Bugfix: fix for IK constraint: rotation locks are now applied only on
boned woning the constraint and not to all that define it as it was before.
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@ -88,14 +88,17 @@ public class ConstraintDefinitionIK extends ConstraintDefinition {
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if (angle != 0) {
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Vector3d cross = currentDir.crossLocal(target).normalizeLocal();
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q.fromAngleAxis(angle, cross);
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if (boneContext.isLockX()) {
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q.set(0, q.getY(), q.getZ(), q.getW());
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}
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if (boneContext.isLockY()) {
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q.set(q.getX(), 0, q.getZ(), q.getW());
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}
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if (boneContext.isLockZ()) {
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q.set(q.getX(), q.getY(), 0, q.getW());
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if(bone.equals(this.getOwner())) {
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if (boneContext.isLockX()) {
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q.set(0, q.getY(), q.getZ(), q.getW());
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}
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if (boneContext.isLockY()) {
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q.set(q.getX(), 0, q.getZ(), q.getW());
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}
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if (boneContext.isLockZ()) {
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q.set(q.getX(), q.getY(), 0, q.getW());
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}
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}
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boneTransform.getRotation().set(q.multLocal(boneTransform.getRotation()));
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@ -124,14 +127,16 @@ public class ConstraintDefinitionIK extends ConstraintDefinition {
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Vector3d cross = currentDir.crossLocal(target).normalizeLocal();
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q.fromAngleAxis(angle, cross);
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if (boneContext.isLockX()) {
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q.set(0, q.getY(), q.getZ(), q.getW());
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}
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if (boneContext.isLockY()) {
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q.set(q.getX(), 0, q.getZ(), q.getW());
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}
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if (boneContext.isLockZ()) {
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q.set(q.getX(), q.getY(), 0, q.getW());
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if(bone.equals(this.getOwner())) {
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if (boneContext.isLockX()) {
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q.set(0, q.getY(), q.getZ(), q.getW());
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}
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if (boneContext.isLockY()) {
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q.set(q.getX(), 0, q.getZ(), q.getW());
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}
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if (boneContext.isLockZ()) {
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q.set(q.getX(), q.getY(), 0, q.getW());
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}
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}
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boneWorldTransform.getRotation().set(q.multLocal(boneWorldTransform.getRotation()));
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