Bugfix [#27157] keyframing a constrained bone does not work as before
[blender.git] / source / blender / editors / animation / keyframing.c
index 1ba6952..109da66 100644 (file)
@@ -661,41 +661,72 @@ static float visualkey_get_value (PointerRNA *ptr, PropertyRNA *prop, int array_
                                mat4_to_eulO(eul, ob->rotmode, ob->obmat);
                                return eul[array_index];
                        }
-                       // FIXME: other types of rotation don't work
+                       else if (strstr(identifier, "rotation_quaternion")) {
+                               float trimat[3][3], quat[4];
+                               
+                               copy_m3_m4(trimat, ob->obmat);
+                               mat3_to_quat_is_ok(quat, trimat);
+                               
+                               return quat[array_index];
+                       }
+                       else if (strstr(identifier, "rotation_axis_angle")) {
+                               float axis[3], angle;
+                               
+                               mat4_to_axis_angle(axis, &angle, ob->obmat);
+                               
+                               /* w = 0, x,y,z = 1,2,3 */
+                               if (array_index == 0)
+                                       return angle;
+                               else
+                                       return axis[array_index - 1];
+                       }
                }
        }
        else if (ptr->type == &RNA_PoseBone) {
+               Object *ob = (Object *)ptr->id.data; /* we assume that this is always set, and is an object */
                bPoseChannel *pchan= (bPoseChannel *)ptr->data;
-               bPoseChannel tchan;
+               float tmat[4][4];
                
-               /* make a copy of pchan so that we can apply and decompose its chan_mat, thus getting the 
-                * rest-pose to pose-mode transform that got stored there at the end of posing calculations
-                * for B-Bone deforms to use
-                *      - it should be safe to just make a local copy like this, since we're not doing anything with the copied pointers
+               /* Although it is not strictly required for this particular space conversion, 
+                * arg1 must not be null, as there is a null check for the other conversions to
+                * be safe. Therefore, the active object is passed here, and in many cases, this
+                * will be what owns the pose-channel that is getting this anyway.
                 */
-               memcpy(&tchan, pchan, sizeof(bPoseChannel));
-               pchan_apply_mat4(&tchan, pchan->chan_mat, TRUE);
+               copy_m4_m4(tmat, pchan->pose_mat);
+               constraint_mat_convertspace(ob, pchan, tmat, CONSTRAINT_SPACE_POSE, CONSTRAINT_SPACE_LOCAL);
                
                /* Loc, Rot/Quat keyframes are supported... */
                if (strstr(identifier, "location")) {
                        /* only use for non-connected bones */
                        if ((pchan->bone->parent) && !(pchan->bone->flag & BONE_CONNECTED))
-                               return tchan.loc[array_index];
+                               return tmat[3][array_index];
                        else if (pchan->bone->parent == NULL)
-                               return tchan.loc[array_index];
+                               return tmat[3][array_index];
                }
                else if (strstr(identifier, "rotation_euler")) {
-                       return tchan.eul[array_index];
+                       float eul[3];
+                       
+                       mat4_to_eulO(eul, pchan->rotmode, tmat);
+                       return eul[array_index];
                }
                else if (strstr(identifier, "rotation_quaternion")) {
-                       return tchan.quat[array_index];
+                       float trimat[3][3], quat[4];
+                       
+                       copy_m3_m4(trimat, tmat);
+                       mat3_to_quat_is_ok(quat, trimat);
+                       
+                       return quat[array_index];
                }
-               else if (strstr(identifier, "rotation_axisangle")) {
+               else if (strstr(identifier, "rotation_axis_angle")) {
+                       float axis[3], angle;
+                       
+                       mat4_to_axis_angle(axis, &angle, tmat);
+                       
                        /* w = 0, x,y,z = 1,2,3 */
                        if (array_index == 0)
-                               return tchan.rotAngle;
+                               return angle;
                        else
-                               return tchan.rotAxis[array_index - 1];
+                               return axis[array_index - 1];
                }
        }