[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [53104] trunk/blender/source/blender/ editors/transform: add support for active-element in pose mode and armature editmode.

Campbell Barton ideasman42 at gmail.com
Tue Dec 18 07:36:42 CET 2012


Revision: 53104
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=53104
Author:   campbellbarton
Date:     2012-12-18 06:36:35 +0000 (Tue, 18 Dec 2012)
Log Message:
-----------
add support for active-element in pose mode and armature editmode.
This works most usefully when combined with Normal orientation.

Modified Paths:
--------------
    trunk/blender/source/blender/editors/transform/transform_manipulator.c
    trunk/blender/source/blender/editors/transform/transform_orientations.c

Modified: trunk/blender/source/blender/editors/transform/transform_manipulator.c
===================================================================
--- trunk/blender/source/blender/editors/transform/transform_manipulator.c	2012-12-18 05:38:21 UTC (rev 53103)
+++ trunk/blender/source/blender/editors/transform/transform_manipulator.c	2012-12-18 06:36:35 UTC (rev 53104)
@@ -361,19 +361,36 @@
 		else if (obedit->type == OB_ARMATURE) {
 			bArmature *arm = obedit->data;
 			EditBone *ebo;
-			for (ebo = arm->edbo->first; ebo; ebo = ebo->next) {
-				if (EBONE_VISIBLE(arm, ebo)) {
-					if (ebo->flag & BONE_TIPSEL) {
-						calc_tw_center(scene, ebo->tail);
-						totsel++;
+
+			if ((v3d->around == V3D_ACTIVE) && (ebo = arm->act_edbone)) {
+				/* doesn't check selection or visibility intentionally */
+				if (ebo->flag & BONE_TIPSEL) {
+					calc_tw_center(scene, ebo->tail);
+					totsel++;
+				}
+				if ((ebo->flag & BONE_ROOTSEL) ||
+				    ((ebo->flag & BONE_TIPSEL) == FALSE))  /* ensure we get at least one point */
+				{
+					calc_tw_center(scene, ebo->head);
+					totsel++;
+				}
+				stats_editbone(rv3d, ebo);
+			}
+			else {
+				for (ebo = arm->edbo->first; ebo; ebo = ebo->next) {
+					if (EBONE_VISIBLE(arm, ebo)) {
+						if (ebo->flag & BONE_TIPSEL) {
+							calc_tw_center(scene, ebo->tail);
+							totsel++;
+						}
+						if (ebo->flag & BONE_ROOTSEL) {
+							calc_tw_center(scene, ebo->head);
+							totsel++;
+						}
+						if (ebo->flag & BONE_SELECTED) {
+							stats_editbone(rv3d, ebo);
+						}
 					}
-					if (ebo->flag & BONE_ROOTSEL) {
-						calc_tw_center(scene, ebo->head);
-						totsel++;
-					}
-					if (ebo->flag & BONE_SELECTED) {
-						stats_editbone(rv3d, ebo);
-					}
 				}
 			}
 		}
@@ -480,17 +497,29 @@
 	else if (ob && (ob->mode & OB_MODE_POSE)) {
 		bPoseChannel *pchan;
 		int mode = TFM_ROTATION; // mislead counting bones... bah. We don't know the manipulator mode, could be mixed
+		int ok = FALSE;
 
 		if ((ob->lay & v3d->lay) == 0) return 0;
 
-		totsel = count_set_pose_transflags(&mode, 0, ob);
+		if ((v3d->around == V3D_ACTIVE) && (pchan = BKE_pose_channel_active(ob))) {
+			/* doesn't check selection or visibility intentionally */
+			stats_pose(scene, rv3d, pchan);
+			totsel = 1;
+			ok = TRUE;
+		}
+		else {
+			totsel = count_set_pose_transflags(&mode, 0, ob);
 
-		if (totsel) {
-			/* use channels to get stats */
-			for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
-				stats_pose(scene, rv3d, pchan);
+			if (totsel) {
+				/* use channels to get stats */
+				for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
+					stats_pose(scene, rv3d, pchan);
+				}
+				ok = TRUE;
 			}
+		}
 
+		if (ok) {
 			mul_v3_fl(scene->twcent, 1.0f / (float)totsel);   // centroid!
 			mul_m4_v3(ob->obmat, scene->twcent);
 			mul_m4_v3(ob->obmat, scene->twmin);

Modified: trunk/blender/source/blender/editors/transform/transform_orientations.c
===================================================================
--- trunk/blender/source/blender/editors/transform/transform_orientations.c	2012-12-18 05:38:21 UTC (rev 53103)
+++ trunk/blender/source/blender/editors/transform/transform_orientations.c	2012-12-18 06:36:35 UTC (rev 53104)
@@ -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 @@
 		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 @@
 	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];
+		float imat[3][3], mat[3][3];
+		int ok = FALSE;
 
-			/* 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]);
+		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... */




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