This feature has been disabled since 2.80 but the feature description was still visible in the UI.
Addresses part of T101429
Breaking changes:
- Removes `EDGESLIDE_EDGE_NEXT`
- Removes `EDGESLIDE_PREV_NEXT`
Reviewed By: mano-wii
Maniphest Tasks: T101429
Differential Revision: https://developer.blender.org/D16430
Motivation is to disambiguate on the naming level what the matrix
actually means. It is very easy to understand the meaning backwards,
especially since in Python the name goes the opposite way (it is
called `world_matrix` in the Python API).
It is important to disambiguate the naming without making developers
to look into the comment in the header file (which is also not super
clear either). Additionally, more clear naming facilitates the unit
verification (or, in this case, space validation) when reading an
expression.
This patch calls the matrix `object_to_world` which makes it clear
from the local code what is it exactly going on. This is only done
on DNA level, and a lot of local variables still follow the old
naming.
A DNA rename is setup in a way that there is no change on the file
level, so there should be no regressions at all.
The possibility is to add `_matrix` or `_mat` suffix to the name
to make it explicit that it is a matrix. Although, not sure if it
really helps the readability, or is it something redundant.
Differential Revision: https://developer.blender.org/D16328
Error introduced in rB1edebb794b76.
In that commit it was kind of forgotten that the snap to grid is also
used in 3D views.
Also a refactoring and cleanup was applied to simplify the code.
Part of a wider set of changes to Grid and Pixel snapping in the
UV Editor.
This change fixes snapping behavior for non-uniform grids, either
manually specified Fixed grids, or pixel grids where the underlying
image is non-square.
See a24fc6bbc1 for visual changes.
Maniphest Tasks: T78391
Differential Revision: https://developer.blender.org/D16275
The view offset, calculated by the Edge Pan system, only affects the
position of the nodes, but forget to update:
- snapping data
- final value of transform
- values used for custom drawing
Therefore, to avoid having to update a lot of scattered data, the
`transformViewUpdate` utility has been implemented to recalculate input
values when the view changes.
This utility does more than is necessary to fix the bug, but with that,
it can work in any situation.
SCULPT_undo_push_begin no longer takes an explicit
name. Instead it takes a wmOperator pointer and uses
op->type->name for the name. This is necassary for
the redo panel to work and should fix the entire class
of bugs related to misspelled undo push names.
Cases where the calling operator is not registered
may use SCULPT_undo_push_begin_ex if desired; it
takes a name string as before.
Add specific modal keyitem for Vert/Edge Slide or TrackBall.
Note that there is a workround to avoid repeated keys in the status bar.
Reviewed By: campbellbarton
Maniphest Tasks: T100129
Differential Revision: https://developer.blender.org/D15597
Simplify the transform code by bundling the TransData creation, Data
recalculation, and special updates into a single struct.
So similar functions and parameters can be accessed without special
type checks.
Differential Revision: https://developer.blender.org/D15494
Create a transform conversion type that only considers the Vertex
Custom Data.
This reduces the complexity of converting Meshes and slightly
optimizes the transformation.
Grease Pencil animation channels are now also shown in the Dopesheet
mode of the Dopesheet editor and in the Timeline.
Grease pencil related events are now listened not only by container
`SACTCONT_GPENCIL` (Grease Pencil Dopesheet), but also
`SACTCONT_DOPESHEET` (main Dopesheet), and `SACTCONT_TIMELINE`
(timeline).
A new Animation Filter flag was added: `ANIMFILTER_FCURVESONLY`. For now
this only filters out Grease Pencil Layer channels.
**Implemented:**
- Preview range set: now only considers selected Grease Pencil keyframes
when `onlySel` parameter is true. Not only this allows the operator to
work with grease pencil keyframes in main dopesheet, but it also fixes
the operator in the Grease Pencil dopesheet.
- Translation: allocation (and freeing) of specific memory for
translation of Grease Pencil keyframes.
- Copy/Paste: call to both Fcurve and GPencil operators, to allow for
mixed selection. Errors are only reported when both the FCurve and
GPencil functions fail to paste anything.
- Keyframe Type change and Insert Keyframe: removed some code here to
unify Grease Pencil dopesheet and main dopesheet code.
- Jump, Snap, Mirror, Select all/box/lasso/circle, Select left/right,
Clickselect: account for Grease Pencil channels within the channels
loop, no need for `ANIMFILTER_FCURVESONLY` there.
**Not Implemented:**
- Graph-related operators. The filter `ANIMFILTER_FCURVESONLY` is
naively added to all graph-related operators, meaning more-or-less all
operators that used `ANIMFILTER_CURVE_VISIBLE`.
- Select linked: is for F-curves channel only
- Select more/less: not yet implemented for grease pencil layers.
- Clean Keys, Sample, Extrapolation, Interpolation, Easing, and Handle
type change: work on Fcurve-channels only, so the
`ANIMFILTER_FCURVESONLY` filter is activated
Graying out these operators (when no fcurve keyframe is selected) can be
done with custom poll functions BUT may affect performance. This is NOT
done in this patch.
**Dopesheet Summary Selection:**
The main summary of the dopesheet now also takes into account Grease
Pencil keyframes, using some nasty copy/pasting of code, as explained
[on devtalk](https://devtalk.blender.org/t/gpencil-layers-integration-in-main-dopesheet-selection-issue/24527).
It works, but may be improved, providing some deeper changes.
Reviewed By: mendio, pepeland, sybren
Maniphest Tasks: T97477
Differential Revision: https://developer.blender.org/D15003
This commit adds a new face nearest snapping mode, adds new snapping
options, and (lightly) refactors code around snapping.
The new face nearest snapping mode will snap transformed geometry to the
nearest surface in world space. In contrast, the original face snapping
mode uses projection (raycasting) to snap source to target geometry.
Face snapping therefore only works with what is visible, while nearest
face snapping can snap geometry to occluded parts of the scene. This new
mode is critical for retopology work, where some of the target mesh
might be occluded (ex: sliding an edge loop that wraps around the
backside of target mesh).
The nearest face snapping mode has two options: "Snap to Same Target"
and "Face Nearest Steps". When the Snap to Same Object option is
enabled, the selected source geometry will stay near the target that it
is nearest before editing started, which prevents the source geometry
from snapping to other targets. The Face Nearest Steps divides the
overall transformation for each vertex into n smaller transformations,
then applies those n transformations with surface snapping interlacing
each step. This steps option handles transformations that cross U-shaped
targets better.
The new snapping options allow the artist to better control which target
objects (objects to which the edited geometry is snapped) are considered
when snapping. In particular, the only option for filtering target
objects was a "Project onto Self", which allowed the currently edited
mesh to be considered as a target. Now, the artist can choose any
combination of the following to be considered as a target: the active
object, any edited object that isn't active (see note below), any non-
edited object. Additionally, the artist has another snapping option to
exclude objects that are not selectable as potential targets.
The Snapping Options dropdown has been lightly reorganized to allow for
the additional options.
Included in this patch:
- Snap target selection is more controllable for artist with additional
snapping options.
- Renamed a few of the snap-related functions to better reflect what
they actually do now. For example, `applySnapping` implies that this
handles the snapping, while `applyProject` implies something entirely
different is done there. However, better names would be
`applySnappingAsGroup` and `applySnappingIndividual`, respectively,
where `applySnappingIndividual` previously only does Face snapping.
- Added an initial coordinate parameter to snapping functions so that
the nearest target before transforming can be determined(for "Snap to
Same Object"), and so the transformation can be broken into smaller
steps (for "Face Nearest Steps").
- Separated the BVH Tree getter code from mesh/edit mesh to its own
function to reduce code duplication.
- Added icon for nearest face snapping.
- The original "Project onto Self" was actually not correct! This option
should be called "Project onto Active" instead, but that only matters
when editing multiple meshes at the same time. This patch makes this
change in the UI.
Reviewed By: Campbell Barton, Germano Cavalcante
Differential Revision: https://developer.blender.org/D14591
Since [0], transform gizmos are no longer hidden during transform.
The same can be observed for rotation gizmos.
However, as a workaround for these rotation gizmos, there was already a
drawing utility running.
With the gizmo and the utility this drawing is now being done twice.
So remove the utility/workaround and update the gizmo accordingly.
[0] {648350e456490f8d6258e7de9bf94d3a6a34dbb2}
Differential Revision: https://developer.blender.org/D9542
The transformation snapping code contains a bunch of `#define`s, some ambiguously or incorrectly named attributes. This patch contains refactored code to improve this. This patch does (should) not change functionality of snapping.
Clarified ambiguously / incorrectly named attributes.
- "Target" is used to refer to the part of the source that is to be snapped (Active, Median, Center, Closest), but several other areas of Blender use the term "target" to refer to the thing being snapped to and "source" to refer to the thing getting snapped. Moreover, the implications of the previous terms do not match the descriptions. For example: `SCE_SNAP_TARGET_CENTER` does not snap the grabbed geometry to the center of the target, but instead "Snap transforamtion center onto target".
- "Select" refers to the condition for an object to be a possible target for snapping.
- `SCE_SNAP_MODE_FACE` is renamed to `SCE_SNAP_MODE_FACE_RAYCAST` to better describe its affect and to make way for other face snapping methods (ex: nearest).
Refactored related `#define` into `enum`s. In particular, constants relating to...
- `ToolSettings.snap_flag` are now in `enum eSnapFlag`
- `ToolSettings.snap_mode` are now in `enum eSnapMode`
- `ToolSettings.snap_source` (was `snap_target`) are now in `enum eSnapSourceSelect`
- `ToolSettings.snap_flag` (`SCE_SNAP_NO_SELF`) and `TransSnap.target_select` are now in `enum eSnapTargetSelect`
As the terms became more consistent and the constants were packed together into meaningful enumerations, some of the attribute names seemed ambiguous. For example, it is unclear whether `SnapObjectParams.snap_select` referred to the target or the source. This patch also adds a small amount of clarity.
This patch also swaps out generic types (ex: `char`, `short`, `ushort`) and unclear hard coded numbers (ex: `0`) used with snap-related enumerations with the actual `enum`s and values.
Note: I did leave myself some comments to follow-up with further refactoring. Specifically, using "target" and "source" consistently will mean the Python API will need to change (ex: `ToolSettings.snap_target` is not `ToolSettings.snap_source`). If the API is going to change, it would be good to make sure that the used terms are descriptive enough. For example, `bpy.ops.transform.translate` uses a `snap` argument to determine if snapping should be enabled while transforming. Perhaps `use_snap` might be an improvement that's more consistent with other conventions.
This patch is (mostly) a subset of D14591, as suggested by @mano-wii.
Task T69342 proposes to separate the `Absolute Grid Snap` option out from `Increment` snapping method into its own method. Also, there might be reason to create additional snapping methods or options. (Indeed, D14591 heads in this direction). This patch can work along with these suggestions, as this patch is trying to clarify the snapping code and to prompt more work in this area.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D15037
When interacting with translate/rotate/scale gizmo, show the gizmo while
it's in use. There are some exceptions to this, as showing all scale
gizmos while scaling causes the gizmos to become large & distracting so
in this case only the gizmo being dragged is shown.
Resolves T63743.
This patch adds the drag and drop strip previews in the VSE.
It also adds two new functions to the drag and drop API.
1. "draw_in_view" for callbacks that wants to draw elements in local viewport coordinates
2. "on_drag_start" that can be used for prefetching data only once at the start of the drag.
Reviewed By: Julian, Campbell
Differential Revision: http://developer.blender.org/D14560
Contrary to the initial intention (in rB9916e0193c36), `TREDRAW_SOFT`
flag, when isolated, is not cleared in `transformApply` and therefore is
used in the `drawTransformApply` callback which basically recalculates
the `transformation` which finally clears the flag.
So remove the `drawTransformApply` callback so `transformApply` is not
called when unnecessary.
Differential Revision: https://developer.blender.org/D14430
`3DView`'s `use_snap` option has little or nothing to do with using
snapping in `UV`, `Nodes` or `Sequencer`.
So there are no real advantages to keeping these options in sync.
Therefore, individualize the option to use snap for each "spacetype".
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D13310
This avoids transform jumping which is a problem when tweaking values a
small amount. A fix for T40549 was made box-select used the location
when the key was pressed.
While it's important for box-select or any operator where it's expected
the drag-start location is used, this is only needed in some cases.
Since the event stores the click location and the current location,
no longer overwrite the events real location. Operators that depend on
using the drag-start can use this location if they need.
In some cases the region relative cursor location (Event.mval) now needs
to be calculated based on the click location.
- Added `WM_event_drag_start_mval` for convenient access to the region
relative drag-start location (for drag events).
- Added `WM_event_drag_start_xy` for window relative coordinates.
- Added Python property Event.mouse_prev_click_x/y
Resolves T93599.
Reviewed By: Severin
Ref D14213
Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
This feature has been desired for some time:
- https://rightclickselect.com/p/ui/Tqbbbc/allow-navigating-while-transforming (See comments);
- D1583;
- T37427;
In short, blocking navigation during transform limits the user to move the object only to visible areas within the screen and hinders the allocation of objects within closed meshes.
The node editor is also impaired because some nodes are far between them and the connectors are too small.
The only disadvantage of this patch (as I see it) is the conflict with the existing key map:
MIDDLEMOUSE:
- enable axis constrain in 3D view;
WHEELDOWNMOUSE, WHEELUPMOUSE, PAGEUPKEY, PAGEDOWNKEY:
- change the threshold of the proportional edit;
So the patch solution was to change these keymaps:
- MIDDLEMOUSE to Alt+MIDDLEMOUSE;
- WHEELDOWNMOUSE, WHEELUPMOUSE, PAGEUPKEY, PAGEDOWNKEY to Alt+(corresponding key);
When you use this new keymap for the first time in the proportional edit, it may seem strange due to the custom of using it (both in View2D and View3D).
But quickly the user gets used to it.
Alternatively we can add an option to the user preferences ([] Allow navigating while transforming). (I'm not much fan of this option).
The patch was done on branch2.8. But maybe it's a good idea to apply it to 2.79
Differential Revision: https://developer.blender.org/D2624
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
- Use 2D cursor in the preview space using shortcuts
matching the UV editor and 3D view.
- Add Cursor tool, cursor transform.
- Support for cursor and bound-box pivot.
- Add pivot pie menu.
Add tools for image manipulation in sequencer preview region.
This includes:
- Translate, rotate and resize operators, tools and gizmos
- Origin for image transformation
- Median point and individual origins pivot modes
- Select and Box select operator works in preview
- Image overlay drawing
ref T90156
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D12105
This allows a hack to be removed that temporarily overwrote
the 3D views gizmo display flag.
Also reverse change from fb27a9bb98
that runs poll on modal gizmo groups as there is some risk
that the poll function unlinks the gizmo.