diff options
author | Campbell Barton <ideasman42@gmail.com> | 2012-12-18 10:36:35 +0400 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2012-12-18 10:36:35 +0400 |
commit | a82397561e884a6ff4a640dc0cc419ff90a596e2 (patch) | |
tree | 6fb0e4556e460c4fa9ca3623a1c466f0a5c22e56 /source/blender/editors/transform/transform_orientations.c | |
parent | 40a667e2ffcf772c65220debf19fa3926a4e4a01 (diff) |
add support for active-element in pose mode and armature editmode.
This works most usefully when combined with Normal orientation.
Diffstat (limited to 'source/blender/editors/transform/transform_orientations.c')
-rw-r--r-- | source/blender/editors/transform/transform_orientations.c | 84 |
1 files changed, 57 insertions, 27 deletions
diff --git a/source/blender/editors/transform/transform_orientations.c b/source/blender/editors/transform/transform_orientations.c index 1f0fcbcde5a..c9c4f7e2c7b 100644 --- a/source/blender/editors/transform/transform_orientations.c +++ b/source/blender/editors/transform/transform_orientations.c @@ -43,6 +43,7 @@ #include "BLI_blenlib.h" #include "BLI_utildefines.h" +#include "BKE_action.h" #include "BKE_armature.h" #include "BKE_curve.h" #include "BKE_context.h" @@ -761,29 +762,45 @@ int getTransformOrientation(const bContext *C, float normal[3], float plane[3], else if (obedit->type == OB_ARMATURE) { bArmature *arm = obedit->data; EditBone *ebone; + int ok = FALSE; - for (ebone = arm->edbo->first; ebone; ebone = ebone->next) { - if (arm->layer & ebone->layer) { - if (ebone->flag & BONE_SELECTED) { - float tmat[3][3]; - float vec[3]; - sub_v3_v3v3(vec, ebone->tail, ebone->head); - normalize_v3(vec); - add_v3_v3(normal, vec); - - vec_roll_to_mat3(vec, ebone->roll, tmat); - add_v3_v3(plane, tmat[2]); + /* grr,.but better then duplicate code */ +#define EBONE_CALC_NORMAL_PLANE { \ + float tmat[3][3]; \ + float vec[3]; \ + sub_v3_v3v3(vec, ebone->tail, ebone->head); \ + normalize_v3(vec); \ + add_v3_v3(normal, vec); \ + \ + vec_roll_to_mat3(vec, ebone->roll, tmat); \ + add_v3_v3(plane, tmat[2]); \ + } (void)0 + + + if (activeOnly && (ebone = arm->act_edbone)) { + EBONE_CALC_NORMAL_PLANE; + ok = TRUE; + } + else { + for (ebone = arm->edbo->first; ebone; ebone = ebone->next) { + if (arm->layer & ebone->layer) { + if (ebone->flag & BONE_SELECTED) { + EBONE_CALC_NORMAL_PLANE; + ok = TRUE; + } } } } - normalize_v3(normal); - normalize_v3(plane); + if (ok) { + normalize_v3(normal); + normalize_v3(plane); - if (!is_zero_v3(plane)) { - result = ORIENTATION_EDGE; + if (!is_zero_v3(plane)) { + result = ORIENTATION_EDGE; + } } - +#undef EBONE_CALC_NORMAL_PLANE } /* Vectors from edges don't need the special transpose inverse multiplication */ @@ -799,19 +816,32 @@ int getTransformOrientation(const bContext *C, float normal[3], float plane[3], else if (ob && (ob->mode & OB_MODE_POSE)) { bArmature *arm = ob->data; bPoseChannel *pchan; - int totsel; - - totsel = count_bone_select(arm, &arm->bonebase, 1); - if (totsel) { - float imat[3][3], mat[3][3]; - - /* use channels to get stats */ - for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) { - if (pchan->bone && pchan->bone->flag & BONE_TRANSFORM) { - add_v3_v3(normal, pchan->pose_mat[2]); - add_v3_v3(plane, pchan->pose_mat[1]); + float imat[3][3], mat[3][3]; + int ok = FALSE; + + if (activeOnly && (pchan = BKE_pose_channel_active(ob))) { + add_v3_v3(normal, pchan->pose_mat[2]); + add_v3_v3(plane, pchan->pose_mat[1]); + ok = TRUE; + } + else { + int totsel; + + totsel = count_bone_select(arm, &arm->bonebase, 1); + if (totsel) { + /* use channels to get stats */ + for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) { + if (pchan->bone && pchan->bone->flag & BONE_TRANSFORM) { + add_v3_v3(normal, pchan->pose_mat[2]); + add_v3_v3(plane, pchan->pose_mat[1]); + } } + ok = TRUE; } + } + + /* use for both active & all */ + if (ok) { negate_v3(plane); /* we need the transpose of the inverse for a normal... */ |