better handle sizes by default for mask mode, now ignore image width/height

This commit is contained in:
Campbell Barton 2012-08-25 14:18:54 +00:00
parent a7ec09aef9
commit 6b1582c012
2 changed files with 16 additions and 29 deletions

@ -34,6 +34,8 @@ __all__ = (
"register_class",
"register_module",
"register_manual_map",
"unregister_manual_map",
"manual_map",
"resource_path",
"script_path_user",
"script_path_pref",

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