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Diffstat (limited to 'source/blender/editors/transform/transform_orientations.c')
-rw-r--r--source/blender/editors/transform/transform_orientations.c243
1 files changed, 165 insertions, 78 deletions
diff --git a/source/blender/editors/transform/transform_orientations.c b/source/blender/editors/transform/transform_orientations.c
index 76823adfd20..cd170b144d8 100644
--- a/source/blender/editors/transform/transform_orientations.c
+++ b/source/blender/editors/transform/transform_orientations.c
@@ -397,24 +397,27 @@ int BIF_countTransformOrientation(const bContext *C)
return BLI_listbase_count(transform_orientations);
}
-bool applyTransformOrientation(const TransformOrientation *ts, float r_mat[3][3], char *r_name)
+void applyTransformOrientation(const TransformOrientation *ts, float r_mat[3][3], char *r_name)
{
if (r_name) {
BLI_strncpy(r_name, ts->name, MAX_NAME);
}
copy_m3_m3(r_mat, ts->mat);
-
- return true;
}
-static int count_bone_select(bArmature *arm, ListBase *lb, const bool do_it)
+/* Updates all `BONE_TRANSFORM` flags.
+ * Returns total number of bones with `BONE_TRANSFORM`.
+ * Note: `transform_convert_pose_transflags_update` has a similar logic. */
+static int armature_bone_transflags_update_recursive(bArmature *arm,
+ ListBase *lb,
+ const bool do_it)
{
Bone *bone;
bool do_next;
int total = 0;
for (bone = lb->first; bone; bone = bone->next) {
- bone->flag &= ~(BONE_TRANSFORM | BONE_TRANSFORM_MIRROR);
+ bone->flag &= ~BONE_TRANSFORM;
do_next = do_it;
if (do_it) {
if (bone->layer & arm->layer) {
@@ -427,98 +430,183 @@ static int count_bone_select(bArmature *arm, ListBase *lb, const bool do_it)
}
}
}
- total += count_bone_select(arm, &bone->childbase, do_next);
+ total += armature_bone_transflags_update_recursive(arm, &bone->childbase, do_next);
}
return total;
}
-void initTransformOrientation(bContext *C, TransInfo *t)
+void ED_transform_calc_orientation_from_type(const bContext *C, float r_mat[3][3])
{
- Object *ob = CTX_data_active_object(C);
- Object *obedit = CTX_data_active_object(C);
+ ARegion *region = CTX_wm_region(C);
+ Scene *scene = CTX_data_scene(C);
+ ViewLayer *view_layer = CTX_data_view_layer(C);
+ Object *obedit = CTX_data_edit_object(C);
+ RegionView3D *rv3d = region->regiondata;
+ Object *ob = OBACT(view_layer);
+ const short orientation_type = scene->orientation_slots[SCE_ORIENT_DEFAULT].type;
+ const short orientation_index_custom = scene->orientation_slots[SCE_ORIENT_DEFAULT].index_custom;
+ const int pivot_point = scene->toolsettings->transform_pivot_point;
- switch (t->orientation.user) {
- case V3D_ORIENT_GLOBAL:
- unit_m3(t->spacemtx);
- BLI_strncpy(t->spacename, TIP_("global"), sizeof(t->spacename));
- break;
+ ED_transform_calc_orientation_from_type_ex(
+ C, r_mat, scene, rv3d, ob, obedit, orientation_type, orientation_index_custom, pivot_point);
+}
- case V3D_ORIENT_GIMBAL:
- unit_m3(t->spacemtx);
- if (ob && gimbal_axis(ob, t->spacemtx)) {
- BLI_strncpy(t->spacename, TIP_("gimbal"), sizeof(t->spacename));
- break;
+short ED_transform_calc_orientation_from_type_ex(const bContext *C,
+ float r_mat[3][3],
+ /* extra args (can be accessed from context) */
+ Scene *scene,
+ RegionView3D *rv3d,
+ Object *ob,
+ Object *obedit,
+ const short orientation_type,
+ int orientation_index_custom,
+ const int pivot_point)
+{
+ switch (orientation_type) {
+ case V3D_ORIENT_GLOBAL: {
+ unit_m3(r_mat);
+ return V3D_ORIENT_GLOBAL;
+ }
+ case V3D_ORIENT_GIMBAL: {
+ if (gimbal_axis(ob, r_mat)) {
+ return V3D_ORIENT_GIMBAL;
}
- ATTR_FALLTHROUGH; /* no gimbal fallthrough to normal */
- case V3D_ORIENT_NORMAL:
- if (obedit || (ob && ob->mode & OB_MODE_POSE)) {
- BLI_strncpy(t->spacename, TIP_("normal"), sizeof(t->spacename));
- ED_getTransformOrientationMatrix(C, t->spacemtx, t->around);
- break;
+ /* if not gimbal, fall through to normal */
+ ATTR_FALLTHROUGH;
+ }
+ case V3D_ORIENT_NORMAL: {
+ if (obedit || ob->mode & OB_MODE_POSE) {
+ ED_getTransformOrientationMatrix(C, r_mat, pivot_point);
+ return V3D_ORIENT_NORMAL;
}
- ATTR_FALLTHROUGH; /* we define 'normal' as 'local' in Object mode */
- case V3D_ORIENT_LOCAL:
- BLI_strncpy(t->spacename, TIP_("local"), sizeof(t->spacename));
-
+ /* no break we define 'normal' as 'local' in Object mode */
+ ATTR_FALLTHROUGH;
+ }
+ case V3D_ORIENT_LOCAL: {
if (ob) {
- copy_m3_m4(t->spacemtx, ob->obmat);
- normalize_m3(t->spacemtx);
- }
- else {
- unit_m3(t->spacemtx);
+ if (ob->mode & OB_MODE_POSE) {
+ /* each bone moves on its own local axis, but to avoid confusion,
+ * use the active pones axis for display [#33575], this works as expected on a single
+ * bone and users who select many bones will understand what's going on and what local
+ * means when they start transforming */
+ ED_getTransformOrientationMatrix(C, r_mat, pivot_point);
+ }
+ else {
+ copy_m3_m4(r_mat, ob->obmat);
+ normalize_m3(r_mat);
+ }
+ return V3D_ORIENT_LOCAL;
}
-
- break;
-
- case V3D_ORIENT_VIEW:
- if ((t->spacetype == SPACE_VIEW3D) && (t->region->regiontype == RGN_TYPE_WINDOW)) {
- RegionView3D *rv3d = t->region->regiondata;
- float mat[3][3];
-
- BLI_strncpy(t->spacename, TIP_("view"), sizeof(t->spacename));
- copy_m3_m4(mat, rv3d->viewinv);
- normalize_m3(mat);
- copy_m3_m3(t->spacemtx, mat);
+ unit_m3(r_mat);
+ return V3D_ORIENT_GLOBAL;
+ }
+ case V3D_ORIENT_VIEW: {
+ if (rv3d != NULL) {
+ copy_m3_m4(r_mat, rv3d->viewinv);
+ normalize_m3(r_mat);
}
else {
- unit_m3(t->spacemtx);
+ unit_m3(r_mat);
}
- break;
+ return V3D_ORIENT_VIEW;
+ }
case V3D_ORIENT_CURSOR: {
- BLI_strncpy(t->spacename, TIP_("cursor"), sizeof(t->spacename));
- BKE_scene_cursor_rot_to_mat3(&t->scene->cursor, t->spacemtx);
- break;
+ BKE_scene_cursor_rot_to_mat3(&scene->cursor, r_mat);
+ return V3D_ORIENT_CURSOR;
}
- case V3D_ORIENT_CUSTOM_MATRIX:
- /* Already set. */
- BLI_strncpy(t->spacename, TIP_("custom"), sizeof(t->spacename));
+ case V3D_ORIENT_CUSTOM_MATRIX: {
+ /* Do nothing. */;
break;
+ }
case V3D_ORIENT_CUSTOM:
- BLI_strncpy(t->spacename, t->orientation.custom->name, sizeof(t->spacename));
-
- if (applyTransformOrientation(t->orientation.custom, t->spacemtx, t->spacename)) {
- /* pass */
- }
- else {
- unit_m3(t->spacemtx);
- }
+ default: {
+ BLI_assert(orientation_type >= V3D_ORIENT_CUSTOM);
+ TransformOrientation *custom_orientation = BKE_scene_transform_orientation_find(
+ scene, orientation_index_custom);
+ applyTransformOrientation(custom_orientation, r_mat, NULL);
break;
+ }
}
- if (t->orient_matrix_is_set == false) {
- t->orient_matrix_is_set = true;
- if (t->flag & T_MODAL) {
- /* Rotate for example defaults to operating on the view plane. */
- t->orientation.unset = V3D_ORIENT_VIEW;
- copy_m3_m4(t->orient_matrix, t->viewinv);
- normalize_m3(t->orient_matrix);
- negate_m3(t->orient_matrix);
- }
- else {
- copy_m3_m3(t->orient_matrix, t->spacemtx);
+ return orientation_type;
+}
+
+/* Sets the matrix of the specified space orientation.
+ * If the matrix cannot be obtained, an orientation different from the one
+ * informed is returned */
+short transform_orientation_matrix_get(bContext *C,
+ TransInfo *t,
+ const short orientation,
+ const float custom[3][3],
+ float r_spacemtx[3][3])
+{
+ if (orientation == V3D_ORIENT_CUSTOM_MATRIX) {
+ copy_m3_m3(r_spacemtx, custom);
+ return V3D_ORIENT_CUSTOM_MATRIX;
+ }
+
+ if ((t->spacetype == SPACE_VIEW3D) && (t->region->regiontype == RGN_TYPE_WINDOW)) {
+ Object *ob = CTX_data_active_object(C);
+ Object *obedit = CTX_data_active_object(C);
+ RegionView3D *rv3d = t->region->regiondata;
+ int orientation_index_custom = 0;
+
+ if (orientation >= V3D_ORIENT_CUSTOM) {
+ orientation_index_custom = orientation - V3D_ORIENT_CUSTOM;
}
+
+ return ED_transform_calc_orientation_from_type_ex(
+ C,
+ r_spacemtx,
+ /* extra args (can be accessed from context) */
+ t->scene,
+ rv3d,
+ ob,
+ obedit,
+ orientation,
+ orientation_index_custom,
+ t->around);
}
+
+ unit_m3(r_spacemtx);
+ return V3D_ORIENT_GLOBAL;
+}
+
+const char *transform_orientations_spacename_get(TransInfo *t, const short orient_type)
+{
+ switch (orient_type) {
+ case V3D_ORIENT_GLOBAL:
+ return TIP_("global");
+ case V3D_ORIENT_GIMBAL:
+ return TIP_("gimbal");
+ case V3D_ORIENT_NORMAL:
+ return TIP_("normal");
+ case V3D_ORIENT_LOCAL:
+ return TIP_("local");
+ case V3D_ORIENT_VIEW:
+ return TIP_("view");
+ case V3D_ORIENT_CURSOR:
+ return TIP_("cursor");
+ case V3D_ORIENT_CUSTOM_MATRIX:
+ return TIP_("custom");
+ case V3D_ORIENT_CUSTOM:
+ default:
+ BLI_assert(orient_type >= V3D_ORIENT_CUSTOM);
+ TransformOrientation *ts = BKE_scene_transform_orientation_find(
+ t->scene, orient_type - V3D_ORIENT_CUSTOM);
+ return ts->name;
+ }
+}
+
+void transform_orientations_current_set(TransInfo *t, const short orient_index)
+{
+ const short orientation = t->orient[orient_index].type;
+ const char *spacename = transform_orientations_spacename_get(t, orientation);
+
+ BLI_strncpy(t->spacename, spacename, sizeof(t->spacename));
+ copy_m3_m3(t->spacemtx, t->orient[orient_index].matrix);
+ invert_m3_m3(t->spacemtx_inv, t->spacemtx);
}
/**
@@ -860,7 +948,7 @@ int getTransformOrientation_ex(const bContext *C,
}
}
else {
- const bool use_handle = (v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_CU_HANDLES) != 0;
+ const bool use_handle = v3d->overlay.handle_display != CURVE_HANDLE_NONE;
for (nu = nurbs->first; nu; nu = nu->next) {
/* only bezier has a normal */
@@ -1072,10 +1160,9 @@ int getTransformOrientation_ex(const bContext *C,
ok = true;
}
else {
- int totsel;
-
- totsel = count_bone_select(arm, &arm->bonebase, true);
- if (totsel) {
+ int transformed_len;
+ transformed_len = armature_bone_transflags_update_recursive(arm, &arm->bonebase, true);
+ if (transformed_len) {
/* use channels to get stats */
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
if (pchan->bone && pchan->bone->flag & BONE_TRANSFORM) {