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authorCampbell Barton <ideasman42@gmail.com>2017-08-11 15:16:44 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-08-11 15:32:07 +0300
commit30e83d58ff9b4c9251f8004346efd8c9a5d74787 (patch)
tree874cb89d34b5e328d2639ffaed1575e624285178 /source/blender/editors/armature
parent31be0a6e52e1070c50d413432210a3217249f5af (diff)
Object Apply Transform: option to apply properties
In some cases users may want to disable this option to avoid changing other properties besides vertex locations.
Diffstat (limited to 'source/blender/editors/armature')
-rw-r--r--source/blender/editors/armature/armature_edit.c28
1 files changed, 15 insertions, 13 deletions
diff --git a/source/blender/editors/armature/armature_edit.c b/source/blender/editors/armature/armature_edit.c
index 47e73f9b777..67d5a038c78 100644
--- a/source/blender/editors/armature/armature_edit.c
+++ b/source/blender/editors/armature/armature_edit.c
@@ -66,7 +66,7 @@
/* ************************** Object Tools Exports ******************************* */
/* NOTE: these functions are exported to the Object module to be called from the tools there */
-void ED_armature_apply_transform(Object *ob, float mat[4][4])
+void ED_armature_apply_transform(Object *ob, float mat[4][4], const bool do_props)
{
bArmature *arm = ob->data;
@@ -74,14 +74,14 @@ void ED_armature_apply_transform(Object *ob, float mat[4][4])
ED_armature_to_edit(arm);
/* Transform the bones */
- ED_armature_transform_bones(arm, mat);
+ ED_armature_transform_bones(arm, mat, do_props);
/* Turn the list into an armature */
ED_armature_from_edit(arm);
ED_armature_edit_free(arm);
}
-void ED_armature_transform_bones(struct bArmature *arm, float mat[4][4])
+void ED_armature_transform_bones(struct bArmature *arm, float mat[4][4], const bool do_props)
{
EditBone *ebone;
float scale = mat4_to_scale(mat); /* store the scale of the matrix here to use on envelopes */
@@ -106,27 +106,29 @@ void ED_armature_transform_bones(struct bArmature *arm, float mat[4][4])
/* apply the transformed roll back */
mat3_to_vec_roll(tmat, NULL, &ebone->roll);
- ebone->rad_head *= scale;
- ebone->rad_tail *= scale;
- ebone->dist *= scale;
-
- /* we could be smarter and scale by the matrix along the x & z axis */
- ebone->xwidth *= scale;
- ebone->zwidth *= scale;
+ if (do_props) {
+ ebone->rad_head *= scale;
+ ebone->rad_tail *= scale;
+ ebone->dist *= scale;
+
+ /* we could be smarter and scale by the matrix along the x & z axis */
+ ebone->xwidth *= scale;
+ ebone->zwidth *= scale;
+ }
}
}
-void ED_armature_transform(struct bArmature *arm, float mat[4][4])
+void ED_armature_transform(struct bArmature *arm, float mat[4][4], const bool do_props)
{
if (arm->edbo) {
- ED_armature_transform_bones(arm, mat);
+ ED_armature_transform_bones(arm, mat, do_props);
}
else {
/* Put the armature into editmode */
ED_armature_to_edit(arm);
/* Transform the bones */
- ED_armature_transform_bones(arm, mat);
+ ED_armature_transform_bones(arm, mat, do_props);
/* Go back to object mode*/
ED_armature_from_edit(arm);