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blender-archive/source/blender/editors/transform/transform_snap.c

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Martin Poirier
*
* ***** END GPL LICENSE BLOCK *****
*/
2011-02-27 20:29:51 +00:00
/** \file blender/editors/transform/transform_snap.c
* \ingroup edtransform
*/
#include <stdlib.h>
#include <math.h>
#include <float.h>
#include <stdio.h>
#include "PIL_time.h"
#include "DNA_armature_types.h"
#include "DNA_curve_types.h"
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
#include "DNA_meshdata_types.h" /* Temporary, for snapping to other unselected meshes */
#include "DNA_node_types.h"
#include "DNA_space_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "DNA_windowmanager_types.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BIF_gl.h"
#include "BKE_DerivedMesh.h"
Threaded object update and EvaluationContext Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
2013-12-26 17:24:42 +06:00
#include "BKE_global.h"
#include "BKE_object.h"
#include "BKE_anim.h" /* for duplis */
#include "BKE_context.h"
#include "BKE_editmesh.h"
#include "BKE_sequencer.h"
Threaded object update and EvaluationContext Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
2013-12-26 17:24:42 +06:00
#include "BKE_main.h"
#include "BKE_tracking.h"
2013-03-07 02:44:55 +00:00
#include "RNA_access.h"
#include "WM_types.h"
#include "ED_armature.h"
#include "ED_image.h"
#include "ED_node.h"
#include "ED_uvedit.h"
#include "ED_view3d.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "MEM_guardedalloc.h"
#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
/* use half of flt-max so we can scale up without an exception */
/********************* PROTOTYPES ***********************/
static void setSnappingCallback(TransInfo *t);
static void ApplySnapTranslation(TransInfo *t, float vec[3]);
static void ApplySnapRotation(TransInfo *t, float *vec);
static void ApplySnapResize(TransInfo *t, float vec[2]);
/* static void CalcSnapGrid(TransInfo *t, float *vec); */
static void CalcSnapGeometry(TransInfo *t, float *vec);
static void TargetSnapMedian(TransInfo *t);
static void TargetSnapCenter(TransInfo *t);
static void TargetSnapClosest(TransInfo *t);
static void TargetSnapActive(TransInfo *t);
2014-04-17 02:53:11 +10:00
static float RotationBetween(TransInfo *t, const float p1[3], const float p2[3]);
static float TranslationBetween(TransInfo *t, const float p1[3], const float p2[3]);
static float ResizeBetween(TransInfo *t, const float p1[3], const float p2[3]);
/****************** IMPLEMENTATIONS *********************/
static bool snapNodeTest(View2D *v2d, bNode *node, SnapMode mode);
static NodeBorder snapNodeBorder(int snap_node_mode);
#if 0
int BIF_snappingSupported(Object *obedit)
{
int status = 0;
/* only support object mesh, armature, curves */
if (obedit == NULL || ELEM(obedit->type, OB_MESH, OB_ARMATURE, OB_CURVE, OB_LATTICE, OB_MBALL)) {
status = 1;
}
return status;
}
#endif
bool validSnap(TransInfo *t)
{
2012-06-10 22:13:17 +00:00
return (t->tsnap.status & (POINT_INIT | TARGET_INIT)) == (POINT_INIT | TARGET_INIT) ||
(t->tsnap.status & (MULTI_POINTS | TARGET_INIT)) == (MULTI_POINTS | TARGET_INIT);
}
bool activeSnap(TransInfo *t)
{
return ((t->modifiers & (MOD_SNAP | MOD_SNAP_INVERT)) == MOD_SNAP) ||
((t->modifiers & (MOD_SNAP | MOD_SNAP_INVERT)) == MOD_SNAP_INVERT);
}
void drawSnapping(const struct bContext *C, TransInfo *t)
{
unsigned char col[4], selectedCol[4], activeCol[4];
if (!activeSnap(t))
return;
UI_GetThemeColor3ubv(TH_TRANSFORM, col);
col[3] = 128;
UI_GetThemeColor3ubv(TH_SELECT, selectedCol);
selectedCol[3] = 128;
UI_GetThemeColor3ubv(TH_ACTIVE, activeCol);
activeCol[3] = 192;
if (t->spacetype == SPACE_VIEW3D) {
if (validSnap(t)) {
TransSnapPoint *p;
View3D *v3d = CTX_wm_view3d(C);
RegionView3D *rv3d = CTX_wm_region_view3d(C);
float imat[4][4];
float size;
glDisable(GL_DEPTH_TEST);
size = 2.5f * UI_GetThemeValuef(TH_VERTEX_SIZE);
invert_m4_m4(imat, rv3d->viewmat);
for (p = t->tsnap.points.first; p; p = p->next) {
if (p == t->tsnap.selectedPoint) {
glColor4ubv(selectedCol);
}
else {
glColor4ubv(col);
}
drawcircball(GL_LINE_LOOP, p->co, ED_view3d_pixel_size(rv3d, p->co) * size * 0.75f, imat);
}
if (t->tsnap.status & POINT_INIT) {
glColor4ubv(activeCol);
drawcircball(GL_LINE_LOOP, t->tsnap.snapPoint, ED_view3d_pixel_size(rv3d, t->tsnap.snapPoint) * size, imat);
}
/* draw normal if needed */
if (usingSnappingNormal(t) && validSnappingNormal(t)) {
glColor4ubv(activeCol);
glBegin(GL_LINES);
2012-06-10 22:13:17 +00:00
glVertex3f(t->tsnap.snapPoint[0], t->tsnap.snapPoint[1], t->tsnap.snapPoint[2]);
glVertex3f(t->tsnap.snapPoint[0] + t->tsnap.snapNormal[0],
t->tsnap.snapPoint[1] + t->tsnap.snapNormal[1],
t->tsnap.snapPoint[2] + t->tsnap.snapNormal[2]);
glEnd();
}
if (v3d->zbuf)
glEnable(GL_DEPTH_TEST);
}
}
else if (t->spacetype == SPACE_IMAGE) {
if (validSnap(t)) {
/* This will not draw, and Im nor sure why - campbell */
#if 0
float xuser_asp, yuser_asp;
int wi, hi;
float w, h;
2012-06-10 22:13:17 +00:00
calc_image_view(G.sima, 'f'); // float
myortho2(G.v2d->cur.xmin, G.v2d->cur.xmax, G.v2d->cur.ymin, G.v2d->cur.ymax);
glLoadIdentity();
ED_space_image_get_aspect(t->sa->spacedata.first, &xuser_aspx, &yuser_asp);
ED_space_image_width(t->sa->spacedata.first, &wi, &hi);
w = (((float)wi) / IMG_SIZE_FALLBACK) * G.sima->zoom * xuser_asp;
h = (((float)hi) / IMG_SIZE_FALLBACK) * G.sima->zoom * yuser_asp;
cpack(0xFFFFFF);
glTranslatef(t->tsnap.snapPoint[0], t->tsnap.snapPoint[1], 0.0f);
2012-04-29 15:47:02 +00:00
//glRectf(0, 0, 1, 1);
setlinestyle(0);
cpack(0x0);
2012-06-10 22:13:17 +00:00
fdrawline(-0.020 / w, 0, -0.1 / w, 0);
fdrawline(0.1 / w, 0, 0.020 / w, 0);
2012-06-10 22:13:17 +00:00
fdrawline(0, -0.020 / h, 0, -0.1 / h);
fdrawline(0, 0.1 / h, 0, 0.020 / h);
glTranslatef(-t->tsnap.snapPoint[0], -t->tsnap.snapPoint[1], 0.0f);
setlinestyle(0);
#endif
}
}
else if (t->spacetype == SPACE_NODE) {
if (validSnap(t)) {
ARegion *ar = CTX_wm_region(C);
TransSnapPoint *p;
float size;
size = 2.5f * UI_GetThemeValuef(TH_VERTEX_SIZE);
glEnable(GL_BLEND);
for (p = t->tsnap.points.first; p; p = p->next) {
if (p == t->tsnap.selectedPoint) {
glColor4ubv(selectedCol);
}
else {
glColor4ubv(col);
}
ED_node_draw_snap(&ar->v2d, p->co, size, 0);
}
if (t->tsnap.status & POINT_INIT) {
glColor4ubv(activeCol);
ED_node_draw_snap(&ar->v2d, t->tsnap.snapPoint, size, t->tsnap.snapNodeBorder);
}
glDisable(GL_BLEND);
}
}
}
eRedrawFlag handleSnapping(TransInfo *t, const wmEvent *event)
{
eRedrawFlag status = TREDRAW_NOTHING;
#if 0 // XXX need a proper selector for all snap mode
if (BIF_snappingSupported(t->obedit) && event->type == TABKEY && event->shift) {
/* toggle snap and reinit */
t->settings->snap_flag ^= SCE_SNAP;
initSnapping(t, NULL);
status = TREDRAW_HARD;
}
#endif
if (event->type == MOUSEMOVE) {
status |= updateSelectedSnapPoint(t);
}
return status;
}
void applyProject(TransInfo *t)
{
/* XXX FLICKER IN OBJECT MODE */
if ((t->tsnap.project) && activeSnap(t) && (t->flag & T_NO_PROJECT) == 0) {
TransData *td = t->data;
float tvec[3];
float imat[4][4];
int i;
2012-06-10 22:13:17 +00:00
if (t->flag & (T_EDIT | T_POSE)) {
Object *ob = t->obedit ? t->obedit : t->poseobj;
invert_m4_m4(imat, ob->obmat);
}
2012-06-10 22:13:17 +00:00
for (i = 0; i < t->total; i++, td++) {
float iloc[3], loc[3], no[3];
float mval_fl[2];
float dist_px = TRANSFORM_DIST_MAX_PX;
if (td->flag & TD_NOACTION)
break;
if (td->flag & TD_SKIP)
continue;
if ((t->flag & T_PROP_EDIT) && (td->factor == 0.0f))
continue;
copy_v3_v3(iloc, td->loc);
2012-06-10 22:13:17 +00:00
if (t->flag & (T_EDIT | T_POSE)) {
Object *ob = t->obedit ? t->obedit : t->poseobj;
mul_m4_v3(ob->obmat, iloc);
}
2012-03-07 04:53:43 +00:00
else if (t->flag & T_OBJECT) {
Threaded object update and EvaluationContext Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
2013-12-26 17:24:42 +06:00
/* TODO(sergey): Ideally force update is not needed here. */
2012-06-10 22:13:17 +00:00
td->ob->recalc |= OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME;
Threaded object update and EvaluationContext Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
2013-12-26 17:24:42 +06:00
BKE_object_handle_update(G.main->eval_ctx, t->scene, td->ob);
copy_v3_v3(iloc, td->ob->obmat[3]);
}
if (ED_view3d_project_float_global(t->ar, iloc, mval_fl, V3D_PROJ_TEST_NOP) == V3D_PROJ_RET_OK) {
if (snapObjectsTransform(t, mval_fl, &dist_px, loc, no, t->tsnap.modeSelect)) {
// if (t->flag & (T_EDIT|T_POSE)) {
// mul_m4_v3(imat, loc);
// }
sub_v3_v3v3(tvec, loc, iloc);
mul_m3_v3(td->smtx, tvec);
add_v3_v3(td->loc, tvec);
if (t->tsnap.align && (t->flag & T_OBJECT)) {
/* handle alignment as well */
const float *original_normal;
float mat[3][3];
float totmat[3][3], smat[3][3];
float eul[3], fmat[3][3];
float obmat[3][3];
/* In pose mode, we want to align normals with Y axis of bones... */
original_normal = td->axismtx[2];
rotation_between_vecs_to_mat3(mat, original_normal, no);
mul_m3_m3m3(totmat, mat, td->mtx);
mul_m3_m3m3(smat, td->smtx, totmat);
/* calculate the total rotatation in eulers */
add_v3_v3v3(eul, td->ext->irot, td->ext->drot); /* we have to correct for delta rot */
eulO_to_mat3(obmat, eul, td->ext->rotOrder);
/* mat = transform, obmat = object rotation */
mul_m3_m3m3(fmat, smat, obmat);
mat3_to_compatible_eulO(eul, td->ext->rot, td->ext->rotOrder, fmat);
/* correct back for delta rot */
sub_v3_v3v3(eul, eul, td->ext->drot);
/* and apply */
copy_v3_v3(td->ext->rot, eul);
/* TODO support constraints for rotation too? see ElementRotation */
}
}
}
//XXX constraintTransLim(t, td);
}
}
}
void applyGridAbsolute(TransInfo *t)
{
float grid_size = 0.0f;
GearsType grid_action;
TransData *td;
float (*obmat)[4] = NULL;
bool use_obmat = false;
int i;
if (!(activeSnap(t) && (t->tsnap.mode == SCE_SNAP_MODE_GRID)))
return;
grid_action = BIG_GEARS;
if (t->modifiers & MOD_PRECISION)
grid_action = SMALL_GEARS;
switch (grid_action) {
case NO_GEARS: grid_size = t->snap[0]; break;
case BIG_GEARS: grid_size = t->snap[1]; break;
case SMALL_GEARS: grid_size = t->snap[2]; break;
}
/* early exit on unusable grid size */
if (grid_size == 0.0f)
return;
if (t->flag & (T_EDIT | T_POSE)) {
Object *ob = t->obedit ? t->obedit : t->poseobj;
obmat = ob->obmat;
use_obmat = true;
}
for (i = 0, td = t->data; i < t->total; i++, td++) {
float iloc[3], loc[3], tvec[3];
if (td->flag & TD_NOACTION)
break;
if (td->flag & TD_SKIP)
continue;
if ((t->flag & T_PROP_EDIT) && (td->factor == 0.0f))
continue;
copy_v3_v3(iloc, td->loc);
if (use_obmat) {
mul_m4_v3(obmat, iloc);
}
else if (t->flag & T_OBJECT) {
td->ob->recalc |= OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME;
Threaded object update and EvaluationContext Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
2013-12-26 17:24:42 +06:00
BKE_object_handle_update(G.main->eval_ctx, t->scene, td->ob);
copy_v3_v3(iloc, td->ob->obmat[3]);
}
2013-11-17 22:00:57 +11:00
mul_v3_v3fl(loc, iloc, 1.0f / grid_size);
loc[0] = roundf(loc[0]);
loc[1] = roundf(loc[1]);
loc[2] = roundf(loc[2]);
mul_v3_fl(loc, grid_size);
sub_v3_v3v3(tvec, loc, iloc);
mul_m3_v3(td->smtx, tvec);
add_v3_v3(td->loc, tvec);
}
}
void applySnapping(TransInfo *t, float *vec)
{
/* project is not applied this way */
if (t->tsnap.project)
return;
if (t->tsnap.status & SNAP_FORCED) {
t->tsnap.targetSnap(t);
t->tsnap.applySnap(t, vec);
}
else if (!ELEM(t->tsnap.mode, SCE_SNAP_MODE_INCREMENT, SCE_SNAP_MODE_GRID) && activeSnap(t)) {
double current = PIL_check_seconds_timer();
// Time base quirky code to go around findnearest slowness
/* !TODO! add exception for object mode, no need to slow it down then */
if (current - t->tsnap.last >= 0.01) {
t->tsnap.calcSnap(t, vec);
t->tsnap.targetSnap(t);
t->tsnap.last = current;
}
if (validSnap(t)) {
t->tsnap.applySnap(t, vec);
}
}
}
void resetSnapping(TransInfo *t)
{
t->tsnap.status = 0;
t->tsnap.align = false;
t->tsnap.project = 0;
t->tsnap.mode = 0;
t->tsnap.modeSelect = 0;
t->tsnap.target = 0;
t->tsnap.last = 0;
t->tsnap.applySnap = NULL;
t->tsnap.snapNormal[0] = 0;
t->tsnap.snapNormal[1] = 0;
t->tsnap.snapNormal[2] = 0;
t->tsnap.snapNodeBorder = 0;
}
bool usingSnappingNormal(TransInfo *t)
{
return t->tsnap.align;
}
bool validSnappingNormal(TransInfo *t)
{
if (validSnap(t)) {
if (!is_zero_v3(t->tsnap.snapNormal)) {
return true;
}
}
return false;
}
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 */
t->tsnap.project = 0;
t->tsnap.mode = ts->snap_node_mode;
}
else if (t->spacetype == SPACE_IMAGE) {
/* force project off when not supported */
t->tsnap.project = 0;
t->tsnap.mode = ts->snap_uv_mode;
}
else {
/* force project off when not supported */
if (ts->snap_mode != SCE_SNAP_MODE_FACE)
t->tsnap.project = 0;
t->tsnap.mode = ts->snap_mode;
}
if ((t->spacetype == SPACE_VIEW3D || t->spacetype == SPACE_IMAGE) && /* Only 3D view or UV */
(t->flag & T_CAMERA) == 0) /* Not with camera selected in camera view */
{
setSnappingCallback(t);
/* Edit mode */
if (t->tsnap.applySnap != NULL && // A snapping function actually exist
(obedit != NULL && ELEM(obedit->type, OB_MESH, OB_ARMATURE, OB_CURVE, OB_LATTICE, OB_MBALL)) ) // Temporary limited to edit mode meshes, armature, curves, mballs
{
/* Exclude editmesh if using proportional edit */
if ((obedit->type == OB_MESH) && (t->flag & T_PROP_EDIT)) {
t->tsnap.modeSelect = SNAP_NOT_OBEDIT;
}
else {
t->tsnap.modeSelect = t->tsnap.snap_self ? SNAP_ALL : SNAP_NOT_OBEDIT;
}
}
/* Particles edit mode*/
else if (t->tsnap.applySnap != NULL && // A snapping function actually exist
(obedit == NULL && base_act && base_act->object && base_act->object->mode & OB_MODE_PARTICLE_EDIT))
{
t->tsnap.modeSelect = SNAP_ALL;
}
/* Object mode */
else if (t->tsnap.applySnap != NULL && // A snapping function actually exist
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(obedit == NULL) ) // Object Mode
{
t->tsnap.modeSelect = SNAP_NOT_SELECTED;
}
else {
/* Grid if snap is not possible */
t->tsnap.mode = SCE_SNAP_MODE_INCREMENT;
}
}
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else if (t->spacetype == SPACE_NODE) {
setSnappingCallback(t);
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if (t->tsnap.applySnap != NULL) {
t->tsnap.modeSelect = SNAP_NOT_SELECTED;
}
else {
/* Grid if snap is not possible */
t->tsnap.mode = SCE_SNAP_MODE_INCREMENT;
}
}
else if (t->spacetype == SPACE_SEQ) {
/* We do our own snapping currently, so nothing here */
t->tsnap.mode = SCE_SNAP_MODE_GRID; /* Dummy, should we rather add a NOP mode? */
}
else {
/* Always grid outside of 3D view */
t->tsnap.mode = SCE_SNAP_MODE_INCREMENT;
}
}
void initSnapping(TransInfo *t, wmOperator *op)
{
ToolSettings *ts = t->settings;
short snap_target = t->settings->snap_target;
resetSnapping(t);
/* if snap property exists */
if (op && RNA_struct_find_property(op->ptr, "snap") && RNA_struct_property_is_set(op->ptr, "snap")) {
if (RNA_boolean_get(op->ptr, "snap")) {
t->modifiers |= MOD_SNAP;
if (RNA_struct_property_is_set(op->ptr, "snap_target")) {
snap_target = RNA_enum_get(op->ptr, "snap_target");
}
if (RNA_struct_property_is_set(op->ptr, "snap_point")) {
RNA_float_get_array(op->ptr, "snap_point", t->tsnap.snapPoint);
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t->tsnap.status |= SNAP_FORCED | POINT_INIT;
}
/* snap align only defined in specific cases */
if (RNA_struct_find_property(op->ptr, "snap_align")) {
t->tsnap.align = RNA_boolean_get(op->ptr, "snap_align");
RNA_float_get_array(op->ptr, "snap_normal", t->tsnap.snapNormal);
normalize_v3(t->tsnap.snapNormal);
}
if (RNA_struct_find_property(op->ptr, "use_snap_project")) {
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t->tsnap.project = RNA_boolean_get(op->ptr, "use_snap_project");
}
if (RNA_struct_find_property(op->ptr, "use_snap_self")) {
t->tsnap.snap_self = RNA_boolean_get(op->ptr, "use_snap_self");
}
}
}
/* use scene defaults only when transform is modal */
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else if (t->flag & T_MODAL) {
if (ELEM(t->spacetype, SPACE_VIEW3D, SPACE_IMAGE, SPACE_NODE)) {
if (ts->snap_flag & SCE_SNAP) {
t->modifiers |= MOD_SNAP;
}
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t->tsnap.align = ((t->settings->snap_flag & SCE_SNAP_ROTATE) != 0);
t->tsnap.project = ((t->settings->snap_flag & SCE_SNAP_PROJECT) != 0);
t->tsnap.snap_self = !((t->settings->snap_flag & SCE_SNAP_NO_SELF) != 0);
t->tsnap.peel = ((t->settings->snap_flag & SCE_SNAP_PROJECT) != 0);
}
}
t->tsnap.target = snap_target;
initSnappingMode(t);
}
static void setSnappingCallback(TransInfo *t)
{
t->tsnap.calcSnap = CalcSnapGeometry;
switch (t->tsnap.target) {
case SCE_SNAP_TARGET_CLOSEST:
t->tsnap.targetSnap = TargetSnapClosest;
break;
case SCE_SNAP_TARGET_CENTER:
t->tsnap.targetSnap = TargetSnapCenter;
break;
case SCE_SNAP_TARGET_MEDIAN:
t->tsnap.targetSnap = TargetSnapMedian;
break;
case SCE_SNAP_TARGET_ACTIVE:
t->tsnap.targetSnap = TargetSnapActive;
break;
}
switch (t->mode) {
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case TFM_TRANSLATION:
t->tsnap.applySnap = ApplySnapTranslation;
t->tsnap.distance = TranslationBetween;
break;
case TFM_ROTATION:
t->tsnap.applySnap = ApplySnapRotation;
t->tsnap.distance = RotationBetween;
// Can't do TARGET_CENTER with rotation, use TARGET_MEDIAN instead
if (t->tsnap.target == SCE_SNAP_TARGET_CENTER) {
t->tsnap.target = SCE_SNAP_TARGET_MEDIAN;
t->tsnap.targetSnap = TargetSnapMedian;
}
break;
case TFM_RESIZE:
t->tsnap.applySnap = ApplySnapResize;
t->tsnap.distance = ResizeBetween;
// Can't do TARGET_CENTER with resize, use TARGET_MEDIAN instead
if (t->tsnap.target == SCE_SNAP_TARGET_CENTER) {
t->tsnap.target = SCE_SNAP_TARGET_MEDIAN;
t->tsnap.targetSnap = TargetSnapMedian;
}
break;
default:
t->tsnap.applySnap = NULL;
break;
}
}
void addSnapPoint(TransInfo *t)
{
/* Currently only 3D viewport works for snapping points. */
if (t->tsnap.status & POINT_INIT && t->spacetype == SPACE_VIEW3D) {
TransSnapPoint *p = MEM_callocN(sizeof(TransSnapPoint), "SnapPoint");
t->tsnap.selectedPoint = p;
copy_v3_v3(p->co, t->tsnap.snapPoint);
BLI_addtail(&t->tsnap.points, p);
t->tsnap.status |= MULTI_POINTS;
}
}
eRedrawFlag updateSelectedSnapPoint(TransInfo *t)
{
eRedrawFlag status = TREDRAW_NOTHING;
if (t->tsnap.status & MULTI_POINTS) {
TransSnapPoint *p, *closest_p = NULL;
float dist_min_sq = TRANSFORM_SNAP_MAX_PX;
const float mval_fl[2] = {t->mval[0], t->mval[1]};
float screen_loc[2];
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for (p = t->tsnap.points.first; p; p = p->next) {
float dist_sq;
if (ED_view3d_project_float_global(t->ar, p->co, screen_loc, V3D_PROJ_TEST_NOP) != V3D_PROJ_RET_OK) {
continue;
}
dist_sq = len_squared_v2v2(mval_fl, screen_loc);
if (dist_sq < dist_min_sq) {
closest_p = p;
dist_min_sq = dist_sq;
}
}
if (closest_p) {
if (t->tsnap.selectedPoint != closest_p) {
status = TREDRAW_HARD;
}
t->tsnap.selectedPoint = closest_p;
}
}
return status;
}
void removeSnapPoint(TransInfo *t)
{
if (t->tsnap.status & MULTI_POINTS) {
updateSelectedSnapPoint(t);
if (t->tsnap.selectedPoint) {
BLI_freelinkN(&t->tsnap.points, t->tsnap.selectedPoint);
if (BLI_listbase_is_empty(&t->tsnap.points)) {
t->tsnap.status &= ~MULTI_POINTS;
}
t->tsnap.selectedPoint = NULL;
}
}
}
void getSnapPoint(TransInfo *t, float vec[3])
{
if (t->tsnap.points.first) {
TransSnapPoint *p;
int total = 0;
vec[0] = vec[1] = vec[2] = 0;
for (p = t->tsnap.points.first; p; p = p->next, total++) {
add_v3_v3(vec, p->co);
}
if (t->tsnap.status & POINT_INIT) {
add_v3_v3(vec, t->tsnap.snapPoint);
total++;
}
mul_v3_fl(vec, 1.0f / total);
}
else {
copy_v3_v3(vec, t->tsnap.snapPoint);
}
}
/********************** APPLY **************************/
static void ApplySnapTranslation(TransInfo *t, float vec[3])
{
float point[3];
getSnapPoint(t, point);
if (t->spacetype == SPACE_NODE) {
char border = t->tsnap.snapNodeBorder;
if (border & (NODE_LEFT | NODE_RIGHT))
vec[0] = point[0] - t->tsnap.snapTarget[0];
if (border & (NODE_BOTTOM | NODE_TOP))
vec[1] = point[1] - t->tsnap.snapTarget[1];
}
else {
sub_v3_v3v3(vec, point, t->tsnap.snapTarget);
}
}
static void ApplySnapRotation(TransInfo *t, float *value)
{
if (t->tsnap.target == SCE_SNAP_TARGET_CLOSEST) {
*value = t->tsnap.dist;
}
else {
float point[3];
getSnapPoint(t, point);
*value = RotationBetween(t, t->tsnap.snapTarget, point);
}
}
static void ApplySnapResize(TransInfo *t, float vec[3])
{
if (t->tsnap.target == SCE_SNAP_TARGET_CLOSEST) {
vec[0] = vec[1] = vec[2] = t->tsnap.dist;
}
else {
float point[3];
getSnapPoint(t, point);
vec[0] = vec[1] = vec[2] = ResizeBetween(t, t->tsnap.snapTarget, point);
}
}
/********************** DISTANCE **************************/
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static float TranslationBetween(TransInfo *UNUSED(t), const float p1[3], const float p2[3])
{
return len_v3v3(p1, p2);
}
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static float RotationBetween(TransInfo *t, const float p1[3], const float p2[3])
{
float angle, start[3], end[3];
sub_v3_v3v3(start, p1, t->center_global);
sub_v3_v3v3(end, p2, t->center_global);
// Angle around a constraint axis (error prone, will need debug)
if (t->con.applyRot != NULL && (t->con.mode & CON_APPLY)) {
float axis[3], tmp[3];
t->con.applyRot(t, NULL, axis, NULL);
project_v3_v3v3(tmp, end, axis);
sub_v3_v3v3(end, end, tmp);
project_v3_v3v3(tmp, start, axis);
sub_v3_v3v3(start, start, tmp);
normalize_v3(end);
normalize_v3(start);
cross_v3_v3v3(tmp, start, end);
if (dot_v3v3(tmp, axis) < 0.0f)
angle = -acosf(dot_v3v3(start, end));
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else
angle = acosf(dot_v3v3(start, end));
}
else {
float mtx[3][3];
copy_m3_m4(mtx, t->viewmat);
mul_m3_v3(mtx, end);
mul_m3_v3(mtx, start);
angle = atan2f(start[1], start[0]) - atan2f(end[1], end[0]);
}
if (angle > (float)M_PI) {
angle = angle - 2 * (float)M_PI;
}
else if (angle < -((float)M_PI)) {
angle = 2.0f * (float)M_PI + angle;
}
return angle;
}
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static float ResizeBetween(TransInfo *t, const float p1[3], const float p2[3])
{
float d1[3], d2[3], len_d1;
sub_v3_v3v3(d1, p1, t->center_global);
sub_v3_v3v3(d2, p2, t->center_global);
if (t->con.applyRot != NULL && (t->con.mode & CON_APPLY)) {
mul_m3_v3(t->con.pmtx, d1);
mul_m3_v3(t->con.pmtx, d2);
}
len_d1 = len_v3(d1);
return len_d1 != 0.0f ? len_v3(d2) / len_d1 : 1;
}
/********************** CALC **************************/
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static void UNUSED_FUNCTION(CalcSnapGrid) (TransInfo *t, float *UNUSED(vec))
{
snapGridIncrementAction(t, t->tsnap.snapPoint, BIG_GEARS);
}
static void CalcSnapGeometry(TransInfo *t, float *UNUSED(vec))
{
if (t->spacetype == SPACE_VIEW3D) {
float loc[3];
float no[3];
float mval[2];
bool found = false;
float dist_px = SNAP_MIN_DISTANCE; // Use a user defined value here
mval[0] = t->mval[0];
mval[1] = t->mval[1];
if (t->tsnap.mode == SCE_SNAP_MODE_VOLUME) {
ListBase depth_peels;
DepthPeel *p1, *p2;
const float *last_p = NULL;
float max_dist = FLT_MAX;
float p[3] = {0.0f, 0.0f, 0.0f};
BLI_listbase_clear(&depth_peels);
peelObjectsTransForm(t, &depth_peels, mval, t->tsnap.modeSelect);
// if (LAST_SNAP_POINT_VALID)
// {
// last_p = LAST_SNAP_POINT;
// }
// else
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{
last_p = t->tsnap.snapPoint;
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}
for (p1 = depth_peels.first; p1; p1 = p1->next) {
if (p1->flag == 0) {
float vec[3];
float new_dist;
p2 = NULL;
p1->flag = 1;
/* if peeling objects, take the first and last from each object */
if (t->settings->snap_flag & SCE_SNAP_PEEL_OBJECT) {
DepthPeel *peel;
for (peel = p1->next; peel; peel = peel->next) {
if (peel->ob == p1->ob) {
peel->flag = 1;
p2 = peel;
}
}
}
/* otherwise, pair first with second and so on */
else {
for (p2 = p1->next; p2 && p2->ob != p1->ob; p2 = p2->next) {
/* nothing to do here */
}
}
if (p2) {
p2->flag = 1;
add_v3_v3v3(vec, p1->p, p2->p);
mul_v3_fl(vec, 0.5f);
}
else {
copy_v3_v3(vec, p1->p);
}
if (last_p == NULL) {
copy_v3_v3(p, vec);
max_dist = 0;
break;
}
new_dist = len_v3v3(last_p, vec);
if (new_dist < max_dist) {
copy_v3_v3(p, vec);
max_dist = new_dist;
}
}
}
if (max_dist != FLT_MAX) {
copy_v3_v3(loc, p);
/* XXX, is there a correct normal in this case ???, for now just z up */
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no[0] = 0.0;
no[1] = 0.0;
no[2] = 1.0;
found = true;
}
BLI_freelistN(&depth_peels);
}
else {
found = snapObjectsTransform(t, mval, &dist_px, loc, no, t->tsnap.modeSelect);
}
if (found == true) {
float tangent[3];
sub_v2_v2v2(tangent, loc, t->tsnap.snapPoint);
tangent[2] = 0.0f;
if (!is_zero_v3(tangent)) {
copy_v3_v3(t->tsnap.snapTangent, tangent);
}
copy_v3_v3(t->tsnap.snapPoint, loc);
copy_v3_v3(t->tsnap.snapNormal, no);
t->tsnap.status |= POINT_INIT;
}
else {
t->tsnap.status &= ~POINT_INIT;
}
}
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else if (t->spacetype == SPACE_IMAGE && t->obedit != NULL && t->obedit->type == OB_MESH) {
/* same as above but for UV's */
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Image *ima = ED_space_image(t->sa->spacedata.first);
float co[2];
UI_view2d_region_to_view(&t->ar->v2d, t->mval[0], t->mval[1], &co[0], &co[1]);
if (ED_uvedit_nearest_uv(t->scene, t->obedit, ima, co, t->tsnap.snapPoint)) {
t->tsnap.snapPoint[0] *= t->aspect[0];
t->tsnap.snapPoint[1] *= t->aspect[1];
t->tsnap.status |= POINT_INIT;
}
else {
t->tsnap.status &= ~POINT_INIT;
}
}
else if (t->spacetype == SPACE_NODE) {
float loc[2];
float dist_px = SNAP_MIN_DISTANCE; // Use a user defined value here
char node_border;
if (snapNodesTransform(t, t->mval, &dist_px, loc, &node_border, t->tsnap.modeSelect)) {
copy_v2_v2(t->tsnap.snapPoint, loc);
t->tsnap.snapNodeBorder = node_border;
t->tsnap.status |= POINT_INIT;
}
else {
t->tsnap.status &= ~POINT_INIT;
}
}
}
/********************** TARGET **************************/
static void TargetSnapOffset(TransInfo *t, TransData *td)
{
if (t->spacetype == SPACE_NODE && td != NULL) {
bNode *node = td->extra;
char border = t->tsnap.snapNodeBorder;
float width = BLI_rctf_size_x(&node->totr);
float height = BLI_rctf_size_y(&node->totr);
#ifdef USE_NODE_CENTER
if (border & NODE_LEFT)
t->tsnap.snapTarget[0] -= 0.5f * width;
if (border & NODE_RIGHT)
t->tsnap.snapTarget[0] += 0.5f * width;
if (border & NODE_BOTTOM)
t->tsnap.snapTarget[1] -= 0.5f * height;
if (border & NODE_TOP)
t->tsnap.snapTarget[1] += 0.5f * height;
#else
if (border & NODE_LEFT)
t->tsnap.snapTarget[0] -= 0.0f;
if (border & NODE_RIGHT)
t->tsnap.snapTarget[0] += width;
if (border & NODE_BOTTOM)
t->tsnap.snapTarget[1] -= height;
if (border & NODE_TOP)
t->tsnap.snapTarget[1] += 0.0f;
#endif
}
}
static void TargetSnapCenter(TransInfo *t)
{
/* Only need to calculate once */
if ((t->tsnap.status & TARGET_INIT) == 0) {
copy_v3_v3(t->tsnap.snapTarget, t->center_global);
TargetSnapOffset(t, NULL);
t->tsnap.status |= TARGET_INIT;
}
}
static void TargetSnapActive(TransInfo *t)
{
/* Only need to calculate once */
if ((t->tsnap.status & TARGET_INIT) == 0) {
if (calculateCenterActive(t, true, t->tsnap.snapTarget)) {
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if (t->flag & (T_EDIT | T_POSE)) {
Object *ob = t->obedit ? t->obedit : t->poseobj;
mul_m4_v3(ob->obmat, t->tsnap.snapTarget);
}
TargetSnapOffset(t, NULL);
t->tsnap.status |= TARGET_INIT;
}
/* No active, default to median */
else {
t->tsnap.target = SCE_SNAP_TARGET_MEDIAN;
t->tsnap.targetSnap = TargetSnapMedian;
TargetSnapMedian(t);
}
}
}
static void TargetSnapMedian(TransInfo *t)
{
// Only need to calculate once
if ((t->tsnap.status & TARGET_INIT) == 0) {
TransData *td = NULL;
int i;
t->tsnap.snapTarget[0] = 0;
t->tsnap.snapTarget[1] = 0;
t->tsnap.snapTarget[2] = 0;
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for (td = t->data, i = 0; i < t->total && td->flag & TD_SELECTED; i++, td++) {
add_v3_v3(t->tsnap.snapTarget, td->center);
}
mul_v3_fl(t->tsnap.snapTarget, 1.0 / i);
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if (t->flag & (T_EDIT | T_POSE)) {
Object *ob = t->obedit ? t->obedit : t->poseobj;
mul_m4_v3(ob->obmat, t->tsnap.snapTarget);
}
TargetSnapOffset(t, NULL);
t->tsnap.status |= TARGET_INIT;
}
}
static void TargetSnapClosest(TransInfo *t)
{
// Only valid if a snap point has been selected
if (t->tsnap.status & POINT_INIT) {
TransData *closest = NULL, *td = NULL;
/* Object mode */
if (t->flag & T_OBJECT) {
int i;
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for (td = t->data, i = 0; i < t->total && td->flag & TD_SELECTED; i++, td++) {
struct BoundBox *bb = BKE_object_boundbox_get(td->ob);
/* use boundbox if possible */
if (bb) {
int j;
for (j = 0; j < 8; j++) {
float loc[3];
float dist;
copy_v3_v3(loc, bb->vec[j]);
mul_m4_v3(td->ext->obmat, loc);
dist = t->tsnap.distance(t, loc, t->tsnap.snapPoint);
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if (closest == NULL || fabsf(dist) < fabsf(t->tsnap.dist)) {
copy_v3_v3(t->tsnap.snapTarget, loc);
closest = td;
t->tsnap.dist = dist;
}
}
}
/* use element center otherwise */
else {
float loc[3];
float dist;
copy_v3_v3(loc, td->center);
dist = t->tsnap.distance(t, loc, t->tsnap.snapPoint);
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if (closest == NULL || fabsf(dist) < fabsf(t->tsnap.dist)) {
copy_v3_v3(t->tsnap.snapTarget, loc);
closest = td;
t->tsnap.dist = dist;
}
}
}
}
else {
int i;
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for (td = t->data, i = 0; i < t->total && td->flag & TD_SELECTED; i++, td++) {
float loc[3];
float dist;
copy_v3_v3(loc, td->center);
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if (t->flag & (T_EDIT | T_POSE)) {
Object *ob = t->obedit ? t->obedit : t->poseobj;
mul_m4_v3(ob->obmat, loc);
}
dist = t->tsnap.distance(t, loc, t->tsnap.snapPoint);
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if (closest == NULL || fabsf(dist) < fabsf(t->tsnap.dist)) {
copy_v3_v3(t->tsnap.snapTarget, loc);
closest = td;
t->tsnap.dist = dist;
}
}
}
TargetSnapOffset(t, closest);
t->tsnap.status |= TARGET_INIT;
}
}
static bool snapEdge(ARegion *ar, const float v1co[3], const short v1no[3], const float v2co[3], const short v2no[3], float obmat[4][4], float timat[3][3],
const float ray_start[3], const float ray_start_local[3], const float ray_normal_local[3], const float mval_fl[2],
float r_loc[3], float r_no[3], float *r_dist_px, float *r_depth)
{
float intersect[3] = {0, 0, 0}, ray_end[3], dvec[3];
int result;
bool retval = false;
copy_v3_v3(ray_end, ray_normal_local);
mul_v3_fl(ray_end, 2000);
add_v3_v3v3(ray_end, ray_start_local, ray_end);
result = isect_line_line_v3(v1co, v2co, ray_start_local, ray_end, intersect, dvec); /* dvec used but we don't care about result */
if (result) {
float edge_loc[3], vec[3];
float mul;
/* check for behind ray_start */
sub_v3_v3v3(dvec, intersect, ray_start_local);
sub_v3_v3v3(edge_loc, v1co, v2co);
sub_v3_v3v3(vec, intersect, v2co);
mul = dot_v3v3(vec, edge_loc) / dot_v3v3(edge_loc, edge_loc);
if (mul > 1) {
mul = 1;
copy_v3_v3(intersect, v1co);
}
else if (mul < 0) {
mul = 0;
copy_v3_v3(intersect, v2co);
}
if (dot_v3v3(ray_normal_local, dvec) > 0) {
float location[3];
float new_depth;
float screen_loc[2];
float new_dist;
copy_v3_v3(location, intersect);
mul_m4_v3(obmat, location);
new_depth = len_v3v3(location, ray_start);
if (ED_view3d_project_float_global(ar, location, screen_loc, V3D_PROJ_TEST_NOP) == V3D_PROJ_RET_OK) {
new_dist = len_manhattan_v2v2(mval_fl, screen_loc);
}
else {
new_dist = TRANSFORM_DIST_MAX_PX;
}
/* 10% threshold if edge is closer but a bit further
* this takes care of series of connected edges a bit slanted w.r.t the viewport
* otherwise, it would stick to the verts of the closest edge and not slide along merrily
* */
if (new_dist <= *r_dist_px && new_depth < *r_depth * 1.001f) {
float n1[3], n2[3];
*r_depth = new_depth;
retval = true;
sub_v3_v3v3(edge_loc, v1co, v2co);
sub_v3_v3v3(vec, intersect, v2co);
mul = dot_v3v3(vec, edge_loc) / dot_v3v3(edge_loc, edge_loc);
if (r_no) {
normal_short_to_float_v3(n1, v1no);
normal_short_to_float_v3(n2, v2no);
interp_v3_v3v3(r_no, n2, n1, mul);
mul_m3_v3(timat, r_no);
normalize_v3(r_no);
}
copy_v3_v3(r_loc, location);
*r_dist_px = new_dist;
}
}
}
return retval;
}
static bool snapVertex(ARegion *ar, const float vco[3], const short vno[3], float obmat[4][4], float timat[3][3],
const float ray_start[3], const float ray_start_local[3], const float ray_normal_local[3], const float mval_fl[2],
float r_loc[3], float r_no[3], float *r_dist_px, float *r_depth)
{
bool retval = false;
float dvec[3];
sub_v3_v3v3(dvec, vco, ray_start_local);
if (dot_v3v3(ray_normal_local, dvec) > 0) {
float location[3];
float new_depth;
float screen_loc[2];
float new_dist;
copy_v3_v3(location, vco);
mul_m4_v3(obmat, location);
new_depth = len_v3v3(location, ray_start);
if (ED_view3d_project_float_global(ar, location, screen_loc, V3D_PROJ_TEST_NOP) == V3D_PROJ_RET_OK) {
new_dist = len_manhattan_v2v2(mval_fl, screen_loc);
}
else {
new_dist = TRANSFORM_DIST_MAX_PX;
}
if (new_dist <= *r_dist_px && new_depth < *r_depth) {
*r_depth = new_depth;
retval = true;
copy_v3_v3(r_loc, location);
if (r_no) {
normal_short_to_float_v3(r_no, vno);
mul_m3_v3(timat, r_no);
normalize_v3(r_no);
}
*r_dist_px = new_dist;
}
}
return retval;
}
static bool snapArmature(short snap_mode, ARegion *ar, Object *ob, bArmature *arm, float obmat[4][4],
const float ray_start[3], const float ray_normal[3], const float mval[2],
float r_loc[3], float *UNUSED(r_no), float *r_dist_px, float *r_depth)
{
float imat[4][4];
float ray_start_local[3], ray_normal_local[3];
bool retval = false;
invert_m4_m4(imat, obmat);
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mul_v3_m4v3(ray_start_local, imat, ray_start);
mul_v3_mat3_m4v3(ray_normal_local, imat, ray_normal);
if (arm->edbo) {
EditBone *eBone;
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for (eBone = arm->edbo->first; eBone; eBone = eBone->next) {
if (eBone->layer & arm->layer) {
/* skip hidden or moving (selected) bones */
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if ((eBone->flag & (BONE_HIDDEN_A | BONE_ROOTSEL | BONE_TIPSEL)) == 0) {
switch (snap_mode) {
case SCE_SNAP_MODE_VERTEX:
retval |= snapVertex(ar, eBone->head, NULL, obmat, NULL, ray_start, ray_start_local, ray_normal_local, mval, r_loc, NULL, r_dist_px, r_depth);
retval |= snapVertex(ar, eBone->tail, NULL, obmat, NULL, ray_start, ray_start_local, ray_normal_local, mval, r_loc, NULL, r_dist_px, r_depth);
break;
case SCE_SNAP_MODE_EDGE:
retval |= snapEdge(ar, eBone->head, NULL, eBone->tail, NULL, obmat, NULL, ray_start, ray_start_local, ray_normal_local, mval, r_loc, NULL, r_dist_px, r_depth);
break;
}
}
}
}
}
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else if (ob->pose && ob->pose->chanbase.first) {
bPoseChannel *pchan;
Bone *bone;
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for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
bone = pchan->bone;
/* skip hidden bones */
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if (bone && !(bone->flag & (BONE_HIDDEN_P | BONE_HIDDEN_PG))) {
const float *head_vec = pchan->pose_head;
const float *tail_vec = pchan->pose_tail;
switch (snap_mode) {
case SCE_SNAP_MODE_VERTEX:
retval |= snapVertex(ar, head_vec, NULL, obmat, NULL, ray_start, ray_start_local, ray_normal_local, mval, r_loc, NULL, r_dist_px, r_depth);
retval |= snapVertex(ar, tail_vec, NULL, obmat, NULL, ray_start, ray_start_local, ray_normal_local, mval, r_loc, NULL, r_dist_px, r_depth);
break;
case SCE_SNAP_MODE_EDGE:
retval |= snapEdge(ar, head_vec, NULL, tail_vec, NULL, obmat, NULL, ray_start, ray_start_local, ray_normal_local, mval, r_loc, NULL, r_dist_px, r_depth);
break;
}
}
}
}
return retval;
}
static bool snapCurve(short snap_mode, ARegion *ar, Object *ob, Curve *cu, float obmat[4][4],
const float ray_start[3], const float ray_normal[3], const float mval[2],
float r_loc[3], float *UNUSED(r_no), float *r_dist_px, float *r_depth)
{
float imat[4][4];
float ray_start_local[3], ray_normal_local[3];
bool retval = false;
int u;
Nurb *nu;
/* only vertex snapping mode (eg control points and handles) supported for now) */
if (snap_mode != SCE_SNAP_MODE_VERTEX) {
return retval;
}
invert_m4_m4(imat, obmat);
copy_v3_v3(ray_start_local, ray_start);
copy_v3_v3(ray_normal_local, ray_normal);
mul_m4_v3(imat, ray_start_local);
mul_mat3_m4_v3(imat, ray_normal_local);
for (nu = (ob->mode == OB_MODE_EDIT ? cu->editnurb->nurbs.first : cu->nurb.first); nu; nu = nu->next) {
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for (u = 0; u < nu->pntsu; u++) {
switch (snap_mode) {
case SCE_SNAP_MODE_VERTEX:
{
if (ob->mode == OB_MODE_EDIT) {
if (nu->bezt) {
/* don't snap to selected (moving) or hidden */
if (nu->bezt[u].f2 & SELECT || nu->bezt[u].hide != 0) {
break;
}
retval |= snapVertex(ar, nu->bezt[u].vec[1], NULL, obmat, NULL, ray_start, ray_start_local, ray_normal_local, mval, r_loc, NULL, r_dist_px, r_depth);
/* don't snap if handle is selected (moving), or if it is aligning to a moving handle */
if (!(nu->bezt[u].f1 & SELECT) && !(nu->bezt[u].h1 & HD_ALIGN && nu->bezt[u].f3 & SELECT)) {
retval |= snapVertex(ar, nu->bezt[u].vec[0], NULL, obmat, NULL, ray_start, ray_start_local, ray_normal_local, mval, r_loc, NULL, r_dist_px, r_depth);
}
if (!(nu->bezt[u].f3 & SELECT) && !(nu->bezt[u].h2 & HD_ALIGN && nu->bezt[u].f1 & SELECT)) {
retval |= snapVertex(ar, nu->bezt[u].vec[2], NULL, obmat, NULL, ray_start, ray_start_local, ray_normal_local, mval, r_loc, NULL, r_dist_px, r_depth);
}
}
else {
/* don't snap to selected (moving) or hidden */
if (nu->bp[u].f1 & SELECT || nu->bp[u].hide != 0) {
break;
}
retval |= snapVertex(ar, nu->bp[u].vec, NULL, obmat, NULL, ray_start, ray_start_local, ray_normal_local, mval, r_loc, NULL, r_dist_px, r_depth);
}
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}
else {
/* curve is not visible outside editmode if nurb length less than two */
if (nu->pntsu > 1) {
if (nu->bezt) {
retval |= snapVertex(ar, nu->bezt[u].vec[1], NULL, obmat, NULL, ray_start, ray_start_local, ray_normal_local, mval, r_loc, NULL, r_dist_px, r_depth);
}
else {
retval |= snapVertex(ar, nu->bp[u].vec, NULL, obmat, NULL, ray_start, ray_start_local, ray_normal_local, mval, r_loc, NULL, r_dist_px, r_depth);
}
}
}
break;
}
default:
break;
}
}
}
return retval;
}
static bool snapDerivedMesh(short snap_mode, ARegion *ar, Object *ob, DerivedMesh *dm, BMEditMesh *em, float obmat[4][4],
const float ray_start[3], const float ray_normal[3], const float ray_origin[3],
const float mval[2], float r_loc[3], float r_no[3], float *r_dist_px, float *r_depth, bool do_bb)
{
bool retval = false;
const bool do_ray_start_correction = (snap_mode == SCE_SNAP_MODE_FACE && ar &&
!((RegionView3D *)ar->regiondata)->is_persp);
int totvert = dm->getNumVerts(dm);
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if (totvert > 0) {
float imat[4][4];
float timat[3][3]; /* transpose inverse matrix for normals */
float ray_start_local[3], ray_normal_local[3], local_scale, len_diff = TRANSFORM_DIST_MAX_RAY;
invert_m4_m4(imat, obmat);
transpose_m3_m4(timat, imat);
copy_v3_v3(ray_start_local, ray_start);
copy_v3_v3(ray_normal_local, ray_normal);
mul_m4_v3(imat, ray_start_local);
mul_mat3_m4_v3(imat, ray_normal_local);
/* local scale in normal direction */
local_scale = normalize_v3(ray_normal_local);
if (do_bb) {
BoundBox *bb = BKE_object_boundbox_get(ob);
if (!BKE_boundbox_ray_hit_check(bb, ray_start_local, ray_normal_local, &len_diff)) {
return retval;
}
}
else if (do_ray_start_correction) {
/* We *need* a reasonably valid len_diff in this case.
* Use BHVTree to find the closest face from ray_start_local.
*/
BVHTreeFromMesh treeData;
BVHTreeNearest nearest;
len_diff = 0.0f; /* In case BVHTree would fail for some reason... */
treeData.em_evil = em;
bvhtree_from_mesh_faces(&treeData, dm, 0.0f, 2, 6);
if (treeData.tree != NULL) {
nearest.index = -1;
nearest.dist_sq = FLT_MAX;
/* Compute and store result. */
BLI_bvhtree_find_nearest(treeData.tree, ray_start_local, &nearest,
treeData.nearest_callback, &treeData);
if (nearest.index != -1) {
len_diff = sqrtf(nearest.dist_sq);
}
}
free_bvhtree_from_mesh(&treeData);
}
switch (snap_mode) {
case SCE_SNAP_MODE_FACE:
{
BVHTreeRayHit hit;
BVHTreeFromMesh treeData;
/* Only use closer ray_start in case of ortho view! In perspective one, ray_start may already
* been *inside* boundbox, leading to snap failures (see T38409).
* Note also ar might be null (see T38435), in this case we assume ray_start is ok!
*/
if (do_ray_start_correction) {
float ray_org_local[3];
copy_v3_v3(ray_org_local, ray_origin);
mul_m4_v3(imat, ray_org_local);
/* We pass a temp ray_start, set from object's boundbox, to avoid precision issues with very far
* away ray_start values (as returned in case of ortho view3d), see T38358.
*/
len_diff -= local_scale; /* make temp start point a bit away from bbox hit point. */
madd_v3_v3v3fl(ray_start_local, ray_org_local, ray_normal_local,
len_diff - len_v3v3(ray_start_local, ray_org_local));
}
else {
len_diff = 0.0f;
}
treeData.em_evil = em;
bvhtree_from_mesh_faces(&treeData, dm, 0.0f, 4, 6);
hit.index = -1;
hit.dist = *r_depth;
if (hit.dist != TRANSFORM_DIST_MAX_RAY) {
hit.dist *= local_scale;
hit.dist -= len_diff;
}
if (treeData.tree &&
2014-02-13 08:51:33 +11:00
BLI_bvhtree_ray_cast(treeData.tree, ray_start_local, ray_normal_local, 0.0f,
&hit, treeData.raycast_callback, &treeData) != -1)
{
hit.dist += len_diff;
hit.dist /= local_scale;
if (hit.dist <= *r_depth) {
*r_depth = hit.dist;
copy_v3_v3(r_loc, hit.co);
copy_v3_v3(r_no, hit.no);
/* back to worldspace */
mul_m4_v3(obmat, r_loc);
mul_m3_v3(timat, r_no);
normalize_v3(r_no);
retval = true;
}
}
free_bvhtree_from_mesh(&treeData);
break;
}
case SCE_SNAP_MODE_VERTEX:
{
MVert *verts = dm->getVertArray(dm);
const int *index_array = NULL;
int index = 0;
int i;
if (em != NULL) {
index_array = dm->getVertDataArray(dm, CD_ORIGINDEX);
BM_mesh_elem_table_ensure(em->bm, BM_VERT);
}
for (i = 0; i < totvert; i++) {
BMVert *eve = NULL;
MVert *v = verts + i;
bool test = true;
if (em != NULL) {
if (index_array) {
index = index_array[i];
}
else {
index = i;
}
if (index == ORIGINDEX_NONE) {
test = false;
}
else {
eve = BM_vert_at_index(em->bm, index);
2014-02-13 08:51:33 +11:00
if (BM_elem_flag_test(eve, BM_ELEM_HIDDEN) ||
BM_elem_flag_test(eve, BM_ELEM_SELECT))
{
test = false;
}
}
}
if (test) {
retval |= snapVertex(ar, v->co, v->no, obmat, timat, ray_start, ray_start_local,
ray_normal_local, mval, r_loc, r_no, r_dist_px, r_depth);
}
}
break;
}
case SCE_SNAP_MODE_EDGE:
{
MVert *verts = dm->getVertArray(dm);
MEdge *edges = dm->getEdgeArray(dm);
int totedge = dm->getNumEdges(dm);
const int *index_array = NULL;
int index = 0;
int i;
if (em != NULL) {
index_array = dm->getEdgeDataArray(dm, CD_ORIGINDEX);
BM_mesh_elem_table_ensure(em->bm, BM_EDGE);
}
for (i = 0; i < totedge; i++) {
MEdge *e = edges + i;
bool test = true;
if (em != NULL) {
if (index_array) {
index = index_array[i];
}
else {
index = i;
}
if (index == ORIGINDEX_NONE) {
test = false;
}
else {
BMEdge *eed = BM_edge_at_index(em->bm, index);
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if (BM_elem_flag_test(eed, BM_ELEM_HIDDEN) ||
BM_elem_flag_test(eed->v1, BM_ELEM_SELECT) ||
BM_elem_flag_test(eed->v2, BM_ELEM_SELECT))
{
test = false;
}
}
}
if (test) {
retval |= snapEdge(ar, verts[e->v1].co, verts[e->v1].no, verts[e->v2].co, verts[e->v2].no,
obmat, timat, ray_start, ray_start_local, ray_normal_local, mval,
r_loc, r_no, r_dist_px, r_depth);
}
}
break;
}
}
}
return retval;
}
/* may extend later (for now just snaps to empty center) */
static bool snapEmpty(short snap_mode, ARegion *ar, Object *ob, float obmat[4][4],
const float ray_start[3], const float ray_normal[3], const float mval[2],
float r_loc[3], float *UNUSED(r_no), float *r_dist_px, float *r_depth)
{
float imat[4][4];
float ray_start_local[3], ray_normal_local[3];
bool retval = false;
if (ob->transflag & OB_DUPLI) {
return retval;
}
/* for now only vertex supported */
if (snap_mode != SCE_SNAP_MODE_VERTEX) {
return retval;
}
invert_m4_m4(imat, obmat);
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mul_v3_m4v3(ray_start_local, imat, ray_start);
mul_v3_mat3_m4v3(ray_normal_local, imat, ray_normal);
switch (snap_mode) {
case SCE_SNAP_MODE_VERTEX:
{
const float zero_co[3] = {0.0f};
retval |= snapVertex(ar, zero_co, NULL, obmat, NULL, ray_start, ray_start_local, ray_normal_local, mval, r_loc, NULL, r_dist_px, r_depth);
break;
}
default:
break;
}
return retval;
}
static bool snapCamera(short snap_mode, ARegion *ar, Scene *scene, Object *object, float obmat[4][4],
const float ray_start[3], const float ray_normal[3], const float mval[2],
float r_loc[3], float *UNUSED(r_no), float *r_dist_px, float *r_depth)
{
float orig_camera_mat[4][4], orig_camera_imat[4][4], imat[4][4];
bool retval = false;
MovieClip *clip = BKE_object_movieclip_get(scene, object, false);
MovieTracking *tracking;
float ray_start_local[3], ray_normal_local[3];
if (clip == NULL) {
return retval;
}
if (object->transflag & OB_DUPLI) {
return retval;
}
tracking = &clip->tracking;
BKE_tracking_get_camera_object_matrix(scene, object, orig_camera_mat);
invert_m4_m4(orig_camera_imat, orig_camera_mat);
invert_m4_m4(imat, obmat);
switch (snap_mode) {
case SCE_SNAP_MODE_VERTEX:
{
MovieTrackingObject *tracking_object;
for (tracking_object = tracking->objects.first;
tracking_object;
tracking_object = tracking_object->next)
{
ListBase *tracksbase = BKE_tracking_object_get_tracks(tracking, tracking_object);
MovieTrackingTrack *track;
float reconstructed_camera_mat[4][4],
reconstructed_camera_imat[4][4];
float (*vertex_obmat)[4];
copy_v3_v3(ray_start_local, ray_start);
copy_v3_v3(ray_normal_local, ray_normal);
if ((tracking_object->flag & TRACKING_OBJECT_CAMERA) == 0) {
BKE_tracking_camera_get_reconstructed_interpolate(tracking, tracking_object,
CFRA, reconstructed_camera_mat);
invert_m4_m4(reconstructed_camera_imat, reconstructed_camera_mat);
}
for (track = tracksbase->first; track; track = track->next) {
float bundle_pos[3];
if ((track->flag & TRACK_HAS_BUNDLE) == 0) {
continue;
}
copy_v3_v3(bundle_pos, track->bundle_pos);
if (tracking_object->flag & TRACKING_OBJECT_CAMERA) {
mul_m4_v3(orig_camera_imat, ray_start_local);
mul_mat3_m4_v3(orig_camera_imat, ray_normal_local);
vertex_obmat = orig_camera_mat;
}
else {
mul_m4_v3(reconstructed_camera_imat, bundle_pos);
mul_m4_v3(imat, ray_start_local);
mul_mat3_m4_v3(imat, ray_normal_local);
vertex_obmat = obmat;
}
retval |= snapVertex(ar, bundle_pos, NULL, vertex_obmat, NULL,
ray_start, ray_start_local, ray_normal_local, mval,
r_loc, NULL, r_dist_px, r_depth);
}
}
break;
}
default:
break;
}
return retval;
}
static bool snapObject(Scene *scene, short snap_mode, ARegion *ar, Object *ob, float obmat[4][4], bool use_obedit,
Object **r_ob, float r_obmat[4][4],
const float ray_start[3], const float ray_normal[3], const float ray_origin[3],
const float mval[2], float r_loc[3], float r_no[3], float *r_dist_px, float *r_depth)
{
bool retval = false;
if (ob->type == OB_MESH) {
BMEditMesh *em;
DerivedMesh *dm;
bool do_bb = true;
if (use_obedit) {
em = BKE_editmesh_from_object(ob);
dm = editbmesh_get_derived_cage(scene, ob, em, CD_MASK_BAREMESH);
do_bb = false;
}
else {
em = NULL;
dm = mesh_get_derived_final(scene, ob, CD_MASK_BAREMESH);
}
retval = snapDerivedMesh(snap_mode, ar, ob, dm, em, obmat, ray_start, ray_normal, ray_origin, mval, r_loc, r_no, r_dist_px, r_depth, do_bb);
dm->release(dm);
}
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else if (ob->type == OB_ARMATURE) {
retval = snapArmature(snap_mode, ar, ob, ob->data, obmat, ray_start, ray_normal, mval, r_loc, r_no, r_dist_px, r_depth);
}
else if (ob->type == OB_CURVE) {
retval = snapCurve(snap_mode, ar, ob, ob->data, obmat, ray_start, ray_normal, mval, r_loc, r_no, r_dist_px, r_depth);
}
else if (ob->type == OB_EMPTY) {
retval = snapEmpty(snap_mode, ar, ob, obmat, ray_start, ray_normal, mval, r_loc, r_no, r_dist_px, r_depth);
}
else if (ob->type == OB_CAMERA) {
retval = snapCamera(snap_mode, ar, scene, ob, obmat, ray_start, ray_normal, mval, r_loc, r_no, r_dist_px, r_depth);
}
if (retval) {
if (r_ob) {
*r_ob = ob;
copy_m4_m4(r_obmat, obmat);
}
}
return retval;
}
static bool snapObjectsRay(Scene *scene, short snap_mode, Base *base_act, View3D *v3d, ARegion *ar, Object *obedit,
Object **r_ob, float r_obmat[4][4],
const float ray_start[3], const float ray_normal[3], const float ray_origin[3],
float *r_ray_dist,
const float mval[2], float *r_dist_px, float r_loc[3], float r_no[3], SnapMode mode)
{
Base *base;
bool retval = false;
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if (mode == SNAP_ALL && obedit) {
Object *ob = obedit;
retval |= snapObject(scene, snap_mode, ar, ob, ob->obmat, true,
r_ob, r_obmat,
ray_start, ray_normal, ray_origin, mval, r_loc, r_no, r_dist_px, r_ray_dist);
}
/* Need an exception for particle edit because the base is flagged with BA_HAS_RECALC_DATA
* which makes the loop skip it, even the derived mesh will never change
*
* To solve that problem, we do it first as an exception.
* */
base = base_act;
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if (base && base->object && base->object->mode & OB_MODE_PARTICLE_EDIT) {
Object *ob = base->object;
retval |= snapObject(scene, snap_mode, ar, ob, ob->obmat, false,
r_ob, r_obmat,
ray_start, ray_normal, ray_origin, mval, r_loc, r_no, r_dist_px, r_ray_dist);
}
2012-06-10 22:13:17 +00:00
for (base = FIRSTBASE; base != NULL; base = base->next) {
if ((BASE_VISIBLE_BGMODE(v3d, scene, base)) &&
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(base->flag & (BA_HAS_RECALC_OB | BA_HAS_RECALC_DATA)) == 0 &&
2012-06-10 22:13:17 +00:00
((mode == SNAP_NOT_SELECTED && (base->flag & (SELECT | BA_WAS_SEL)) == 0) ||
(ELEM(mode, SNAP_ALL, SNAP_NOT_OBEDIT) && base != base_act)))
{
Object *ob = base->object;
Object *ob_snap = ob;
bool use_obedit = false;
/* for linked objects, use the same object but a different matrix */
if (obedit && ob->data == obedit->data) {
use_obedit = true;
ob_snap = obedit;
}
2012-03-07 04:53:43 +00:00
if (ob->transflag & OB_DUPLI) {
DupliObject *dupli_ob;
Threaded object update and EvaluationContext Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
2013-12-26 17:24:42 +06:00
ListBase *lb = object_duplilist(G.main->eval_ctx, scene, ob);
for (dupli_ob = lb->first; dupli_ob; dupli_ob = dupli_ob->next) {
bool use_obedit_dupli = (obedit && dupli_ob->ob->data == obedit->data);
Object *dupli_snap = (use_obedit_dupli) ? obedit : dupli_ob->ob;
retval |= snapObject(scene, snap_mode, ar, dupli_snap, dupli_ob->mat, use_obedit_dupli,
r_ob, r_obmat,
ray_start, ray_normal, ray_origin, mval, r_loc, r_no, r_dist_px, r_ray_dist);
}
free_object_duplilist(lb);
}
retval |= snapObject(scene, snap_mode, ar, ob_snap, ob->obmat, use_obedit,
r_ob, r_obmat,
ray_start, ray_normal, ray_origin, mval, r_loc, r_no, r_dist_px, r_ray_dist);
}
}
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], float *r_ray_dist, SnapMode mode)
{
float ray_start[3], ray_normal[3], ray_orgigin[3];
if (!ED_view3d_win_to_ray_ex(ar, v3d, mval, ray_orgigin, ray_normal, ray_start, true)) {
return false;
}
return snapObjectsRay(scene, snap_mode, base_act, v3d, ar, obedit,
NULL, NULL,
ray_start, ray_normal, ray_orgigin, r_ray_dist,
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)
{
float ray_dist = TRANSFORM_DIST_MAX_RAY;
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, &ray_dist, 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);
ARegion *ar = CTX_wm_region(C);
Object *obedit = CTX_data_edit_object(C);
float ray_dist = TRANSFORM_DIST_MAX_RAY;
return snapObjects(scene, scene->toolsettings->snap_mode, scene->basact, v3d, ar, obedit,
mval, r_dist_px, r_loc, r_no, &ray_dist, 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], float *r_ray_dist, SnapMode mode)
{
return snapObjects(scene, snap_mode, base_act, v3d, ar, obedit,
mval, r_dist_px,
r_loc, r_no, r_ray_dist, mode);
}
bool snapObjectsRayEx(Scene *scene, Base *base_act, View3D *v3d, ARegion *ar, Object *obedit, short snap_mode,
Object **r_ob, float r_obmat[4][4],
const float ray_start[3], const float ray_normal[3], float *r_ray_dist,
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,
r_ob, r_obmat,
ray_start, ray_normal, ray_start, r_ray_dist,
mval, r_dist_px, r_loc, r_no, mode);
}
/******************** PEELING *********************************/
static int cmpPeel(const void *arg1, const void *arg2)
{
const DepthPeel *p1 = arg1;
const DepthPeel *p2 = arg2;
int val = 0;
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if (p1->depth < p2->depth) {
val = -1;
}
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else if (p1->depth > p2->depth) {
val = 1;
}
return val;
}
static void removeDoublesPeel(ListBase *depth_peels)
{
DepthPeel *peel;
for (peel = depth_peels->first; peel; peel = peel->next) {
DepthPeel *next_peel = peel->next;
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if (next_peel && fabsf(peel->depth - next_peel->depth) < 0.0015f) {
peel->next = next_peel->next;
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if (next_peel->next) {
next_peel->next->prev = peel;
}
MEM_freeN(next_peel);
}
}
}
static void addDepthPeel(ListBase *depth_peels, float depth, float p[3], float no[3], Object *ob)
{
DepthPeel *peel = MEM_callocN(sizeof(DepthPeel), "DepthPeel");
peel->depth = depth;
peel->ob = ob;
copy_v3_v3(peel->p, p);
copy_v3_v3(peel->no, no);
BLI_addtail(depth_peels, peel);
peel->flag = 0;
}
static bool peelDerivedMesh(Object *ob, DerivedMesh *dm, float obmat[4][4],
const float ray_start[3], const float ray_normal[3], const float UNUSED(mval[2]),
ListBase *depth_peels)
{
bool retval = false;
int totvert = dm->getNumVerts(dm);
int totface = dm->getNumTessFaces(dm);
if (totvert > 0) {
float imat[4][4];
float timat[3][3]; /* transpose inverse matrix for normals */
float ray_start_local[3], ray_normal_local[3];
int test = 1;
invert_m4_m4(imat, obmat);
transpose_m3_m4(timat, imat);
2015-04-27 23:23:04 +10:00
mul_v3_m4v3(ray_start_local, imat, ray_start);
mul_v3_mat3_m4v3(ray_normal_local, imat, ray_normal);
/* If number of vert is more than an arbitrary limit,
* test against boundbox first
* */
if (totface > 16) {
struct BoundBox *bb = BKE_object_boundbox_get(ob);
test = BKE_boundbox_ray_hit_check(bb, ray_start_local, ray_normal_local, NULL);
}
if (test == 1) {
MVert *verts = dm->getVertArray(dm);
MFace *faces = dm->getTessFaceArray(dm);
int i;
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for (i = 0; i < totface; i++) {
MFace *f = faces + i;
float lambda;
int result;
result = isect_ray_tri_threshold_v3(ray_start_local, ray_normal_local, verts[f->v1].co, verts[f->v2].co, verts[f->v3].co, &lambda, NULL, 0.001);
if (result) {
float location[3], normal[3];
float intersect[3];
float new_depth;
copy_v3_v3(intersect, ray_normal_local);
mul_v3_fl(intersect, lambda);
add_v3_v3(intersect, ray_start_local);
copy_v3_v3(location, intersect);
if (f->v4)
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normal_quad_v3(normal, verts[f->v1].co, verts[f->v2].co, verts[f->v3].co, verts[f->v4].co);
else
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normal_tri_v3(normal, verts[f->v1].co, verts[f->v2].co, verts[f->v3].co);
mul_m4_v3(obmat, location);
new_depth = len_v3v3(location, ray_start);
mul_m3_v3(timat, normal);
normalize_v3(normal);
addDepthPeel(depth_peels, new_depth, location, normal, ob);
}
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if (f->v4 && result == 0) {
result = isect_ray_tri_threshold_v3(ray_start_local, ray_normal_local, verts[f->v3].co, verts[f->v4].co, verts[f->v1].co, &lambda, NULL, 0.001);
if (result) {
float location[3], normal[3];
float intersect[3];
float new_depth;
copy_v3_v3(intersect, ray_normal_local);
mul_v3_fl(intersect, lambda);
add_v3_v3(intersect, ray_start_local);
copy_v3_v3(location, intersect);
if (f->v4)
2012-04-29 15:47:02 +00:00
normal_quad_v3(normal, verts[f->v1].co, verts[f->v2].co, verts[f->v3].co, verts[f->v4].co);
else
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normal_tri_v3(normal, verts[f->v1].co, verts[f->v2].co, verts[f->v3].co);
mul_m4_v3(obmat, location);
2012-04-29 15:47:02 +00:00
new_depth = len_v3v3(location, ray_start);
mul_m3_v3(timat, normal);
normalize_v3(normal);
addDepthPeel(depth_peels, new_depth, location, normal, ob);
}
}
}
}
}
return retval;
}
static bool peelObjects(Scene *scene, View3D *v3d, ARegion *ar, Object *obedit,
ListBase *depth_peels, const float mval[2], SnapMode mode)
{
Base *base;
bool retval = false;
float ray_start[3], ray_normal[3];
if (ED_view3d_win_to_ray(ar, v3d, mval, ray_start, ray_normal, true) == false) {
return false;
}
2012-03-07 04:53:43 +00:00
for (base = scene->base.first; base != NULL; base = base->next) {
if (BASE_SELECTABLE(v3d, base)) {
Object *ob = base->object;
2012-03-07 04:53:43 +00:00
if (ob->transflag & OB_DUPLI) {
DupliObject *dupli_ob;
Threaded object update and EvaluationContext Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
2013-12-26 17:24:42 +06:00
ListBase *lb = object_duplilist(G.main->eval_ctx, scene, ob);
for (dupli_ob = lb->first; dupli_ob; dupli_ob = dupli_ob->next) {
Object *dob = dupli_ob->ob;
if (dob->type == OB_MESH) {
BMEditMesh *em;
DerivedMesh *dm = NULL;
bool val;
if (dob != obedit) {
dm = mesh_get_derived_final(scene, dob, CD_MASK_BAREMESH);
val = peelDerivedMesh(dob, dm, dob->obmat, ray_start, ray_normal, mval, depth_peels);
}
else {
em = BKE_editmesh_from_object(dob);
dm = editbmesh_get_derived_cage(scene, obedit, em, CD_MASK_BAREMESH);
val = peelDerivedMesh(dob, dm, dob->obmat, ray_start, ray_normal, mval, depth_peels);
}
retval = retval || val;
dm->release(dm);
}
}
free_object_duplilist(lb);
}
if (ob->type == OB_MESH) {
bool val = false;
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if (ob != obedit && ((mode == SNAP_NOT_SELECTED && (base->flag & (SELECT | BA_WAS_SEL)) == 0) || ELEM(mode, SNAP_ALL, SNAP_NOT_OBEDIT))) {
DerivedMesh *dm = mesh_get_derived_final(scene, ob, CD_MASK_BAREMESH);
val = peelDerivedMesh(ob, dm, ob->obmat, ray_start, ray_normal, mval, depth_peels);
dm->release(dm);
}
else if (ob == obedit && mode != SNAP_NOT_OBEDIT) {
BMEditMesh *em = BKE_editmesh_from_object(ob);
DerivedMesh *dm = editbmesh_get_derived_cage(scene, obedit, em, CD_MASK_BAREMESH);
val = peelDerivedMesh(ob, dm, ob->obmat, ray_start, ray_normal, mval, depth_peels);
dm->release(dm);
}
retval = retval || val;
}
}
}
BLI_listbase_sort(depth_peels, cmpPeel);
removeDoublesPeel(depth_peels);
return retval;
}
bool peelObjectsTransForm(TransInfo *t, ListBase *depth_peels, const float mval[2], SnapMode mode)
{
return peelObjects(t->scene, t->view, t->ar, t->obedit, depth_peels, mval, mode);
}
bool peelObjectsContext(bContext *C, ListBase *depth_peels, const float mval[2], SnapMode mode)
{
Scene *scene = CTX_data_scene(C);
ScrArea *sa = CTX_wm_area(C);
View3D *v3d = sa->spacedata.first;
ARegion *ar = CTX_wm_region(C);
Object *obedit = CTX_data_edit_object(C);
return peelObjects(scene, v3d, ar, obedit, depth_peels, mval, mode);
}
/******************** NODES ***********************************/
static bool snapNodeTest(View2D *v2d, bNode *node, SnapMode mode)
{
/* node is use for snapping only if a) snap mode matches and b) node is inside the view */
return ((mode == SNAP_NOT_SELECTED && !(node->flag & NODE_SELECT)) ||
(mode == SNAP_ALL && !(node->flag & NODE_ACTIVE))) &&
(node->totr.xmin < v2d->cur.xmax && node->totr.xmax > v2d->cur.xmin &&
node->totr.ymin < v2d->cur.ymax && node->totr.ymax > v2d->cur.ymin);
}
static NodeBorder snapNodeBorder(int snap_node_mode)
{
switch (snap_node_mode) {
case SCE_SNAP_MODE_NODE_X:
return NODE_LEFT | NODE_RIGHT;
case SCE_SNAP_MODE_NODE_Y:
return NODE_TOP | NODE_BOTTOM;
case SCE_SNAP_MODE_NODE_XY:
return NODE_LEFT | NODE_RIGHT | NODE_TOP | NODE_BOTTOM;
}
return 0;
}
static bool snapNode(ToolSettings *ts, SpaceNode *UNUSED(snode), ARegion *ar, bNode *node, const int mval[2],
float r_loc[2], float *r_dist_px, char *r_node_border)
{
View2D *v2d = &ar->v2d;
NodeBorder border = snapNodeBorder(ts->snap_node_mode);
bool retval = false;
rcti totr;
int new_dist;
UI_view2d_view_to_region_rcti(v2d, &node->totr, &totr);
if (border & NODE_LEFT) {
new_dist = abs(totr.xmin - mval[0]);
if (new_dist < *r_dist_px) {
UI_view2d_region_to_view(v2d, totr.xmin, mval[1], &r_loc[0], &r_loc[1]);
*r_dist_px = new_dist;
*r_node_border = NODE_LEFT;
retval = true;
}
}
if (border & NODE_RIGHT) {
new_dist = abs(totr.xmax - mval[0]);
if (new_dist < *r_dist_px) {
UI_view2d_region_to_view(v2d, totr.xmax, mval[1], &r_loc[0], &r_loc[1]);
*r_dist_px = new_dist;
*r_node_border = NODE_RIGHT;
retval = true;
}
}
if (border & NODE_BOTTOM) {
new_dist = abs(totr.ymin - mval[1]);
if (new_dist < *r_dist_px) {
UI_view2d_region_to_view(v2d, mval[0], totr.ymin, &r_loc[0], &r_loc[1]);
*r_dist_px = new_dist;
*r_node_border = NODE_BOTTOM;
retval = true;
}
}
if (border & NODE_TOP) {
new_dist = abs(totr.ymax - mval[1]);
if (new_dist < *r_dist_px) {
UI_view2d_region_to_view(v2d, mval[0], totr.ymax, &r_loc[0], &r_loc[1]);
*r_dist_px = new_dist;
*r_node_border = NODE_TOP;
retval = true;
}
}
return retval;
}
static bool snapNodes(ToolSettings *ts, SpaceNode *snode, ARegion *ar, const int mval[2],
float *r_dist_px, float r_loc[2], char *r_node_border, SnapMode mode)
{
bNodeTree *ntree = snode->edittree;
bNode *node;
bool retval = false;
*r_node_border = 0;
for (node = ntree->nodes.first; node; node = node->next) {
if (snapNodeTest(&ar->v2d, node, mode))
retval |= snapNode(ts, snode, ar, node, mval, r_loc, r_dist_px, r_node_border);
}
return retval;
}
bool snapNodesTransform(TransInfo *t, const int mval[2], float *r_dist_px, float r_loc[2], char *r_node_border, SnapMode mode)
{
return snapNodes(t->settings, t->sa->spacedata.first, t->ar, mval, r_dist_px, r_loc, r_node_border, mode);
}
bool snapNodesContext(bContext *C, const int mval[2], float *r_dist_px, float r_loc[2], char *r_node_border, SnapMode mode)
{
Scene *scene = CTX_data_scene(C);
ARegion *ar = CTX_wm_region(C);
return snapNodes(scene->toolsettings, CTX_wm_space_node(C), ar, mval, r_dist_px, r_loc, r_node_border, mode);
}
/*================================================================*/
2014-10-10 00:23:06 +02:00
static void applyGridIncrement(TransInfo *t, float *val, int max_index, const float fac[3], GearsType action);
void snapGridIncrementAction(TransInfo *t, float *val, GearsType action)
{
float fac[3];
fac[NO_GEARS] = t->snap[0];
fac[BIG_GEARS] = t->snap[1];
fac[SMALL_GEARS] = t->snap[2];
applyGridIncrement(t, val, t->idx_max, fac, action);
}
void snapGridIncrement(TransInfo *t, float *val)
{
GearsType action;
/* only do something if using absolute or incremental grid snapping */
if (!ELEM(t->tsnap.mode, SCE_SNAP_MODE_INCREMENT, SCE_SNAP_MODE_GRID))
return;
action = activeSnap(t) ? BIG_GEARS : NO_GEARS;
if (action == BIG_GEARS && (t->modifiers & MOD_PRECISION)) {
action = SMALL_GEARS;
}
snapGridIncrementAction(t, val, action);
}
void snapSequenceBounds(TransInfo *t, const int mval[2])
{
float xmouse, ymouse;
int frame;
int mframe;
TransSeq *ts = t->customData;
/* reuse increment, strictly speaking could be another snap mode, but leave as is */
if (!(t->modifiers & MOD_SNAP_INVERT))
return;
/* convert to frame range */
UI_view2d_region_to_view(&t->ar->v2d, mval[0], mval[1], &xmouse, &ymouse);
mframe = iroundf(xmouse);
/* now find the closest sequence */
frame = BKE_sequencer_find_next_prev_edit(t->scene, mframe, SEQ_SIDE_BOTH, true, false, true);
if (!ts->snap_left)
frame = frame - (ts->max - ts->min);
t->values[0] = frame - ts->min;
}
2014-10-10 00:23:06 +02:00
static void applyGridIncrement(TransInfo *t, float *val, int max_index, const float fac[3], GearsType action)
{
float asp_local[3] = {1, 1, 1};
const bool use_aspect = ELEM(t->mode, TFM_TRANSLATION);
const float *asp = use_aspect ? t->aspect : asp_local;
int i;
BLI_assert(ELEM(t->tsnap.mode, SCE_SNAP_MODE_INCREMENT, SCE_SNAP_MODE_GRID));
BLI_assert(max_index <= 2);
2011-07-26 13:33:04 +00:00
/* Early bailing out if no need to snap */
if (fac[action] == 0.0f) {
return;
}
if (use_aspect) {
/* custom aspect for fcurve */
if (t->spacetype == SPACE_IPO) {
View2D *v2d = &t->ar->v2d;
View2DGrid *grid;
SpaceIpo *sipo = t->sa->spacedata.first;
int unity = V2D_UNIT_VALUES;
int unitx = (sipo->flag & SIPO_DRAWTIME) ? V2D_UNIT_SECONDS : V2D_UNIT_FRAMESCALE;
/* grid */
grid = UI_view2d_grid_calc(t->scene, v2d, unitx, V2D_GRID_NOCLAMP, unity, V2D_GRID_NOCLAMP, t->ar->winx, t->ar->winy);
UI_view2d_grid_size(grid, &asp_local[0], &asp_local[1]);
UI_view2d_grid_free(grid);
asp = asp_local;
}
}
/* absolute snapping on grid based on global center */
if ((t->tsnap.mode == SCE_SNAP_MODE_GRID) && (t->mode == TFM_TRANSLATION)) {
for (i = 0; i <= max_index; i++) {
/* do not let unconstrained axis jump to absolute grid increments */
if (!(t->con.mode & CON_APPLY) || t->con.mode & (CON_AXIS0 << i)) {
const float iter_fac = fac[action] * asp[i];
val[i] = iter_fac * roundf((val[i] + t->center_global[i]) / iter_fac) - t->center_global[i];
}
}
}
else {
/* relative snapping in fixed increments */
for (i = 0; i <= max_index; i++) {
const float iter_fac = fac[action] * asp[i];
val[i] = iter_fac * roundf(val[i] / iter_fac);
}
}
}