forked from bartvdbraak/blender
Adds “align” 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.
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c8ebfe1d12
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800bc74a8f
@ -93,7 +93,7 @@ class VIEW3D_HT_header(Header):
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if snap_element != 'INCREMENT':
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row.prop(toolsettings, "snap_target", text="")
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if obj:
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if obj.mode == 'OBJECT' and snap_element != 'VOLUME':
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if obj.mode in {'OBJECT','POSE'} and snap_element != 'VOLUME':
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row.prop(toolsettings, "use_snap_align_rotation", text="")
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elif obj.mode == 'EDIT':
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row.prop(toolsettings, "use_snap_self", text="")
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@ -3035,12 +3035,16 @@ static void ElementRotation(TransInfo *t, TransData *td, float mat[3][3], short
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}
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/* rotation */
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if ((t->flag & T_V3D_ALIGN)==0) { // align mode doesn't rotate objects itself
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/* MORE HACK: as in some cases the matrix to apply location and rot/scale is not the same,
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* and ElementRotation() might be called in Translation context (with align snapping),
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* we need to be sure to actually use the *rotation* matrix here...
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* So no other way than storing it in some dedicated members of td->ext! */
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if ((t->flag & T_V3D_ALIGN)==0) { /* align mode doesn't rotate objects itself */
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/* euler or quaternion/axis-angle? */
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if (td->ext->rotOrder == ROT_MODE_QUAT) {
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mul_serie_m3(fmat, td->mtx, mat, td->smtx, NULL, NULL, NULL, NULL, NULL);
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mul_serie_m3(fmat, td->ext->r_mtx, mat, td->ext->r_smtx, NULL, NULL, NULL, NULL, NULL);
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mat3_to_quat(quat, fmat); // Actual transform
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mat3_to_quat(quat, fmat); /* Actual transform */
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mul_qt_qtqt(td->ext->quat, quat, td->ext->iquat);
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/* this function works on end result */
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@ -3053,8 +3057,8 @@ static void ElementRotation(TransInfo *t, TransData *td, float mat[3][3], short
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axis_angle_to_quat(iquat, td->ext->irotAxis, td->ext->irotAngle);
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mul_serie_m3(fmat, td->mtx, mat, td->smtx, NULL, NULL, NULL, NULL, NULL);
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mat3_to_quat(quat, fmat); // Actual transform
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mul_serie_m3(fmat, td->ext->r_mtx, mat, td->ext->r_smtx, NULL, NULL, NULL, NULL, NULL);
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mat3_to_quat(quat, fmat); /* Actual transform */
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mul_qt_qtqt(tquat, quat, iquat);
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quat_to_axis_angle(td->ext->rotAxis, td->ext->rotAngle, tquat);
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@ -3065,8 +3069,8 @@ static void ElementRotation(TransInfo *t, TransData *td, float mat[3][3], short
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else {
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float eulmat[3][3];
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mul_m3_m3m3(totmat, mat, td->mtx);
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mul_m3_m3m3(smat, td->smtx, totmat);
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mul_m3_m3m3(totmat, mat, td->ext->r_mtx);
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mul_m3_m3m3(smat, td->ext->r_smtx, totmat);
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/* calculate the total rotatation in eulers */
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copy_v3_v3(eul, td->ext->irot);
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@ -3472,12 +3476,18 @@ static void applyTranslation(TransInfo *t, float vec[3])
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/* handle snapping rotation before doing the translation */
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if (usingSnappingNormal(t)) {
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if (validSnappingNormal(t)) {
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float *original_normal = td->axismtx[2];
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float *original_normal;
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float axis[3];
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float quat[4];
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float mat[3][3];
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float angle;
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/* In pose mode, we want to align normals with Y axis of bones... */
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if (t->flag & T_POSE)
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original_normal = td->axismtx[1];
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else
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original_normal = td->axismtx[2];
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cross_v3_v3v3(axis, original_normal, t->tsnap.snapNormal);
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angle = saacos(dot_v3v3(original_normal, t->tsnap.snapNormal));
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@ -137,6 +137,10 @@ typedef struct TransDataExtension {
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float isize[3]; /* Initial size */
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float obmat[4][4]; /* Object matrix */
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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 */
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float r_mtx[3][3]; /* The rotscale matrix of pose bone, to allow using snap-align in translation mode,
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* when td->mtx is the loc pose bone matrix (and hence can't be used to apply rotation in some cases,
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* namely when a bone is in "NoLocal" or "Hinge" mode)... */
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float r_smtx[3][3]; /* Invers of previous one. */
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int rotOrder; /* rotation mode, as defined in eRotationModes (DNA_action_types.h) */
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} TransDataExtension;
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@ -538,6 +538,7 @@ static void add_pose_transdata(TransInfo *t, bPoseChannel *pchan, Object *ob, Tr
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/* New code, using "generic" BKE_pchan_to_pose_mat(). */
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{
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float rotscale_mat[4][4], loc_mat[4][4];
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float rpmat[3][3];
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BKE_pchan_to_pose_mat(pchan, rotscale_mat, loc_mat);
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if (t->mode == TFM_TRANSLATION)
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@ -545,13 +546,23 @@ static void add_pose_transdata(TransInfo *t, bPoseChannel *pchan, Object *ob, Tr
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else
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copy_m3_m4(pmat, rotscale_mat);
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/* Grrr! Exceptional case: When translating pose bones that are either Hinge or NoLocal,
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* and want align snapping, we just need both loc_mat and rotscale_mat.
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* So simply always store rotscale mat in td->ext, and always use it to apply rotations...
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* Ugly to need such hacks! :/ */
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copy_m3_m4(rpmat, rotscale_mat);
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if (constraints_list_needinv(t, &pchan->constraints)) {
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copy_m3_m4(tmat, pchan->constinv);
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invert_m3_m3(cmat, tmat);
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mul_serie_m3(td->mtx, pmat, omat, cmat, NULL, NULL, NULL, NULL, NULL);
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mul_serie_m3(td->ext->r_mtx, rpmat, omat, cmat, NULL,NULL,NULL,NULL,NULL);
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}
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else
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mul_serie_m3(td->mtx, pmat, omat, NULL, NULL, NULL, NULL, NULL, NULL);
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else {
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mul_serie_m3(td->mtx, pmat, omat, NULL, NULL,NULL,NULL,NULL,NULL);
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mul_serie_m3(td->ext->r_mtx, rpmat, omat, NULL, NULL,NULL,NULL,NULL,NULL);
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}
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invert_m3_m3(td->ext->r_smtx, td->ext->r_mtx);
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}
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invert_m3_m3(td->smtx, td->mtx);
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