fix for bug snapping multiple pose bones to the cursor (it would apply pose transformation multiple times),
also named cursor vars more clearly.
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@@ -676,12 +676,15 @@ static int snap_sel_to_curs(bContext *C, wmOperator *UNUSED(op))
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Scene *scene = CTX_data_scene(C);
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View3D *v3d = CTX_wm_view3d(C);
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TransVert *tv;
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float *curs, imat[3][3], bmat[3][3], vec[3];
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float imat[3][3], bmat[3][3];
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const float *cursor_global;
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int a;
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curs = give_cursor(scene, v3d);
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cursor_global = give_cursor(scene, v3d);
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if (obedit) {
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float cursor_local[3];
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tottrans = 0;
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if (ELEM6(obedit->type, OB_ARMATURE, OB_LATTICE, OB_MESH, OB_SURF, OB_CURVE, OB_MBALL))
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@@ -692,10 +695,10 @@ static int snap_sel_to_curs(bContext *C, wmOperator *UNUSED(op))
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invert_m3_m3(imat, bmat);
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tv = transvmain;
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sub_v3_v3v3(cursor_local, cursor_global, obedit->obmat[3]);
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mul_m3_v3(imat, cursor_local);
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for (a = 0; a < tottrans; a++, tv++) {
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sub_v3_v3v3(vec, curs, obedit->obmat[3]);
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mul_m3_v3(imat, vec);
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copy_v3_v3(tv->loc, vec);
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copy_v3_v3(tv->loc, cursor_local);
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}
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special_transvert_update(obedit);
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@@ -711,25 +714,27 @@ static int snap_sel_to_curs(bContext *C, wmOperator *UNUSED(op))
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if (ob->mode & OB_MODE_POSE) {
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bPoseChannel *pchan;
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bArmature *arm = ob->data;
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float cursor_local[3];
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invert_m4_m4(ob->imat, ob->obmat);
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copy_v3_v3(vec, curs);
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mul_m4_v3(ob->imat, vec);
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copy_v3_v3(cursor_local, cursor_global);
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mul_m4_v3(ob->imat, cursor_local);
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for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
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if (pchan->bone->flag & BONE_SELECTED) {
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if (pchan->bone->layer & arm->layer) {
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if ((pchan->bone->flag & BONE_CONNECTED) == 0) {
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/* Get position in pchan (pose) space. */
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BKE_armature_loc_pose_to_bone(pchan, vec, vec);
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float cursor_pose[3];
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BKE_armature_loc_pose_to_bone(pchan, cursor_local, cursor_pose);
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/* copy new position */
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if ((pchan->protectflag & OB_LOCK_LOCX) == 0)
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pchan->loc[0] = vec[0];
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pchan->loc[0] = cursor_pose[0];
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if ((pchan->protectflag & OB_LOCK_LOCY) == 0)
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pchan->loc[1] = vec[1];
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pchan->loc[1] = cursor_pose[1];
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if ((pchan->protectflag & OB_LOCK_LOCZ) == 0)
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pchan->loc[2] = vec[2];
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pchan->loc[2] = cursor_pose[2];
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/* auto-keyframing */
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ED_autokeyframe_pchan(C, scene, ob, pchan, ks);
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@@ -745,23 +750,24 @@ static int snap_sel_to_curs(bContext *C, wmOperator *UNUSED(op))
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DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
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}
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else {
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vec[0] = -ob->obmat[3][0] + curs[0];
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vec[1] = -ob->obmat[3][1] + curs[1];
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vec[2] = -ob->obmat[3][2] + curs[2];
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float cursor_parent[3]; /* parent-relative */
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cursor_parent[0] = -ob->obmat[3][0] + cursor_global[0];
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cursor_parent[1] = -ob->obmat[3][1] + cursor_global[1];
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cursor_parent[2] = -ob->obmat[3][2] + cursor_global[2];
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if (ob->parent) {
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float originmat[3][3];
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BKE_object_where_is_calc_ex(scene, NULL, ob, originmat);
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invert_m3_m3(imat, originmat);
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mul_m3_v3(imat, vec);
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mul_m3_v3(imat, cursor_parent);
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}
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if ((ob->protectflag & OB_LOCK_LOCX) == 0)
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ob->loc[0] += vec[0];
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ob->loc[0] += cursor_parent[0];
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if ((ob->protectflag & OB_LOCK_LOCY) == 0)
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ob->loc[1] += vec[1];
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ob->loc[1] += cursor_parent[1];
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if ((ob->protectflag & OB_LOCK_LOCZ) == 0)
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ob->loc[2] += vec[2];
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ob->loc[2] += cursor_parent[2];
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/* auto-keyframing */
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ED_autokeyframe_object(C, scene, ob, ks);
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