to_gimbal_axis(gmat, ob->rot, ob->rotmode);
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}
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else if(ob->rotmode == ROT_MODE_AXISANGLE) {
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/* X/Y are arbitrary axies, most importantly Z is the axis of rotation
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* there is also an axis flipping problem if the rotation axis points
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* exactly on Z and Y value is modified. */
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float cross_vec[3]= {0};
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float quat[4];
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if(ob->rotAxis[0] || ob->rotAxis[1]) {
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cross_vec[2]= 1.0f;
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}
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else {
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cross_vec[0]= 1.0f; /* could be X or Y */
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}
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/* X-axis */
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cross_v3_v3v3(gmat[0], cross_vec, ob->rotAxis);
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normalize_v3(gmat[0]);
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axis_angle_to_quat(quat, ob->rotAxis, ob->rotAngle);
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mul_qt_v3(quat, gmat[0]);
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/* Y-axis */
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axis_angle_to_quat(quat, ob->rotAxis, M_PI/2.0);
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copy_v3_v3(gmat[1], gmat[0]);
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mul_qt_v3(quat, gmat[1]);
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/* Z-axis */
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copy_v3_v3(gmat[2], ob->rotAxis);
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normalize_m3(gmat);
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axis_angle_to_gimbal_axis(gmat, ob->rotAxis, ob->rotAngle);
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}
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else { /* quat */
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return 0;
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