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authorGermano Cavalcante <germano.costa@ig.com.br>2020-05-12 21:44:08 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2020-05-12 21:44:19 +0300
commit289242fef912b0a51ca9b07972a304f651c6cc25 (patch)
tree7d21c90939465abcb57f3a12ed26334b8b81d836 /source/blender/editors/transform/transform_generics.c
parent36e3847093546232db3f16da9189ab7f30207126 (diff)
Transform orientation tweaks
If the orietation is setted as a parameter, it is best to refer to it as a constraint orietation so that it can be reused in successive axis presses. This is useful to retrieve the orientation of the extrude for example.
Diffstat (limited to 'source/blender/editors/transform/transform_generics.c')
-rw-r--r--source/blender/editors/transform/transform_generics.c74
1 files changed, 39 insertions, 35 deletions
diff --git a/source/blender/editors/transform/transform_generics.c b/source/blender/editors/transform/transform_generics.c
index 0d6055563b4..4472facf183 100644
--- a/source/blender/editors/transform/transform_generics.c
+++ b/source/blender/editors/transform/transform_generics.c
@@ -1651,20 +1651,17 @@ void initTransInfo(bContext *C, TransInfo *t, wmOperator *op, const wmEvent *eve
{
TransformOrientationSlot *orient_slot = &t->scene->orientation_slots[SCE_ORIENT_DEFAULT];
TransformOrientation *custom_orientation = NULL;
- short orient_type_constraint = orient_slot->type;
- if (orient_type_constraint == V3D_ORIENT_CUSTOM) {
+ short orient_type_set = -1;
+ short orient_type_matrix_set = -1;
+ short orient_type_scene = orient_slot->type;
+ if (orient_type_scene == V3D_ORIENT_CUSTOM) {
const int index_custom = orient_slot->index_custom;
custom_orientation = BKE_scene_transform_orientation_find(t->scene, index_custom);
- orient_type_constraint += index_custom;
+ orient_type_scene += index_custom;
}
- short orient_type_default = orient_type_constraint;
- short orient_type_matrix_set = -1;
-
- /* Init orientation 0 even if (t->con.mode & CON_APPLY) is true.
- * So the extrude can use the orientation defined in the scene when
- * changing constrain orientation. */
- int orient_index = 0;
+ short orient_type_default = V3D_ORIENT_GLOBAL;
+ short orient_type_constraint[2];
if (op && (prop = RNA_struct_find_property(op->ptr, "orient_axis"))) {
t->orient_axis = RNA_property_enum_get(op->ptr, prop);
@@ -1672,9 +1669,6 @@ void initTransInfo(bContext *C, TransInfo *t, wmOperator *op, const wmEvent *eve
/* For transfor modes that require "orient_axis" use
* `V3D_ORIENT_VIEW` as default. */
orient_type_default = V3D_ORIENT_VIEW;
- if (t->con.mode & CON_APPLY) {
- orient_index = 1;
- }
}
if (op && (prop = RNA_struct_find_property(op->ptr, "orient_axis_ortho"))) {
t->orient_axis_ortho = RNA_property_enum_get(op->ptr, prop);
@@ -1682,7 +1676,26 @@ void initTransInfo(bContext *C, TransInfo *t, wmOperator *op, const wmEvent *eve
if (op && ((prop = RNA_struct_find_property(op->ptr, "orient_type")) &&
RNA_property_is_set(op->ptr, prop))) {
- orient_type_default = RNA_property_enum_get(op->ptr, prop);
+ orient_type_set = RNA_property_enum_get(op->ptr, prop);
+ if (orient_type_set >= V3D_ORIENT_CUSTOM) {
+ if (orient_type_set >= V3D_ORIENT_CUSTOM + BIF_countTransformOrientation(C)) {
+ orient_type_set = V3D_ORIENT_GLOBAL;
+ }
+ else {
+ custom_orientation = BKE_scene_transform_orientation_find(
+ t->scene, orient_type_default - V3D_ORIENT_CUSTOM);
+ }
+ }
+
+ /* Change the default orientation to be used when redoing. */
+ orient_type_default = orient_type_set;
+ orient_type_constraint[0] = orient_type_set;
+ orient_type_constraint[1] = orient_type_scene;
+ }
+ else {
+ orient_type_constraint[0] = orient_type_scene;
+ orient_type_constraint[1] = orient_type_scene != V3D_ORIENT_GLOBAL ? V3D_ORIENT_GLOBAL :
+ V3D_ORIENT_LOCAL;
}
if (op && ((prop = RNA_struct_find_property(op->ptr, "orient_matrix")) &&
@@ -1693,36 +1706,27 @@ void initTransInfo(bContext *C, TransInfo *t, wmOperator *op, const wmEvent *eve
RNA_property_is_set(op->ptr, prop)) {
orient_type_matrix_set = RNA_property_enum_get(op->ptr, prop);
}
+ else if (orient_type_set != -1) {
+ orient_type_matrix_set = orient_type_set;
+ }
else {
- orient_type_matrix_set = orient_type_default;
+ orient_type_matrix_set = orient_type_set = V3D_ORIENT_GLOBAL;
}
- if (orient_type_matrix_set == orient_type_default) {
- /* Set the original orientation in the contraint to be used for redo. */
- orient_type_constraint = orient_type_default;
- orient_index = 1;
-
+ if (orient_type_matrix_set == orient_type_set) {
+ /* Constraints are forced to use the custom matrix when redoing. */
orient_type_default = V3D_ORIENT_CUSTOM_MATRIX;
}
}
- if (orient_type_default >= V3D_ORIENT_CUSTOM) {
- if (orient_type_default >= V3D_ORIENT_CUSTOM + BIF_countTransformOrientation(C)) {
- orient_type_default = V3D_ORIENT_GLOBAL;
- }
- else {
- custom_orientation = BKE_scene_transform_orientation_find(
- t->scene, orient_type_default - V3D_ORIENT_CUSTOM);
- }
- }
-
t->orientation.types[0] = orient_type_default;
- t->orientation.types[1] = orient_type_constraint;
- t->orientation.types[2] = orient_type_constraint != V3D_ORIENT_GLOBAL ? V3D_ORIENT_GLOBAL :
- V3D_ORIENT_LOCAL;
-
+ t->orientation.types[1] = orient_type_constraint[0];
+ t->orientation.types[2] = orient_type_constraint[1];
t->orientation.custom = custom_orientation;
- t->orientation.index = orient_index;
+
+ if (t->con.mode & CON_APPLY) {
+ t->orientation.index = 1;
+ }
}
if (op && ((prop = RNA_struct_find_property(op->ptr, "release_confirm")) &&