Commit Graph

81 Commits

Author SHA1 Message Date
e370806b38 Cleanup & simplify snapping functions
- the name of the enumerator `SNAP_NOT_OBEDIT` was changed to `SNAP_NOT_ACTIVE`.
- the parameter `snap_to_flag` was moved to outside `SnapObjectParams`.
- the member `use_object_edit` was renamed to `use_object_edit_cage`.
- added the arg `params` in `ED_transform_snap_object_project_ray`.
- simplifications in the loop of the function `snapObjectsRay`.
2016-06-03 16:56:16 +10:00
67d2de8828 Transform Volume rewrite/refactor
Take advantage of the efficiency provided by the snap_context.

Also fixes errors:
- volume snap fails based on view angle (T48394).
- multiple instances of dupli-objects break volume calculation.
2016-05-11 20:20:25 +10:00
0b5a0d8412 Transform/Snap: EditMesh/BKE_bvhutils API improvements
Separate the creation of trees from EditMesh from the creation of trees from DerivedMesh.
This was meant to simplify the API, but didn't work out so well.

`bvhtree_from_mesh_*` actually is working as `bvhtree_from_derivedmesh_*`.
This is inconsistent with the trees created from EditMesh. Since for create them does not use the DerivedMesh.

In such cases the dm is being used only to cache the tree in the struct DerivedMesh. What is immediately released once
bvhtree is being used in functions that change(tag) the DM cleaning the cache.

- Use a filter function so users of SnapObjectContext can define how edit-mesh elements are handled.
- Remove em_evil.
- bvhtree of EditMesh is now really cached in the snap functions.
- Code becomes organized and easier to maintain.

This is an important patch for future improvements in snapping functions.
2016-05-06 05:01:51 +10:00
19e5540ff7 Transform Snap: initial snap context refactor
This introduces a snap-context that can be re-used for casting rays into the scene
(by operators such as walk-mode, ruler and transform code).

This can be used to cache data between calls too.
2016-04-22 16:36:53 +10:00
c6c223ade6 Fix T47164: [Scene.raycast] - True result when it should be False.
We cannot use FLT_MAX as initi distance for raycast...

Renamed TRANSFORM_DIST_MAX_RAY to BVH_RAYCAST_DIST_MAX, moved it into BLI_kdopbvh,
and use in RNA raycast callbacks (and all other places using that API).
2016-01-12 10:09:00 +01:00
32be51dc66 Cleanup: warnings (msvc)
Part of patch D1670 by @LazyDodo
2015-12-21 13:02:38 +11:00
e16d39b793 Transform Snap: add optional face index arg 2015-12-02 18:46:14 +11:00
a5c0964c70 Cleanup: transform snap arguments
This was getting very hard to follow,

- mixing input/output args.
- mixing arg order between functions.
- arg names (mode, snap_mode) rename to (snap_to, snap_select)
2015-12-02 18:08:48 +11:00
6cbccdd31c Cleanup: unused defines 2015-11-12 18:54:26 +11:00
a2b80d4c48 Fix T46003: Scale w/ script ignores axis-align 2015-09-09 02:05:10 +10:00
3b57f075a8 Fix (unreported) redo of 'bone envelope distance resize' transform op not working
(it would behave like 'bone envelope resize' instead).

Issue comes from the fact this transform op shares some common points with both BoneResize
and BoneEnvelope operations. However, trying to re-use `TFM_BONE_ENVELOPE` itself in this case
is bad idea, since this mode gets stored in transform op and is directly re-used for redo,
by-passing the whole init phase that shall be done in `TFM_BONESIZE` mode... So now,
we add a real new mode, `TFM_BONE_ENVELOPE_DIST`, while keeping most of existing code
and all existing behavior.

This is slightly hackish - but was already anyway, and avoids creating a full new set of
function for pretty much the same thing. As a side note, also makes it possible to
resize envelope distance outside of envelope viewing mode (from py or by adding a custom
shortcut).
2015-06-17 12:30:30 +02:00
b1d758ae6b Cleanup: redundant struct declarations 2015-03-29 03:56:39 +11:00
719fd5a1ce GPencil: Alt-S can now be used to adjust the pressure values (i.e. thickness) of strokes 2015-02-13 02:48:50 +13:00
14b951747f Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch)
This merge-commit brings in a number of new features and workflow/UI improvements for
working with Grease Pencil. While these were originally targetted at improving
the workflow for creating 3D storyboards in Blender using the Grease Pencil,
many of these changes should also prove useful in other workflows too.

The main highlights here are:
1) It is now possible to edit Grease Pencil strokes
   - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions
     to enter "Stroke Edit Mode". In this mode, many common editing tools will
     operate on Grease Pencil stroke points instead.
   - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less,
     Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete.
   - Proportional Editing works when using the transform tools

2) Grease Pencil stroke settings can now be animated
   NOTE: Currently drivers don't work, but if time allows, this may still be
         added before the release.

3) Strokes can be drawn with "filled" interiors, using a separate set of
   colour/opacity settings to the ones used for the lines themselves.

   This makes use of OpenGL filled polys, which has the limitation of only
   being able to fill convex shapes. Some artifacts may be visible on concave
   shapes (e.g. pacman's mouth will be overdrawn)

4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing
   has been added which draws strokes as a series of screen-aligned discs.

   While this was originally a partial experimental technique at getting better
   quality 3D lines, the effects possible using this technique were interesting
   enough to warrant making this a dedicated feature. Best results when partial
   opacity and large stroke widths are used.

5) Improved Onion Skinning Support
   - Different colours can be selected for the before/after ghosts. To do so,
     enable the "colour wheel" toggle beside the Onion Skinning toggle, and set
     the colours accordingly.
   - Different numbers of ghosts can be shown before/after the current frame

6) Grease Pencil datablocks are now attached to the scene by default instead of
   the active object.
   - For a long time, the object-attachment has proved to be quite problematic
     for users to keep track of. Now that this is done at scene level, it is
     easier for most users to use.
   - An exception for old files (and for any addons which may benefit from object
     attachment instead), is that if the active object has a Grease Pencil datablock,
     that will be used instead.
   - It is not currently possible to choose object-attachment from the UI, but
     it is simple to do this from the console instead, by doing:
     context.active_object.grease_pencil = bpy.data.grease_pencil["blah"]

7) Various UI Cleanups
   - The layers UI has been cleaned up to use a list instead of the nested-panels
     design. Apart from saving space, this is also much nicer to look at now.

   - The UI code is now all defined in Python. To support this, it has been necessary
     to add some new context properties to make it easier to access these settings.
     e.g. "gpencil_data" for the datablock
          "active_gpencil_layer" and "active_gpencil_frame" for active data,
          "editable_gpencil_strokes" for the strokes that can be edited

   - The "stroke placement/alignment" settings (previously "Drawing Settings" at the
     bottom of the Grease Pencil panel in the Properties Region) is now located in
     the toolbar. These were more toolsettings than properties for how GPencil got drawn.

   - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a
     suggestion for an earlier discussion on developer.blender.org

   - By default, the painting operator will wait for a mouse button to be pressed
     before it starts creating the stroke. This is to make it easier to include
     this operator in various toolbars/menus/etc.   To get it immediately starting
     (as when you hold down DKEy to draw), set "wait_for_input" to False.

   - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor

   - Toolbar panels have been added to all the other editors which support these.

8) Pie menus for quick-access to tools
   A set of experimental pie menus has been included for quick access to many
   tools and settings. It is not necessary to use these to get things done,
   but they have been designed to help make certain common tasks easier.

   - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and
              spatially stable manner.
   - D Q    = "Quick Settings" pie. This allows quick access to the active
              layer's settings. Notably, colours, thickness, and turning
              onion skinning on/off.
2014-12-01 01:52:06 +13:00
f745564e4e GSOC 2013 paint
Yep, at last it's here!

There are a few minor issues remaining but development can go on in
master after discussion at blender institute.

For full list of features see:

http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting

Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
2014-07-21 12:02:05 +02:00
d9de1b367e Revert "Fix flickering when transform snapping in edit mode and cursor is"
Looks like the cleanest way to handle this is to no do bounding box collision
for edit mode at all. But this is easy to enforce

This reverts commit 7b5fe4f316.

Conflicts:
	source/blender/editors/transform/transform_snap.c
2014-06-18 18:20:55 +03:00
7b5fe4f316 Fix flickering when transform snapping in edit mode and cursor is
slightly outside the mesh.

Reported by Thomas Beck on irc. Issue here is that the mesh bounding box
changes as we are transforming the vertices. Solution is to collide
against the initial bounding box. Unfortunately the snapping functions
are made in a way that a lot of code needed to be tweaked here, but the
change should be straightforward and harmless (famous last words, I
know).

Ideally we might want to even increase the size of the bounding box a
little (as seen in screen space) to allow snapping even in cases where,
cursor is slightly outside the bounding box, but since this is not so
straightforward to do for all cases, at least for me, leaving this as
a TODO.
2014-06-12 01:43:38 +03:00
1b9db9911d Code cleanup: use bools
also rename BLI_omp_thread_count -> BLI_system_thread_count_omp
2014-04-17 16:04:28 +10:00
4ac17b3f0c Fix T37671: Edit Texture Space on Skin Resize crash
Texture space editing from TFM_SKIN_RESIZE is not supported,
so hide the option and don't use it for such a transform.
2013-12-02 18:05:49 +06:00
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
292d1f55fd refactor transform.c - minor changes
- use TREDRAW_HARD define
- use apply prefix for transform callbacks.
- make callbacks static.
2013-10-23 03:57:42 +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
723eaa36ce fix own error in BM_mesh_calc_edge_groups() was clearning wrong dirty-index flag.
also remove unused transform defines.
2013-08-14 08:14:50 +00:00
fcc4251c07 resolve [#33374] Extrude and mirror editing
mirror editing option was only added to extrude so mirror editing would always be disabled.
the option is now hidden to avoid confusing users.
2013-06-16 05:35:44 +00:00
dc39ecf010 code cleanup: remove old/unused bmesh bevel transform mode, remove commented character list UI widget and the members these used in 'G' global. 2013-05-28 13:01:31 +00:00
bbd533d4ac Fix for [#35238] Blender does not save custom orientations from "view"
Actually more a feature request... Now create orientations operator has an additional option, use_view, when this one is enabled it will use current view instead of active object to create the new space.

Also made some cleanup (made some funcs static).
2013-05-12 15:52:05 +00:00
127c39b8a4 Fix for [#35224] Transform Orientation - order inconsistency
Fix turned out to remove as much "manual UI" from 3D view header as possible. Mode selector and all transform manipulators/orientations stuff are now RNA-based UI (leaving basically only edit mesh select modes with custom handlers, as they have some quite specific features).

To achieve this, four main modifications were done:
* enum-operator-generated menus are now MENU (i.e. dropdown lists) in headers too.
* All bit-flag enums expanded in ROW buttons now have a handling consistent with e.g. layers, or what we already have for transform manipulators, i.e. clicking select only one element, shift-click to select multiple ones.
* Consequently, the three RNA booleans manipulators flags are merged into a single bit-flag enum (yes, this is also an API change, though I doubt many scripts use it).
* Now the width of enum-based dropdown lists is computed from longest item name in enum, no more from a dummy place holder string (when no label/name is given).

All this allows to remove some code from 3DView/transform areas, that was actually mostly duplicating RNA/operator one.

Also done a few optimizations here and there (among others, do not pass &numitems to RNA_property_enum_items() when you do not need it, saves at least an iteration over enum items to count them).

Many thanks to Brecht for the reviews!
2013-05-12 13:16:11 +00:00
a25703eb36 ruler snap adjustments
- when in wireframe mode: don't snap to faces, instead snap to the closest edge/vertex.
- when not in wireframe mode: snap to the front-most element (was a problem that it could snap to an edge/vert behind the face)
- reduce the distance for selecting ruler points, was too easy to accidentally drag a ruler.
2013-04-25 09:39:03 +00:00
00d04e1924 rna api function scene.ray_cast now returns the object and its matrix (incase its a dupli). 2013-04-24 17:49:13 +00:00
ba283d6c9b modify snapObjectsRayEx() to use a pointer to 'ray_dist' rather then passing the dist, this is to better support multiple calls to ray-cast where only closer distances are accepted. 2013-04-14 05:37:43 +00:00
94c9010e24 make scene.ray_cast() behave like object.ray_cast(), add distance arg to snapObjectsRayEx(). 2013-04-11 10:17:06 +00:00
03b07a719f code cleanup: unused functions 2013-04-03 15:04:24 +00:00
9a901691ee pass snap arguments so the ruler doesn't have to temp overwrite scene vars.
also expose snapObjectsRayEx() for more convenient ray-casting about the scene.
2013-04-03 09:48:21 +00:00
beb4d385bb use floats for transform snapping distance comparisons 2013-04-03 07:36:37 +00:00
75a5e239d7 correct enums which were in fact variables defined in headers. 2013-03-22 05:46:39 +00:00
8655be437d code cleanup: use bool where values are true/false, for view3d and related functions. 2013-03-20 23:14:18 +00:00
aaa8a13c49 code cleanup: use const events for modal and invoke operators. 2013-03-13 09:03:46 +00:00
d695d7c2ff code cleanup: use bool's for snapping functions. 2013-03-08 18:28:26 +00:00
af5d994b15 add new vertex slide transform operator, different from the existing vertex slide tool based on user feedback.
- no 2-step select edge, then slide.  Instead you can slide and select the edge at the same time.
- ability to slide multiple verts at one.

supports proportional option for vertex slide and flipping, both matching edge slide functionality.
2013-01-13 14:08:53 +00:00
7c699a217a define the size of matrix args for both rows/cols. 2012-12-11 14:29:01 +00:00
Lukas Toenne
83093d6770 Extended modes for snapping in the node editor.
The transform operators in nodes will now use the unselected nodes to generate snapping points. Unlike object snapping, node snapping works for the x/y axes separately and snaps node borders to same borders of unselected nodes. The sensitive area for node borders extends over the whole view2D range, to enable simple alignment of nodes in both x and y direction.

For snap points in the node editor an additional enum value is stored to indicate the type of node border (left/right/top/bottom). This works as a constraint on possible node alignments: only same border types align with each other.
2012-06-29 14:34:46 +00:00
6e9e758d60 fix for un-initialized memory use for modal inset/bevel. 2012-06-10 09:05:49 +00:00
d5032657ed style cleanup 2012-06-06 22:38:39 +00:00
8c71157af6 shrink/fatten transform for mask - adjusts the feather weight.
works in proportional editmode too.
2012-06-05 14:13:14 +00:00
68a9dd54ec mask mode for clip editor developed by Sergey Sharybin, Pete Larabell and myself.
see:
http://wiki.blender.org/index.php/User:Nazg-gul/MaskEditor


note - mask editing tools need continued development, feather option is not working 100%
2012-06-04 16:42:58 +00:00
6c67fc83ea Add vertex skin radii scaling as a transform operator.
Add a new transform operator, "Skin Resize", which scales the X and Y
axes of the radius field in MVertSkin. It's bound to CTRL+AKEY.

Skin modifier documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
2012-05-22 15:30:14 +00:00
5ff7ede1b5 modal operation for bevel and inset:
This commit adds some first building blocks for the two operators to work modally based on mouse input. To make their function easier, two hotkeys are introduced, Ctrl+B for bevel and I for inset.

TODO:
After discussion with Campbell, we would like to add scale-style line indicators for the operators. This is already done for transform operators but a new interface for mesh operations may have to be written using pieces from that code since, strictly speaking bevel and inset are not exactly "transform" operators.

Also, a better input method for inset is needed and more options exposed. The method implemented right now uses mouse move for thickness and ctrl-mouse move for depth. These are calculated using the distance of the selection center in screen space and the mouse position. While that may work and prevents abrupt changes in values when switching from thickness tweak mode to depth tweak mode, it limits the magnitude of values that can be put into the tool especially in small or large scale. 

Alternatives until a better method is written include:

* use relative offset (works but may give strange results)
* tweak manually after the operation.
2012-05-16 14:30:41 +00:00
9892736206 code cleanup: header cleanup and remove some duplicate defines. 2012-05-12 20:39:39 +00:00
67f1e83508 [#30373] Which part to snap in volume snapping is removed
By Bug reported by Pep Ribal

Also fixed an object mode bug with volume snapping and made it compatible with the edit mode "Snap on self" option
2012-03-10 21:40:35 +00:00