forked from bartvdbraak/blender
better handle sizes by default for mask mode, now ignore image width/height
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a7ec09aef9
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6b1582c012
@ -34,6 +34,8 @@ __all__ = (
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"register_class",
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"register_module",
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"register_manual_map",
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"unregister_manual_map",
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"manual_map",
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"resource_path",
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"script_path_user",
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"script_path_pref",
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@ -180,25 +180,20 @@ static int find_nearest_diff_point(const bContext *C, Mask *mask, const float no
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/******************** add vertex *********************/
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static void setup_vertex_point(const bContext *C, Mask *mask, MaskSpline *spline, MaskSplinePoint *new_point,
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static void setup_vertex_point(Mask *mask, MaskSpline *spline, MaskSplinePoint *new_point,
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const float point_co[2], const float tangent[2], const float u,
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MaskSplinePoint *reference_point, const short reference_adjacent,
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const float view_zoom)
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{
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ScrArea *sa = CTX_wm_area(C);
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MaskSplinePoint *prev_point = NULL;
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MaskSplinePoint *next_point = NULL;
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BezTriple *bezt;
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int width, height;
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float co[3];
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const float len = 20.0; /* default length of handle in pixel space */
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const float len = 10.0; /* default length of handle in pixel space */
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copy_v2_v2(co, point_co);
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co[2] = 0.0f;
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ED_mask_get_size(sa, &width, &height);
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/* point coordinate */
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bezt = &new_point->bezt;
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@ -226,21 +221,15 @@ static void setup_vertex_point(const bContext *C, Mask *mask, MaskSpline *spline
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/* initial offset for handles */
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if (spline->tot_point == 1) {
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/* first point of splien is aligned horizontally */
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bezt->vec[0][0] -= len / maxi(width, height) * view_zoom;
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bezt->vec[2][0] += len / maxi(width, height) * view_zoom;
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bezt->vec[0][0] -= len * view_zoom;
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bezt->vec[2][0] += len * view_zoom;
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}
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else if (tangent) {
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float vec[2];
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copy_v2_v2(vec, tangent);
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vec[0] *= width;
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vec[1] *= height;
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mul_v2_fl(vec, len / len_v2(vec));
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vec[0] /= width;
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vec[1] /= height;
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mul_v2_fl(vec, len);
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sub_v2_v2(bezt->vec[0], vec);
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add_v2_v2(bezt->vec[2], vec);
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@ -392,7 +381,7 @@ static int add_vertex_subdivide(const bContext *C, Mask *mask, const float co[2]
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new_point = &spline->points[point_index + 1];
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setup_vertex_point(C, mask, spline, new_point, co, tangent, u, NULL, TRUE, 1.0f);
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setup_vertex_point(mask, spline, new_point, co, tangent, u, NULL, TRUE, 1.0f);
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/* TODO - we could pass the spline! */
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BKE_mask_layer_shape_changed_add(masklay, BKE_mask_layer_shape_spline_to_index(masklay, spline) + point_index + 1, TRUE, TRUE);
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@ -491,7 +480,7 @@ static int add_vertex_extrude(const bContext *C, Mask *mask, MaskLayer *masklay,
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masklay->act_point = new_point;
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setup_vertex_point(C, mask, spline, new_point, co, NULL, 0.5f, ref_point, FALSE, 1.0f);
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setup_vertex_point(mask, spline, new_point, co, NULL, 0.5f, ref_point, FALSE, 1.0f);
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if (masklay->splines_shapes.first) {
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point_index = (((int)(new_point - spline->points) + 0) % spline->tot_point);
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@ -542,22 +531,18 @@ static int add_vertex_new(const bContext *C, Mask *mask, MaskLayer *masklay, con
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ScrArea *sa = CTX_wm_area(C);
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ARegion *ar = CTX_wm_region(C);
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float zoom_x, zoom_y;
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/* calc view zoom in a simplistic way */
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float co_a[2];
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float co_b[2];
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int mval_a[2] = {0, 0};
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int mval_b[2] = {1, 1};
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ED_mask_zoom(sa, ar, &zoom_x, &zoom_y);
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ED_mask_mouse_pos(sa, ar, mval_a, co_a);
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ED_mask_mouse_pos(sa, ar, mval_b, co_b);
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view_zoom = zoom_x + zoom_y / 2.0f;
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view_zoom = 1.0f / view_zoom;
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view_zoom = ((co_b[0] - co_a[0]) + (co_b[1] - co_a[1])) / 2.0f;
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/* scale up - arbitrarty but works well in the view */
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view_zoom *= 200.0f;
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/* arbitrary but gives good results */
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view_zoom /= 500.0f;
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}
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setup_vertex_point(C, mask, spline, new_point, co, NULL, 0.5f, ref_point, FALSE, view_zoom);
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setup_vertex_point(mask, spline, new_point, co, NULL, 0.5f, ref_point, FALSE, view_zoom);
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{
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int point_index = (((int)(new_point - spline->points) + 0) % spline->tot_point);
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