[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [46607] trunk/blender: Adds ?\226?\128? \156align?\226?\128?\157 option to snap to verts/edges/faces, for bones in Pose mode.
Bastien Montagne
montagne29 at wanadoo.fr
Sun May 13 18:02:00 CEST 2012
Revision: 46607
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=46607
Author: mont29
Date: 2012-05-13 16:01:59 +0000 (Sun, 13 May 2012)
Log Message:
-----------
Adds ?\226?\128?\156align?\226?\128?\157 option to snap to verts/edges/faces, for bones in Pose mode.
Have to use a ugly hack, as for pose bones, rotscale transform matrix is not always the same as translate one... :/
Adresses feature request [#30979] snapping: "align rotation with the snapping target" and pose-mode.
Modified Paths:
--------------
trunk/blender/release/scripts/startup/bl_ui/space_view3d.py
trunk/blender/source/blender/editors/transform/transform.c
trunk/blender/source/blender/editors/transform/transform.h
trunk/blender/source/blender/editors/transform/transform_conversions.c
Modified: trunk/blender/release/scripts/startup/bl_ui/space_view3d.py
===================================================================
--- trunk/blender/release/scripts/startup/bl_ui/space_view3d.py 2012-05-13 14:47:53 UTC (rev 46606)
+++ trunk/blender/release/scripts/startup/bl_ui/space_view3d.py 2012-05-13 16:01:59 UTC (rev 46607)
@@ -93,7 +93,7 @@
if snap_element != 'INCREMENT':
row.prop(toolsettings, "snap_target", text="")
if obj:
- if obj.mode == 'OBJECT' and snap_element != 'VOLUME':
+ if obj.mode in {'OBJECT','POSE'} and snap_element != 'VOLUME':
row.prop(toolsettings, "use_snap_align_rotation", text="")
elif obj.mode == 'EDIT':
row.prop(toolsettings, "use_snap_self", text="")
Modified: trunk/blender/source/blender/editors/transform/transform.c
===================================================================
--- trunk/blender/source/blender/editors/transform/transform.c 2012-05-13 14:47:53 UTC (rev 46606)
+++ trunk/blender/source/blender/editors/transform/transform.c 2012-05-13 16:01:59 UTC (rev 46607)
@@ -3035,12 +3035,16 @@
}
/* rotation */
- if ((t->flag & T_V3D_ALIGN)==0) { // align mode doesn't rotate objects itself
+ /* MORE HACK: as in some cases the matrix to apply location and rot/scale is not the same,
+ * and ElementRotation() might be called in Translation context (with align snapping),
+ * we need to be sure to actually use the *rotation* matrix here...
+ * So no other way than storing it in some dedicated members of td->ext! */
+ if ((t->flag & T_V3D_ALIGN)==0) { /* align mode doesn't rotate objects itself */
/* euler or quaternion/axis-angle? */
if (td->ext->rotOrder == ROT_MODE_QUAT) {
- mul_serie_m3(fmat, td->mtx, mat, td->smtx, NULL, NULL, NULL, NULL, NULL);
+ mul_serie_m3(fmat, td->ext->r_mtx, mat, td->ext->r_smtx, NULL, NULL, NULL, NULL, NULL);
- mat3_to_quat(quat, fmat); // Actual transform
+ mat3_to_quat(quat, fmat); /* Actual transform */
mul_qt_qtqt(td->ext->quat, quat, td->ext->iquat);
/* this function works on end result */
@@ -3053,8 +3057,8 @@
axis_angle_to_quat(iquat, td->ext->irotAxis, td->ext->irotAngle);
- mul_serie_m3(fmat, td->mtx, mat, td->smtx, NULL, NULL, NULL, NULL, NULL);
- mat3_to_quat(quat, fmat); // Actual transform
+ mul_serie_m3(fmat, td->ext->r_mtx, mat, td->ext->r_smtx, NULL, NULL, NULL, NULL, NULL);
+ mat3_to_quat(quat, fmat); /* Actual transform */
mul_qt_qtqt(tquat, quat, iquat);
quat_to_axis_angle(td->ext->rotAxis, td->ext->rotAngle, tquat);
@@ -3065,8 +3069,8 @@
else {
float eulmat[3][3];
- mul_m3_m3m3(totmat, mat, td->mtx);
- mul_m3_m3m3(smat, td->smtx, totmat);
+ mul_m3_m3m3(totmat, mat, td->ext->r_mtx);
+ mul_m3_m3m3(smat, td->ext->r_smtx, totmat);
/* calculate the total rotatation in eulers */
copy_v3_v3(eul, td->ext->irot);
@@ -3472,12 +3476,18 @@
/* handle snapping rotation before doing the translation */
if (usingSnappingNormal(t)) {
if (validSnappingNormal(t)) {
- float *original_normal = td->axismtx[2];
+ float *original_normal;
float axis[3];
float quat[4];
float mat[3][3];
float angle;
+ /* In pose mode, we want to align normals with Y axis of bones... */
+ if (t->flag & T_POSE)
+ original_normal = td->axismtx[1];
+ else
+ original_normal = td->axismtx[2];
+
cross_v3_v3v3(axis, original_normal, t->tsnap.snapNormal);
angle = saacos(dot_v3v3(original_normal, t->tsnap.snapNormal));
Modified: trunk/blender/source/blender/editors/transform/transform.h
===================================================================
--- trunk/blender/source/blender/editors/transform/transform.h 2012-05-13 14:47:53 UTC (rev 46606)
+++ trunk/blender/source/blender/editors/transform/transform.h 2012-05-13 16:01:59 UTC (rev 46607)
@@ -137,6 +137,10 @@
float isize[3]; /* Initial size */
float obmat[4][4]; /* Object matrix */
float l_smtx[3][3]; /* use instead of td->smtx, It is the same but without the 'bone->bone_mat', see TD_PBONE_LOCAL_MTX_C */
+ float r_mtx[3][3]; /* The rotscale matrix of pose bone, to allow using snap-align in translation mode,
+ * when td->mtx is the loc pose bone matrix (and hence can't be used to apply rotation in some cases,
+ * namely when a bone is in "NoLocal" or "Hinge" mode)... */
+ float r_smtx[3][3]; /* Invers of previous one. */
int rotOrder; /* rotation mode, as defined in eRotationModes (DNA_action_types.h) */
} TransDataExtension;
Modified: trunk/blender/source/blender/editors/transform/transform_conversions.c
===================================================================
--- trunk/blender/source/blender/editors/transform/transform_conversions.c 2012-05-13 14:47:53 UTC (rev 46606)
+++ trunk/blender/source/blender/editors/transform/transform_conversions.c 2012-05-13 16:01:59 UTC (rev 46607)
@@ -538,6 +538,7 @@
/* New code, using "generic" BKE_pchan_to_pose_mat(). */
{
float rotscale_mat[4][4], loc_mat[4][4];
+ float rpmat[3][3];
BKE_pchan_to_pose_mat(pchan, rotscale_mat, loc_mat);
if (t->mode == TFM_TRANSLATION)
@@ -545,13 +546,23 @@
else
copy_m3_m4(pmat, rotscale_mat);
+ /* Grrr! Exceptional case: When translating pose bones that are either Hinge or NoLocal,
+ * and want align snapping, we just need both loc_mat and rotscale_mat.
+ * So simply always store rotscale mat in td->ext, and always use it to apply rotations...
+ * Ugly to need such hacks! :/ */
+ copy_m3_m4(rpmat, rotscale_mat);
+
if (constraints_list_needinv(t, &pchan->constraints)) {
copy_m3_m4(tmat, pchan->constinv);
invert_m3_m3(cmat, tmat);
mul_serie_m3(td->mtx, pmat, omat, cmat, NULL, NULL, NULL, NULL, NULL);
+ mul_serie_m3(td->ext->r_mtx, rpmat, omat, cmat, NULL,NULL,NULL,NULL,NULL);
}
- else
- mul_serie_m3(td->mtx, pmat, omat, NULL, NULL, NULL, NULL, NULL, NULL);
+ else {
+ mul_serie_m3(td->mtx, pmat, omat, NULL, NULL,NULL,NULL,NULL,NULL);
+ mul_serie_m3(td->ext->r_mtx, rpmat, omat, NULL, NULL,NULL,NULL,NULL,NULL);
+ }
+ invert_m3_m3(td->ext->r_smtx, td->ext->r_mtx);
}
invert_m3_m3(td->smtx, td->mtx);
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