- Fixed flipped orientation of getViewViewvector(), was opposite in ortho
versus perspective. Note for Martin; still an issue with defining what positive/negative rotation is in perspective... needs more math here! - Added Transform Widgets for PoseMode - made adding bones in EditMode setting G.moving, so it doesn't draw other selected objects nor Widgets Warning in commit of Martin yesterday: Trackball and initTrackball were declared static, whilst also in transform.h. Quez; why are these functions exported in the .h file?
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@@ -57,6 +57,7 @@
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#include "DNA_space_types.h"
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#include "DNA_view3d_types.h"
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#include "BKE_armature.h"
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#include "BKE_global.h"
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#include "BKE_lattice.h"
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#include "BKE_object.h"
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@@ -121,6 +122,28 @@ static void calc_tw_center(float *co)
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VecAddf(twcent, twcent, co);
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}
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/* callback */
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static void stats_pose(ListBase *lb)
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{
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Bone *bone;
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float vec[3];
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for(bone= lb->first; bone; bone= bone->next) {
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if (bone->flag & BONE_SELECTED) {
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/* We don't let IK children get "grabbed" */
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/* ALERT! abusive global Trans here */
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if ( (Trans.mode!=TFM_TRANSLATION) || (bone->flag & BONE_IK_TOPARENT)==0 ) {
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get_bone_root_pos (bone, vec, 1);
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calc_tw_center(vec);
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return; // see above function
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}
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}
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stats_pose(&bone->childbase);
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}
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}
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/* centroid, boundbox, of selection */
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/* returns total items selected */
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@@ -248,7 +271,19 @@ static int calc_manipulator(ScrArea *sa)
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}
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}
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else if(G.obpose) {
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;
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bArmature *arm= G.obpose->data;
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/* count total */
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count_bone_select(&arm->bonebase, &totsel);
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if(totsel) {
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/* recursive get stats */
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stats_pose(&arm->bonebase);
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VecMulf(G.scene->twcent, 1.0f/(float)totsel); // centroid!
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Mat4MulVecfl(G.obpose->obmat, G.scene->twcent);
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Mat4MulVecfl(G.obpose->obmat, G.scene->twmin);
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Mat4MulVecfl(G.obpose->obmat, G.scene->twmax);
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}
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}
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else if(G.f & (G_FACESELECT + G_VERTEXPAINT + G_TEXTUREPAINT +G_WEIGHTPAINT)) {
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;
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@@ -439,10 +474,9 @@ static void draw_manipulator_rotate(float mat[][4])
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Mat3CpyMat4(smat, mat);
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Mat3Inv(imat, smat);
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getViewVector(mat[3], offset);
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VecMulf(offset, -1.0f);
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Mat3MulVecfl(imat, offset);
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Normalise(offset); // matrix space is such that 1.0 = size of sphere
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BIF_ThemeColor(TH_TRANSFORM);
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glBegin(GL_LINES);
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