This patch implements part of what was stated in {T66484}, with respect to `Base Point`.
## Introduction
The snapping feature of the transform tools has a variety of applications:
- Organization of nodes.
- Positioning of frames in precise time units.
- Retopology with snap to face
- Creation of armatures with bone positioning through the snap to volume
- Precise positioning of 3D or 2D objects in the surrounding geometry (CAD modeling)
The goal of this document is to make it more powerful for precision modeling and still supporting the old use cases without extra complexity.
The main topic addressed here is the introduction of a **interactive mode for setting a snap source** (See terminology).
## Terminology
* **Snap Source**: 3d coordinate * we want to snap from. (Currently defined by the `Snap With` options: `Closest`, `Center`, `Median` and `Active`).
* **Snap Target**: 3d coordinate* we want to snap to. (Vertices, Edges, Faces, Grid...)
## Interactive Mode for Editing a Snap Source
Currently the fixed snap point can only be obtained through the `Snap With` options. So it's a little tricky for the user to define a snap source point having so much geometry on an object.
Because of this, the user needs to resort to impractical solutions to get a point in the geometry.
See example of an impractical use:
{F11714181, layout=left, width=960, alt="The user used the cursor (which can be snapped) to choose the snap origin point."}
The user used the cursor (which can be snapped) to choose the snap source point.
While it is possible to work around this current limitation, it is important to reduce the number of steps and allow the user to set a snap source point through an optional interactive mode during a transformation.
The proposed solution is to be able to move the current snap source point through a modal modifier activated with a key (eg. B).
The snap source point can thus "snap" to the elements in the scene (vertex, mid-edge, Lamp, …) during this mode.
{F9122814, layout=left, width=960, alt="Base Point Snap, example of transform operation via the shortcut (not the tool). After pressing g and the snap base change shortcut (e.g., shift + ctrl) the user set the base point. The base point is then visible until the end of the operation. The z axis constrains the final position."}
## Implementation Details
- The feature will only be available in 3D View.
- The feature will only be available for `Move`, `Rotate` and `Scale` transform modes.
- The snap source editing will be enabled with a single click on the modifier key (B).
- Having a snap point indicated, the new snap origin point will be confirmed with the same buttons that confirms the transformation (but the transformation will not be concluded).
- The snap source editing can be canceled with the same key that activated it (B).
- If the transformation is done with "release_confirm" (common for gizmos), the new feature cannot be enabled.
- During the transformation, when enabling the feature, if the snap option is turned off in the scene, the snap will be forced on throughout the rest of the transformation (unless interactive mode is canceled).
- During a transformation, if no snap target is set for an element in the scene (Vertex, Grid...), the snap targets to geometry Vertex, Edge, Face, Center of Edge and Perpendicular of Edge will be set automatically.
- Snap cannot be turned off during the snap source editing.
- Constraint or similar modification features will not be available during the snap source editing.
- Text input will not be available during the snap source editing.
- When adding multiple snap points (A) the new prone snap source point will be indicated with an "X" drawing.
{F11817267}
Maniphest Tasks: T66484
Differential Revision: https://developer.blender.org/D9415
Avoid using underscore prefix since these typically mean the variable
shouldn't be accessed directly (it may be accessed from a macro,
or memory on the stack which is assigned to a pointer).
In this case a more meaningful name can be used for the argument
that was shadowed.
The drag and drop feature of objects in 3D View has been modified to include:
- Snap the object being dragged.
- Visual feedback through a box and the placement tool grid.
Maniphest Tasks: T90198
Differential Revision: https://developer.blender.org/D12912
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
This brush has a simple physics solver that helps when sculpting cloth.
- The mass and the damping properties of the simulation are properties of the brush.
- It has two additional radius control to limit the influence and falloff of the simulation.
- Masked vertices are pinned in the simulation, and it applies the sculpt gravity directly in the solver.
- The Cloth Brush has 7 deformation modes with 2 falloff types (radial and plane).
The brush can create the constraints only on the required PBVH nodes, so the simulation is isolated on high poly meshes. As long
as the brush size is not too big it should be possible to keep it real time.
Known issues:
- The way constraints are created is extremely basic and it creates repeated constraints. Maybe there is another way to create fewer constraints while keeping the simulation quality decent. This part can also be multithreaded. (As it is it works ok, but it could be better)
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6715
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
This does not include all the struct and type renaming. Only files were
renamed.
gwn_batch.c/h was fusioned with GPU_batch.c/h
gwn_immediate.c/h was fusioned with GPU_immediate.c/h
gwn_imm_util.c/h was fusioned with GPU_immediate_util.c/h
Needed a bit of twisting in generic private func behind the imm_draw_circle
helpers, but think it's fine.
Note that this demonstrate yet another downside of new dashed shader
compared to olde line style: not only does it needs more complex setup,
and can only work with PRIM_LINES type of primitives, but it also
behaves totally wrong with chained short segments!
We really need to find a better way to do this effect at some point. :(