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authorCampbell Barton <ideasman42@gmail.com>2019-12-24 07:55:35 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-12-24 07:55:35 +0300
commitc1f6a49ae4cc01dff68a8d5fba01ab518bba67aa (patch)
tree78ce4202a7f42a4a026f42591f03fbda8f640b83 /source/blender/editors/space_view3d/view3d_snap.c
parent0bc964c93d44e6cf15213fbc7a0855eb2f4c6c82 (diff)
Fix snapping pose mode bugs
- Object/pose checks were performed in same loop, so selected pose bones were moved instead of the object. - Snap selected to cursor/active incorrectly used unique object-data.
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_snap.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_snap.c161
1 files changed, 84 insertions, 77 deletions
diff --git a/source/blender/editors/space_view3d/view3d_snap.c b/source/blender/editors/space_view3d/view3d_snap.c
index 07e5b20db75..13e6ea5c35a 100644
--- a/source/blender/editors/space_view3d/view3d_snap.c
+++ b/source/blender/editors/space_view3d/view3d_snap.c
@@ -70,7 +70,7 @@ static int snap_sel_to_grid_exec(bContext *C, wmOperator *UNUSED(op))
{
Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
ViewLayer *view_layer_eval = DEG_get_evaluated_view_layer(depsgraph);
- Object *obedit = CTX_data_edit_object(C);
+ Object *obact = CTX_data_active_object(C);
Scene *scene = CTX_data_scene(C);
RegionView3D *rv3d = CTX_wm_region_data(C);
View3D *v3d = CTX_wm_view3d(C);
@@ -81,13 +81,13 @@ static int snap_sel_to_grid_exec(bContext *C, wmOperator *UNUSED(op))
gridf = ED_view3d_grid_view_scale(scene, v3d, rv3d, NULL);
- if (obedit) {
+ if (OBEDIT_FROM_OBACT(obact)) {
ViewLayer *view_layer = CTX_data_view_layer(C);
uint objects_len = 0;
Object **objects = BKE_view_layer_array_from_objects_in_edit_mode_unique_data(
view_layer, CTX_wm_view3d(C), &objects_len);
for (uint ob_index = 0; ob_index < objects_len; ob_index++) {
- obedit = objects[ob_index];
+ Object *obedit = objects[ob_index];
if (obedit->type == OB_MESH) {
BMEditMesh *em = BKE_editmesh_from_object(obedit);
@@ -124,89 +124,96 @@ static int snap_sel_to_grid_exec(bContext *C, wmOperator *UNUSED(op))
}
MEM_freeN(objects);
}
- else {
+ else if (OBPOSE_FROM_OBACT(obact)) {
struct KeyingSet *ks = ANIM_get_keyingset_for_autokeying(scene, ANIM_KS_LOCATION_ID);
-
- FOREACH_SELECTED_EDITABLE_OBJECT_BEGIN (view_layer_eval, v3d, ob_eval) {
+ uint objects_len = 0;
+ Object **objects_eval = BKE_object_pose_array_get(view_layer_eval, v3d, &objects_len);
+ for (uint ob_index = 0; ob_index < objects_len; ob_index++) {
+ Object *ob_eval = objects_eval[ob_index];
Object *ob = DEG_get_original_object(ob_eval);
- if (ob->mode & OB_MODE_POSE) {
- bPoseChannel *pchan_eval;
- bArmature *arm_eval = ob_eval->data;
-
- invert_m4_m4(ob_eval->imat, ob_eval->obmat);
-
- for (pchan_eval = ob_eval->pose->chanbase.first; pchan_eval;
- pchan_eval = pchan_eval->next) {
- if (pchan_eval->bone->flag & BONE_SELECTED) {
- if (pchan_eval->bone->layer & arm_eval->layer) {
- if ((pchan_eval->bone->flag & BONE_CONNECTED) == 0) {
- float nLoc[3];
-
- /* get nearest grid point to snap to */
- copy_v3_v3(nLoc, pchan_eval->pose_mat[3]);
- /* We must operate in world space! */
- mul_m4_v3(ob_eval->obmat, nLoc);
- vec[0] = gridf * floorf(0.5f + nLoc[0] / gridf);
- vec[1] = gridf * floorf(0.5f + nLoc[1] / gridf);
- vec[2] = gridf * floorf(0.5f + nLoc[2] / gridf);
- /* Back in object space... */
- mul_m4_v3(ob_eval->imat, vec);
-
- /* Get location of grid point in pose space. */
- BKE_armature_loc_pose_to_bone(pchan_eval, vec, vec);
-
- /* adjust location on the original pchan*/
- bPoseChannel *pchan = BKE_pose_channel_find_name(ob->pose, pchan_eval->name);
- if ((pchan->protectflag & OB_LOCK_LOCX) == 0) {
- pchan->loc[0] = vec[0];
- }
- if ((pchan->protectflag & OB_LOCK_LOCY) == 0) {
- pchan->loc[1] = vec[1];
- }
- if ((pchan->protectflag & OB_LOCK_LOCZ) == 0) {
- pchan->loc[2] = vec[2];
- }
-
- /* auto-keyframing */
- ED_autokeyframe_pchan(C, scene, ob, pchan, ks);
+ bPoseChannel *pchan_eval;
+ bArmature *arm_eval = ob_eval->data;
+
+ invert_m4_m4(ob_eval->imat, ob_eval->obmat);
+
+ for (pchan_eval = ob_eval->pose->chanbase.first; pchan_eval; pchan_eval = pchan_eval->next) {
+ if (pchan_eval->bone->flag & BONE_SELECTED) {
+ if (pchan_eval->bone->layer & arm_eval->layer) {
+ if ((pchan_eval->bone->flag & BONE_CONNECTED) == 0) {
+ float nLoc[3];
+
+ /* get nearest grid point to snap to */
+ copy_v3_v3(nLoc, pchan_eval->pose_mat[3]);
+ /* We must operate in world space! */
+ mul_m4_v3(ob_eval->obmat, nLoc);
+ vec[0] = gridf * floorf(0.5f + nLoc[0] / gridf);
+ vec[1] = gridf * floorf(0.5f + nLoc[1] / gridf);
+ vec[2] = gridf * floorf(0.5f + nLoc[2] / gridf);
+ /* Back in object space... */
+ mul_m4_v3(ob_eval->imat, vec);
+
+ /* Get location of grid point in pose space. */
+ BKE_armature_loc_pose_to_bone(pchan_eval, vec, vec);
+
+ /* adjust location on the original pchan*/
+ bPoseChannel *pchan = BKE_pose_channel_find_name(ob->pose, pchan_eval->name);
+ if ((pchan->protectflag & OB_LOCK_LOCX) == 0) {
+ pchan->loc[0] = vec[0];
+ }
+ if ((pchan->protectflag & OB_LOCK_LOCY) == 0) {
+ pchan->loc[1] = vec[1];
+ }
+ if ((pchan->protectflag & OB_LOCK_LOCZ) == 0) {
+ pchan->loc[2] = vec[2];
}
- /* if the bone has a parent and is connected to the parent,
- * don't do anything - will break chain unless we do auto-ik.
- */
+
+ /* auto-keyframing */
+ ED_autokeyframe_pchan(C, scene, ob, pchan, ks);
}
+ /* if the bone has a parent and is connected to the parent,
+ * don't do anything - will break chain unless we do auto-ik.
+ */
}
}
- ob->pose->flag |= (POSE_LOCKED | POSE_DO_UNLOCK);
-
- DEG_id_tag_update(&ob->id, ID_RECALC_GEOMETRY);
}
- else {
- vec[0] = -ob_eval->obmat[3][0] + gridf * floorf(0.5f + ob_eval->obmat[3][0] / gridf);
- vec[1] = -ob_eval->obmat[3][1] + gridf * floorf(0.5f + ob_eval->obmat[3][1] / gridf);
- vec[2] = -ob_eval->obmat[3][2] + gridf * floorf(0.5f + ob_eval->obmat[3][2] / gridf);
+ ob->pose->flag |= (POSE_LOCKED | POSE_DO_UNLOCK);
- if (ob->parent) {
- float originmat[3][3];
- BKE_object_where_is_calc_ex(depsgraph, scene, NULL, ob, originmat);
+ DEG_id_tag_update(&ob->id, ID_RECALC_GEOMETRY);
+ }
+ MEM_freeN(objects_eval);
+ }
+ else {
+ /* Object mode. */
- invert_m3_m3(imat, originmat);
- mul_m3_v3(imat, vec);
- }
- if ((ob->protectflag & OB_LOCK_LOCX) == 0) {
- ob->loc[0] = ob_eval->loc[0] + vec[0];
- }
- if ((ob->protectflag & OB_LOCK_LOCY) == 0) {
- ob->loc[1] = ob_eval->loc[1] + vec[1];
- }
- if ((ob->protectflag & OB_LOCK_LOCZ) == 0) {
- ob->loc[2] = ob_eval->loc[2] + vec[2];
- }
+ struct KeyingSet *ks = ANIM_get_keyingset_for_autokeying(scene, ANIM_KS_LOCATION_ID);
- /* auto-keyframing */
- ED_autokeyframe_object(C, scene, ob, ks);
+ FOREACH_SELECTED_EDITABLE_OBJECT_BEGIN (view_layer_eval, v3d, ob_eval) {
+ Object *ob = DEG_get_original_object(ob_eval);
+ vec[0] = -ob_eval->obmat[3][0] + gridf * floorf(0.5f + ob_eval->obmat[3][0] / gridf);
+ vec[1] = -ob_eval->obmat[3][1] + gridf * floorf(0.5f + ob_eval->obmat[3][1] / gridf);
+ vec[2] = -ob_eval->obmat[3][2] + gridf * floorf(0.5f + ob_eval->obmat[3][2] / gridf);
- DEG_id_tag_update(&ob->id, ID_RECALC_TRANSFORM);
+ if (ob->parent) {
+ float originmat[3][3];
+ BKE_object_where_is_calc_ex(depsgraph, scene, NULL, ob, originmat);
+
+ invert_m3_m3(imat, originmat);
+ mul_m3_v3(imat, vec);
+ }
+ if ((ob->protectflag & OB_LOCK_LOCX) == 0) {
+ ob->loc[0] = ob_eval->loc[0] + vec[0];
}
+ if ((ob->protectflag & OB_LOCK_LOCY) == 0) {
+ ob->loc[1] = ob_eval->loc[1] + vec[1];
+ }
+ if ((ob->protectflag & OB_LOCK_LOCZ) == 0) {
+ ob->loc[2] = ob_eval->loc[2] + vec[2];
+ }
+
+ /* auto-keyframing */
+ ED_autokeyframe_object(C, scene, ob, ks);
+
+ DEG_id_tag_update(&ob->id, ID_RECALC_TRANSFORM);
}
FOREACH_SELECTED_EDITABLE_OBJECT_END;
}
@@ -323,12 +330,12 @@ static int snap_selected_to_location(bContext *C,
}
MEM_freeN(objects);
}
- else if (obact && (obact->mode & OB_MODE_POSE)) {
+ else if (OBPOSE_FROM_OBACT(obact)) {
struct KeyingSet *ks = ANIM_get_keyingset_for_autokeying(scene, ANIM_KS_LOCATION_ID);
ViewLayer *view_layer = CTX_data_view_layer(C);
uint objects_len = 0;
- Object **objects = BKE_view_layer_array_from_objects_in_mode_unique_data(
- view_layer, CTX_wm_view3d(C), &objects_len, OB_MODE_POSE);
+ Object **objects = BKE_object_pose_array_get(view_layer, v3d, &objects_len);
+
for (uint ob_index = 0; ob_index < objects_len; ob_index++) {
Object *ob = objects[ob_index];
bPoseChannel *pchan;