pass snap arguments so the ruler doesn't have to temp overwrite scene vars.

also expose snapObjectsRayEx() for more convenient ray-casting about the scene.
This commit is contained in:
Campbell Barton 2013-04-03 09:48:21 +00:00
parent bb4ab6a007
commit 9a901691ee
3 changed files with 74 additions and 48 deletions

@ -34,17 +34,18 @@
/* ******************* Registration Function ********************** */
struct wmWindowManager;
struct wmOperatorType;
struct ListBase;
struct wmEvent;
struct bContext;
struct Object;
struct uiLayout;
struct ARegion;
struct EnumPropertyItem;
struct wmOperatorType;
struct wmKeyMap;
struct ListBase;
struct Object;
struct View3D;
struct bContext;
struct uiLayout;
struct wmEvent;
struct wmKeyConfig;
struct wmKeyMap;
struct wmOperatorType;
struct wmWindowManager;
void transform_keymap_for_space(struct wmKeyConfig *keyconf, struct wmKeyMap *keymap, int spaceid);
void transform_operatortypes(void);
@ -181,6 +182,13 @@ bool peelObjectsTransForm(struct TransInfo *t, struct ListBase *depth_peels, con
bool peelObjectsContext(struct bContext *C, struct ListBase *depth_peels, const float mval[2], SnapMode mode);
bool snapObjectsTransform(struct TransInfo *t, const float mval[2], float *r_dist_px, float r_loc[3], float r_no[3], SnapMode mode);
bool snapObjectsContext(struct bContext *C, const float mval[2], float *r_dist_px, float r_loc[3], float r_no[3], SnapMode mode);
/* taks args for all settings */
bool snapObjectsEx(struct Scene *scene, struct Base *base_act, struct View3D *v3d, struct ARegion *ar, struct Object *obedit, short snap_mode,
const float mval[2], float *r_dist_px, float r_loc[3], float r_no[3], SnapMode mode);
bool snapObjectsRayEx(struct Scene *scene, struct Base *base_act, struct View3D *v3d, struct ARegion *ar, struct Object *obedit, short snap_mode,
const float ray_start[3], const float ray_normal[3],
const float mval[2], float *r_dist_px, float r_loc[3], float r_no[3], SnapMode mode);
bool snapNodesTransform(struct TransInfo *t, const int mval[2], float *r_dist_px, float r_loc[2], char *r_node_border, SnapMode mode);
bool snapNodesContext(struct bContext *C, const int mval[2], float *r_dist_px, float r_loc[2], char *r_node_border, SnapMode mode);

@ -59,44 +59,33 @@
/* Snapping (could be own function) */
/* NOTE - this is not very nice use of transform snapping */
#include "ED_transform.h"
#include "../transform/transform.h"
static bool ED_view3d_snap_co(bContext *C, float r_co[3], const float co_ss[2],
bool use_vert, bool use_edge, bool use_face)
{
TransInfo t = {0};
float dist_px = 12; /* snap dist */
float r_no_dummy[3];
bool ret = false;
char backup_snap_mode;
Base *backup_baseact;
t.scene = CTX_data_scene(C);
t.view = CTX_wm_view3d(C);
t.ar = CTX_wm_region(C);
t.obedit = CTX_data_edit_object(C);
backup_snap_mode = t.scene->toolsettings->snap_mode;
backup_baseact = t.scene->basact;
t.scene->basact = NULL;
Scene *scene = CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C);
ARegion *ar = CTX_wm_region(C);
struct Object *obedit = CTX_data_edit_object(C);
/* try snap edge, then face if it fails */
if (use_vert) {
t.scene->toolsettings->snap_mode = SCE_SNAP_MODE_VERTEX;
ret = snapObjectsTransform(&t, co_ss, &dist_px, r_co, r_no_dummy, SNAP_ALL);
ret = snapObjectsEx(scene, NULL, v3d, ar, obedit, SCE_SNAP_MODE_VERTEX,
co_ss, &dist_px, r_co, r_no_dummy, SNAP_ALL);
}
if (use_edge && (ret == false)) {
t.scene->toolsettings->snap_mode = SCE_SNAP_MODE_EDGE;
ret = snapObjectsTransform(&t, co_ss, &dist_px, r_co, r_no_dummy, SNAP_ALL);
ret = snapObjectsEx(scene, NULL, v3d, ar, obedit, SCE_SNAP_MODE_EDGE,
co_ss, &dist_px, r_co, r_no_dummy, SNAP_ALL);
}
if (use_face && (ret == false)) {
t.scene->toolsettings->snap_mode = SCE_SNAP_MODE_FACE;
ret = snapObjectsTransform(&t, co_ss, &dist_px, r_co, r_no_dummy, SNAP_ALL);
ret = snapObjectsEx(scene, NULL, v3d, ar, obedit, SCE_SNAP_MODE_FACE,
co_ss, &dist_px, r_co, r_no_dummy, SNAP_ALL);
}
t.scene->toolsettings->snap_mode = backup_snap_mode;
t.scene->basact = backup_baseact;
return ret;
}
/* done snapping */

@ -78,6 +78,9 @@
#include "transform.h"
/* this should be passed as an arg for use in snap functions */
#undef BASACT
#define TRANSFORM_DIST_MAX_PX 1000.0f
#define TRANSFORM_SNAP_MAX_PX 100.0f
@ -405,6 +408,7 @@ static void initSnappingMode(TransInfo *t)
ToolSettings *ts = t->settings;
Object *obedit = t->obedit;
Scene *scene = t->scene;
Base *base_act = scene->basact;
if (t->spacetype == SPACE_NODE) {
/* force project off when not supported */
@ -445,7 +449,7 @@ static void initSnappingMode(TransInfo *t)
}
/* Particles edit mode*/
else if (t->tsnap.applySnap != NULL && // A snapping function actually exist
(obedit == NULL && BASACT && BASACT->object && BASACT->object->mode & OB_MODE_PARTICLE_EDIT))
(obedit == NULL && base_act && base_act->object && base_act->object->mode & OB_MODE_PARTICLE_EDIT))
{
t->tsnap.modeSelect = SNAP_ALL;
}
@ -1512,11 +1516,10 @@ static bool snapDerivedMesh(short snap_mode, ARegion *ar, Object *ob, DerivedMes
return retval;
}
static bool snapObject(Scene *scene, ARegion *ar, Object *ob, int editobject, float obmat[4][4],
static bool snapObject(Scene *scene, short snap_mode, ARegion *ar, Object *ob, int editobject, float obmat[4][4],
const float ray_start[3], const float ray_normal[3], const float mval[2],
float r_loc[3], float r_no[3], float *r_dist_px, float *r_depth)
{
ToolSettings *ts = scene->toolsettings;
bool retval = false;
if (ob->type == OB_MESH) {
@ -1533,31 +1536,29 @@ static bool snapObject(Scene *scene, ARegion *ar, Object *ob, int editobject, fl
dm = mesh_get_derived_final(scene, ob, CD_MASK_BAREMESH);
}
retval = snapDerivedMesh(ts->snap_mode, ar, ob, dm, em, obmat, ray_start, ray_normal, mval, r_loc, r_no, r_dist_px, r_depth);
retval = snapDerivedMesh(snap_mode, ar, ob, dm, em, obmat, ray_start, ray_normal, mval, r_loc, r_no, r_dist_px, r_depth);
dm->release(dm);
}
else if (ob->type == OB_ARMATURE) {
retval = snapArmature(ts->snap_mode, ar, ob, ob->data, obmat, ray_start, ray_normal, mval, r_loc, r_no, r_dist_px, r_depth);
retval = snapArmature(snap_mode, ar, ob, ob->data, obmat, ray_start, ray_normal, mval, r_loc, r_no, r_dist_px, r_depth);
}
return retval;
}
static bool snapObjects(Scene *scene, View3D *v3d, ARegion *ar, Object *obedit, const float mval[2],
float *r_dist_px, float r_loc[3], float r_no[3], SnapMode mode)
static bool snapObjectsRay(Scene *scene, short snap_mode, Base *base_act, View3D *v3d, ARegion *ar, Object *obedit,
const float ray_start[3], const float ray_normal[3],
const float mval[2], float *r_dist_px, float r_loc[3], float r_no[3], SnapMode mode)
{
Base *base;
float depth = (FLT_MAX / 2.0f); /* use half of flt-max so we can scale up without an exception */
bool retval = false;
float ray_start[3], ray_normal[3];
ED_view3d_win_to_ray(ar, v3d, mval, ray_start, ray_normal);
if (mode == SNAP_ALL && obedit) {
Object *ob = obedit;
retval |= snapObject(scene, ar, ob, 1, ob->obmat, ray_start, ray_normal, mval, r_loc, r_no, r_dist_px, &depth);
retval |= snapObject(scene, snap_mode, ar, ob, 1, ob->obmat, ray_start, ray_normal, mval, r_loc, r_no, r_dist_px, &depth);
}
/* Need an exception for particle edit because the base is flagged with BA_HAS_RECALC_DATA
@ -1565,10 +1566,10 @@ static bool snapObjects(Scene *scene, View3D *v3d, ARegion *ar, Object *obedit,
*
* To solve that problem, we do it first as an exception.
* */
base = BASACT;
base = base_act;
if (base && base->object && base->object->mode & OB_MODE_PARTICLE_EDIT) {
Object *ob = base->object;
retval |= snapObject(scene, ar, ob, 0, ob->obmat, ray_start, ray_normal, mval, r_loc, r_no, r_dist_px, &depth);
retval |= snapObject(scene, snap_mode, ar, ob, 0, ob->obmat, ray_start, ray_normal, mval, r_loc, r_no, r_dist_px, &depth);
}
for (base = FIRSTBASE; base != NULL; base = base->next) {
@ -1576,7 +1577,7 @@ static bool snapObjects(Scene *scene, View3D *v3d, ARegion *ar, Object *obedit,
(base->flag & (BA_HAS_RECALC_OB | BA_HAS_RECALC_DATA)) == 0 &&
((mode == SNAP_NOT_SELECTED && (base->flag & (SELECT | BA_WAS_SEL)) == 0) ||
(ELEM(mode, SNAP_ALL, SNAP_NOT_OBEDIT) && base != BASACT)))
(ELEM(mode, SNAP_ALL, SNAP_NOT_OBEDIT) && base != base_act)))
{
Object *ob = base->object;
@ -1587,30 +1588,58 @@ static bool snapObjects(Scene *scene, View3D *v3d, ARegion *ar, Object *obedit,
for (dupli_ob = lb->first; dupli_ob; dupli_ob = dupli_ob->next) {
Object *dob = dupli_ob->ob;
retval |= snapObject(scene, ar, dob, 0, dupli_ob->mat, ray_start, ray_normal, mval, r_loc, r_no, r_dist_px, &depth);
retval |= snapObject(scene, snap_mode, ar, dob, 0, dupli_ob->mat, ray_start, ray_normal, mval, r_loc, r_no, r_dist_px, &depth);
}
free_object_duplilist(lb);
}
retval |= snapObject(scene, ar, ob, 0, ob->obmat, ray_start, ray_normal, mval, r_loc, r_no, r_dist_px, &depth);
retval |= snapObject(scene, snap_mode, ar, ob, 0, ob->obmat, ray_start, ray_normal, mval, r_loc, r_no, r_dist_px, &depth);
}
}
return retval;
}
static bool snapObjects(Scene *scene, short snap_mode, Base *base_act, View3D *v3d, ARegion *ar, Object *obedit,
const float mval[2], float *r_dist_px, float r_loc[3], float r_no[3], SnapMode mode)
{
float ray_start[3], ray_normal[3];
ED_view3d_win_to_ray(ar, v3d, mval, ray_start, ray_normal);
return snapObjectsRay(scene, snap_mode, base_act, v3d, ar, obedit,
ray_start, ray_normal,
mval, r_dist_px, r_loc, r_no, mode);
}
bool snapObjectsTransform(TransInfo *t, const float mval[2], float *r_dist_px, float r_loc[3], float r_no[3], SnapMode mode)
{
return snapObjects(t->scene, t->view, t->ar, t->obedit, mval, r_dist_px, r_loc, r_no, mode);
return snapObjects(t->scene, t->scene->toolsettings->snap_mode, t->scene->basact, t->view, t->ar, t->obedit,
mval, r_dist_px, r_loc, r_no, mode);
}
bool snapObjectsContext(bContext *C, const float mval[2], float *r_dist_px, float r_loc[3], float r_no[3], SnapMode mode)
{
ScrArea *sa = CTX_wm_area(C);
View3D *v3d = sa->spacedata.first;
Scene *scene = CTX_data_scene(C);
return snapObjects(CTX_data_scene(C), v3d, CTX_wm_region(C), CTX_data_edit_object(C), mval, r_dist_px, r_loc, r_no, mode);
return snapObjects(scene, scene->toolsettings->snap_mode, scene->basact, v3d, CTX_wm_region(C), CTX_data_edit_object(C), mval, r_dist_px, r_loc, r_no, mode);
}
bool snapObjectsEx(Scene *scene, Base *base_act, View3D *v3d, ARegion *ar, Object *obedit, short snap_mode,
const float mval[2], float *r_dist_px, float r_loc[3], float r_no[3], SnapMode mode)
{
return snapObjects(scene, snap_mode, base_act, v3d, ar, obedit,
mval, r_dist_px, r_loc, r_no, mode);
}
bool snapObjectsRayEx(Scene *scene, Base *base_act, View3D *v3d, ARegion *ar, Object *obedit, short snap_mode,
const float ray_start[3], const float ray_normal[3],
const float mval[2], float *r_dist_px, float r_loc[3], float r_no[3], SnapMode mode)
{
return snapObjectsRay(scene, snap_mode, base_act, v3d, ar, obedit,
ray_start, ray_normal,
mval, r_dist_px, r_loc, r_no, mode);
}
/******************** PEELING *********************************/