Commit Graph

357 Commits

Author SHA1 Message Date
6c329304c1 Fix bone transform issue where the bone roll depends on intermediate mouse positions.
It computed the roll compatible with the previous mouse position roll value,
now it uses the initial roll value.
2014-01-29 17:03:16 +01:00
1e0654f162 Fix T38393: bone roll not restored properly after cancelling rotation of bones. 2014-01-29 16:14:21 +01:00
Kevin Mackay
fbc7ab30ff Curves: save active point to file
Changed curve active point from pointer to index. Allows curve active point to be saved to file and retained between modes for free. Also some small optimisations by removing pointer look up code.

- Made active point access functions into BKE API calls.
- Fixes operators where curve de-selection resulted in unsel-active point.
- Split curve delete into 2 functions
2014-01-27 15:21:04 +11:00
af93ebcb50 Code Cleanup: style and redundant casts 2014-01-16 19:15:53 +11:00
4a6802b00b Transform: internal changes for orientations calculations.
- use (const char *) for the 'name'
- use bool where possible.
- remove unused return value for initTransInfo
2013-11-25 09:40:52 +11:00
067d52cd48 Transform: rename Warp to Bend 2013-11-20 12:14:10 +11:00
f6e504cee9 Make anim system safer for threading
Remove usages of ANIM_unit_mapping_apply_fcurve in favor of
runtime scale factor apply.

There're still calls to ANIM_nla_mapping_apply_fcurve are
hanging around, they're the next t be cleaned up!
2013-10-29 18:10:48 +00:00
ff7dbdbaee rename give_cursor to ED_view3d_cursor3d_get 2013-10-26 04:07:18 +00:00
5816aa42bf code cleanup: minor transform refactor
redraw flag were mixing up types - int/char/bool, add enum type to use instead.
2013-10-23 06:48:36 +00:00
b00a8122e3 improve warp transform so it can be used as a general bending tool too. 2013-10-13 01:09:23 +00:00
7998b2f6a7 transform - use 2d float's for the viewport center (allows for vector math functions to be used more easily). 2013-10-12 03:42:06 +00:00
394efd85bd Fix crash with recently added remove_on_cancel transform property, and hide this
property in the user interface.
2013-09-17 16:12:05 +00:00
Lukas Toenne
29b546fe7f Fix for #36739: Delete new nodes added via the Add menu or toolbar if the subsequent transform operator is cancelled. This prevents ugly situations where nodes stick "under" the toolbar after clicking a
wrong button.

Works by adding a flag to transform operators "remove_on_cancel". This is currently only used for node transforms, the idea is that if set, the operator will remove the transformed elements when it is
cancelled. It's not possible to do that in the original NODE_OT_add_node operator, because transform is modal and there is no way of reacting to a cancel outside of the transform itself (previous attempt
used a macro operator, but that also doesn't work because subsequent operators don't get executed if the previous transform cancels).
2013-09-17 13:07:48 +00:00
e72c6f191f Tweaks to plane track
- Do plane re-evaluation only when transform is actually done.
  Before this re-evaluation happened on every mouse move.

- Added a flag "Auto Keyframe" for the plane track, which does:

  * If Auto Keyframe is enabled, then every manual edit of the
    plane will create a new keyframe at current frame and update
    plane motion between current frame and previous/next keyframe.

    This now also implies blending detected motion with neighbor
    keyframes, so there's no jump happening.

    No automatic update on manual point tracks edit will happen.

  * If auto Keyframe is disabled, then no keyframes are adding
    to the plane and every plane tweak will re-evaluate in on
    the whole frame range.

    In this case manual tweaks to point tracks and re-tracking
    them implies plane re-evaluation.
2013-09-10 12:46:18 +00:00
7e73620a98 Support transformation around 2D cursor in movie clip editor. 2013-08-29 13:04:12 +00:00
347ba7f159 fix [#36517] You can edit a texture space (Shift-T) of a linked mesh
also enable other errors to show up which were previously commented.
2013-08-20 06:04:46 +00:00
24ce60cfe4 Merge plane track feature from tomato branch
This commit includes all the changes made for plane tracker
in tomato branch.

Movie clip editor changes:

- Artist might create a plane track out of multiple point
  tracks which belongs to the same track (minimum amount of
  point tracks is 4, maximum is not actually limited).

  When new plane track is added, it's getting "tracked"
  across all point tracks, which makes it stick to the same
  plane point tracks belong to.

- After plane track was added, it need to be manually adjusted
  in a way it covers feature one might to mask/replace.

  General transform tools (G, R, S) or sliding corners with
  a mouse could be sued for this. Plane corner which
  corresponds to left bottom image corner has got X/Y axis
  on it (red is for X axis, green for Y).

- Re-adjusting plane corners makes plane to be "re-tracked"
  for the frames sequence between current frame and next
  and previous keyframes.

- Kayframes might be removed from the plane, using Shit-X
  (Marker Delete) operator. However, currently manual
  re-adjustment or "re-track" trigger is needed.

Compositor changes:

- Added new node called Plane Track Deform.

- User selects which plane track to use (for this he need
  to select movie clip datablock, object and track names).

- Node gets an image input, which need to be warped into
  the plane.

- Node outputs:
  * Input image warped into the plane.
  * Plane, rasterized to a mask.

Masking changes:

- Mask points might be parented to a plane track, which
  makes this point deforming in a way as if it belongs
  to the tracked plane.

Some video tutorials are available:
- Coder video: http://www.youtube.com/watch?v=vISEwqNHqe4
- Artist video: https://vimeo.com/71727578

This is mine and Keir's holiday code project :)
2013-08-16 09:46:30 +00:00
7db1d6556d code cleanup: add break statements in switch ()'s, (even at the last case). 2013-07-21 08:16:37 +00:00
28dd9c6a40 Fix #35767: transforming nodes in the node editor changed the wireframe color
of the active object in the 3D view. This was due to sharing a global G.moving
flag to indicate that transform is active, now it's only set per transform data
type so different editors don't influence each other.
2013-06-24 22:41:37 +00:00
2dc88ca338 support proportional editing with x-mirror enabled. 2013-06-20 18:19:42 +00:00
7021251043 transform: 2d option for proportional editmode,
Uses for view orientation for distance calculation, can give nicer results when you dont want twisting caused by changes in depth.
2013-06-20 13:24:07 +00:00
07a537eb1a reduce property lookups on transform init. 2013-06-16 04:37:39 +00:00
cda5770160 code cleanup: also fix crash in GPU_state_print(). and confine to debug mode builds. 2013-06-13 11:59:28 +00:00
88ab28dc5f Fix #35653: manual texture space location and size not working in cycles viewport. 2013-06-10 13:01:41 +00:00
84429e5d39 Fix #35683: Addon working fine in console. But crashed when click GUI button.
Crash happened in ED_view3d_calc_zfac and happend in cases operator was invoked
from a region different from RGN_TYPE_WINDOW.

For a transformation zfac is only used in convertViewVec in cases region is
RGN_TYPE_WINDOW, so solved by just adding extra check in calculateCenter
for this particular case.
2013-06-10 09:45:51 +00:00
eabb30a236 patch [#35631] Active element for Lattice
by Kevin Mackay (yakca)

Was one of our TODO's from the wiki.
2013-06-09 20:28:08 +00:00
225c5fee6b move BLO_sys_types.h -> BLI_sys_types.h (it had nothing todo with loading)
remove MEM_sys_types.h which was a duplicate.
2013-05-28 19:35:26 +00:00
ec8d277c64 BLI_math rename functions:
- mult_m4_m4m4 -> mul_m4_m4m4
- mult_m3_m3m4 -> mul_m3_m3m4

these temporary names were used to avoid problems when argument order was switched.
2013-05-26 18:36:25 +00:00
9697493c77 allow to scale and rotate from edge/vertex slide. 2013-04-24 15:15:01 +00:00
37e73aa368 code cleanup: use BKE naming conventions for functions in BKE_editmesh.h and BKE_editmesh_bvh.h 2013-04-16 05:59:48 +00:00
afb4b65167 Random number generator: replace a bunch of usage of the global random number
generator with a local one. It's not thread safe and will not give repeatable
results, so in most cases it should not be used.

Also fixes #34992 where the noise texture of a displacement modifier was not
properly random in opengl animation render, because the seed got reset to a
fixed value by an unrelated function while for final render it changed each
frame.
2013-04-15 23:12:40 +00:00
6da961775f code cleanup: rename BKE_tessmesh -> BKE_editmesh, rename EditDerivedBMesh.tc -> em. ('tc' is odd name which isn't used elsewhere). 2013-04-13 20:31:52 +00:00
ba845f6313 fix for own recent addition of transform indervidual-axis in editmode, not working if the object was rotated. 2013-04-12 02:16:44 +00:00
fcf137dbd7 style cleanup 2013-04-08 04:39:09 +00:00
6e076c4164 Better fix for "To Sphere" crashing in Image editor. It appeared to be in use for
mask/uv modes.
2013-03-26 10:28:19 +00:00
aaa8a13c49 code cleanup: use const events for modal and invoke operators. 2013-03-13 09:03:46 +00:00
abd1748e48 code cleanup: move runtime var zfac out of RegionView3D. rename initgrabz() -> ED_view3d_calc_zfac() and have it return the zfac to use. 2013-03-09 11:40:42 +00:00
04d628a5b5 Another huge bunch of new UI translations (some reported by Leon Cheung, thanks!)... 2013-02-19 15:45:56 +00:00
c5e6a35e85 Remove ztrans_hack. Looks like just keeping the angles compatible works well
enough.
2013-02-19 10:10:09 +00:00
c68d5325d0 fix for [#34283] wasn't working in my tests (attached to original report),
made bone roll get compatible angle values with the original roll.
2013-02-19 04:37:28 +00:00
926e0e7eb7 Bugfix [#34283] armature bones losing their roll setting upon translation in
edit mode

My earlier fix for [#33974] (in r.54061) was causing some problems where
manually specified roll values on horizontal or angled bones were getting reset.
This could be nasty as you might not notice the changes for a while (especially
when using stick bones without axes displayed).

I've now put in place a hacky compromise solution which should catch both of
these situations nicely. For z-axis (i.e. vertical) movements, the r.54061 fix
is used, while for everything else (moving or just touch-n-go), the old setting
is used.
2013-02-19 03:26:18 +00:00
098e4234b1 minor change to own recent commit with transform fcurve centers and some style edits and typo corrections. 2013-02-19 02:30:02 +00:00
9ab3d4ff1e fix [#34303] Rotation fcurves don't work with transforming with individual centers 2013-02-18 16:35:13 +00:00
aea3545973 Bugfix [#33974] Bone roll flips 180 degrees when extruding bones vertically
For example, if you're making a chain of bones (e.g. for a spine) by extruding
the tip joint of an initial bone, the bone rolls would be: 0 (for the initial
bone), 180, -180, 180, -180, etc. This has the undesirable effect of causing
B-Bones to twist to match the roll values at the other end of the bone.

The fix here seems to improve the situation in this case: bone roll values don't
flip or change anymore (in fact, the bone axes stay perfectly aligned now, as
they should). It also doesn't seem to cause any problems in other common cases I
checked.
2013-01-24 02:52:03 +00:00
bfa065f10c Bugfix [#33852] Scale of a strip in NLA is changed after moving it long distance
using numeric input

When using numeric input to move strips, the strip extent clamping code could
end up prematurely truncating one endpoint. This was because the clamping code
uses the values of the other end (e.g. end for start, and start for end) as one
of the limits on its allowable range to prevent inverted strips.

Now we just set these values twice - the first time, one of the endpoints may
still get truncated (while the other one will be able to go to its correct
value), then the second time both will get set correctly (and validated too).
2013-01-21 06:31:17 +00:00
0028418fe8 fix bug #33275: iTaSC ignores location of disconnected bones when they are changed in pose mode.
Disconnected bones can be translated in pose mode but this translation
cannot be applied to the iTaSC representation of the armature because
there is no joint associated with it. As a result, moving disconnected
bones had no effect. The bug fix is in two parts:
1) manual or rna change in the armature pose will cause automatic
   rebuilding of the iTaSC scene
2) the iTaSC scene is now built from the current pose instead of
   armature rest pose
2012-12-29 19:43:08 +00:00
c9b8839237 Bug fix #33647
Particle combing didn't always respond as expected. The combed effect was 
depending on the center of object in view, instead of on the center of 
selected hairs. That made combing in certain close ups impossible.

Same was actually true for transform tools for hairs!

And even worse - there was an optimize break in calculating center
which wasn't true even. Causing centers for transform to fail similar
in other cases.
2012-12-21 17:47:50 +00:00
18cb2d208c code cleanup: use 'const float *' when getting the 3d cursor and not editing it. 2012-12-17 05:38:50 +00:00
a1856a38f6 minor improvement to vector api use, replace add, multiply by 0.5 with mid_v3_v3v3 2012-10-30 14:22:49 +00:00
eb69d1c1ae style cleanup: also quiet harmless compiler warning. 2012-10-29 15:43:54 +00:00