Commit Graph

61 Commits

Author SHA1 Message Date
0c571a4d5c Bugfix 4865
Manipulator orientation tweak: when having multiple objects selected, the
orientation option "Local" was always skipped, showing it global. Now it
uses the orientation of the active object.

The bug reportor noticed a conflict with the "Around" option "Active". In
that case he expected the orientation to be from Active Object as well.
2006-08-11 09:20:52 +00:00
7dc92c6b25 === warnings cleanup ===
added missing includes for undefined symbols in windows release build

warnings:
creator.c(490) : 'libtiff_init' undefined;
transform_manipulator.c(237) : 'EM_editselection_center' undefined;
src\transform_manipulator.c(241) : 'EM_editselection_normal' undefined;
transform_manipulator.c(242) : 'EM_editselection_plane' undefined;
\python\api2_2x\Object.c(3658) : 'get_local_bounds' undefined;
2006-06-28 17:46:46 +00:00
b58998729b Last minute patch from Chris Want
Nkey "Properties Panel" now has Dimension ("Dim") buttons too.
This reads from the actual bounding box value to see the size. Note that
dimensions for animated & deformed objects will change per frame.

(Cleaned up buttons layout for patch, and added support for Curve, Text and
Surface objects)
2006-06-12 20:01:18 +00:00
0e8e848588 Seperated out some functionality into 3 new functions.
EM_editselection_center
EM_editselection_normal
EM_editselection_plane
These functions are used by the manipulator to get data from an editselection. regardless of weather its a face/edge/vert.
2006-03-27 08:25:06 +00:00
75ce4ca859 Added rotate about centre for active Vert/Edge/Face in mesh editmode. also works for getting the V/E/F normal. Means we can now rotate about the last selected edge. 2006-03-27 05:28:36 +00:00
042d612df2 Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:

Render:
- Full cleanup of render code, removing *all* globals and bad level calls
  all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
  default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
  tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.

Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
  easier use of movies in Blender

PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
  code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)

3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
  (pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
  rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!

Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
  with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
  done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
  window. (yes, output nodes to render-result, and to files, is on the list!)

The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
  system should be built from scratch. I can't really understand this code...
  I expect it is not much needed, especially with advanced layer/passes
  control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
  recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
  effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
  to check first the option to render to a Image window, so Blender can become
  a true single-window application. :)
  For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again

OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
72d805f17d Orange: monday merger with bf-blender (loadsa bugfixes).
ALso: a bit tidying up in editaction.c and python Object.c
2005-12-19 18:56:08 +00:00
f9b2a189fa #3631
Manipulator now centers on middle point of Bezier handle, when 2 or more
points in handle are selected.
2005-12-19 16:56:28 +00:00
1123be1bcc Orange request; Bones in Armature now have own layer settings.
Works like for Object layers, but local within Armature itself. Each Bone
can be in (16 now) any layer, and the Armature layer defines what is
visible or not. Also note that hiding will still work too.

Since the Blender code is *stuffed* with Bone options now, this commit
requires a good test if all tools we got now comply to layers...
(I counted 130 cases for checking for selected Bones in code!)

In PoseMode; hotkey M will show 'movetolayer' menu. Not in editmode...
then its the mirror menu.

Todo: make action/nla drawing comply to Armature layer settings.
2005-12-07 12:36:26 +00:00
705497142d Bugfix #3469
3D Manipulator didn't snap to correct center in editmode Armature. Bug as
old as manipulators in blender. :)
2005-11-28 17:12:43 +00:00
4ad59e30a0 New: Write Protection for transform values.
You now can set, in NKEY Transform Properties Panel, per XYZ rot/loc/size,
a protection for Transform tools to not change these values anymore.
This now works for Objects or for Bones in PoseMode.

Usage is especially for character animation, to give Bones in a Pose
defaults for rotation axes, so you don't have to worry about the correct
limitations (or setup complex IK limits).
Of course, this feature doesn't influence the animation system.

As an extra also the Transform Widgets then draw less handles. Note this
is based on the actual locked value, and depends still on Manipulator
orientation whether it can be used really.

Implementation warning: I had to remove the 'return' in the middle of the
editobject.c compatible_eul() call. It now makes nice compatible eulers
when they're simple (single axis rotations). Unfortunately there was no
note in the code why it was ever removed...

ALso: fix for crash in using Crease Transform and Mirror modifier.
2005-10-29 20:08:25 +00:00
c238d21c18 Bugfix #2977
Tweaked selection code for Manipulators in 'combo' mode, it gives
preference now to the scale/translate widgets over the rotate arcs. This
enables use of these widgets in ortho top/side views.
2005-09-03 11:20:16 +00:00
85efe767f0 Integration of new IK lib features in Armature Poses.
Best is to forget yesterday's commit and old docs. New docs are underway...

Here's how IK works now;

- IK chains can go all the way to the furthest parent Bone. Disregarding
  the old option "IK to Parent" and disgregarding whether a Bone has an
  offset to its parent (offsets now work for IK, so you can also make
  T-bones).
- The old "IK to Parent" option now only does what it should do: it denotes
  whether a Bone is directly connected to a Parent Bone, or not.
  In the UI and in code this option is now called "Connected".
- You can also define yourself which Bone will become the "Root" for an IK
  chain. This can be any Parent of the IK tip (where the IK constraint is).
  By default it goes all the way, unless you set a value for the new IK
  Constraint Panel option "Chain Lenght".
- "Tree IK" now is detected automatic, when multiple IK Roots are on the
  same Bone, and when there's a branched structure.
  Multiple IK's on a single chain (no branches) is still executed as usual,
  doing the IK's sequentially.
- Note: Branched structures, with _partial_ overlapping IK chains, that don't
  share the same Root will possibly disconnect branches.
- When you select a Bone with IK, it now draws a yellow dashed line to its
  Root.
- The IK options "Location Weight" and "Rotation Weight" are relative,
  in case there's a Tree IK structure. These weights cannot be set to
  zero. To animate or disable IK Targets, use the "Influence" slider.
- This new IK is backwards and upwards compatible for Blender files.
  Of course, the new features won't show in older Blender binaries! :)

Other changes & notes;

- In PoseMode, the Constraint Panel now also draws in Editing Buttons, next
  to the Bones Panel.
- IK Constraint Panel was redesigned... it's still a bit squished
- Buttons "No X DoF" is now called "Lock X". This to follow convention to
  name options positive.
- Added Undo push for Make/Clear Parent in Editmode Armature
- Use CTRL+P "Make Parent" on a single selected Bone to make it become
  connected (ALT+P had already "Disconnect").

On todo next; Visualizing & review of Bone DoF limits and stiffness
2005-08-28 12:23:06 +00:00
c192b80b17 Big commit, had to rework lots of selection stuff so that things
worked properly with modifiers. Needs more testing I am sure.
No, honestly, I wasn't just cleaning for the hell of it, it
was *necessary* (I would never do such a thing). Selection should
work completely with cage options of modifiers now.

 - added DerivedMesh foreach functions to iterate over mapped
   verts/edges/face centers. These replaced some of the drawing
   functions and are more general anyway. Special edge drawing
   functions remain for performance reasons.
 - removed EditFace xs, ys fields
 - added general functions to iterate over screen coordinates of
   mesh/curve/lattice objects
 - removed all calc_*verts* functions that were used for storing
   screen coordinates in objects. they were recalc'd on the fly
   for most situations anyway, so now we just always do that.
   calc_*verts_ext was one of those calls that did dirty things
   deep down in the callstack (changing curarea and poking at
   matrices)
 - rewrote all vertex level selection routines (circle, lasso, bbox)
   and closest vertex routines (rightmouse select) to use the new
   system. This cleaned up the selection code a lot and the structure
   of selection is much easier to see now. This is good for future
   work on allowing modifiers to completely override the selection
   system. It also points out some discrepancies in the way selection
   is handled that might be nice to resolve (mesh vertex selection has
   fancy stuff to try to help with selecting overlapping, but it only
   works w/o bbuf select, and curves/lattices don't have at all).
 - had to remove ton's code to move Manipulator to cage location, this
   is not reliable (can come up with a different method if requested)
 - as it happens BezTriple.s and BPoint.s are basically available to
   be removed, just need to rewrite editipo code that still does
   background calc of screen coordinates
 - MVert.{xs,ys} are still around because they are abused in some places
   for other info (not sure if this is safe actually, since they are
   short's and the mvert limit went up).

And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
0e2302bfa5 Big Transform Manipulator Merge
*NOTE*: Some UI decision done in this commit will most likely be revised, all flame shall go in /dev/null. Constructive discussions of course welcomed.

This commit merges manipulator orientation selection back in "traditional" transform.
That's how it works:
	- The dropdown in the 3D view header is always visible
	- The orientation chosen will be used when choosing an axis with MMB and for the *second* key press of X,Y,Z
		However, Local orientation doesn't use the one calculated by the manipulator. This is to ensure that multiple object local and armatures in pose still works as before.
	- Alt-Space (to change the orientation) works during transform


New Transform orientation: View, using the view axis.

Fixes for the following bugs:
	- Constraint projection code "jammed" if input vector was <0,0,0>, reported a couple of times on IRC. Thanks to Basse for the example file.
	- Transform on texspace crashed on objects without texspace data (camera, lamp, ...). This was reported in tracker.
	- Numinput with lock constraints didn't work correctly. Reported on elysiun

	Probably some others that I'm forgetting

I also moved a couple of functions around in an attempt to make things clearer.
2005-07-24 06:25:00 +00:00
948f27c0d8 Killed silly modal PoseMode mode! :)
- PoseMode now is a state Armature Objects can be in. So, while in PoseMode
  for an Armature, you can just select another Object or Armature.
- The old PoseMode options (transform, insert keys etc) are accessible
  with making the Armature Object 'active' (and have object in PoseMode).
- At this moment no multiple Poses can be transformed/edited at the same
  time.
- The old hotkey CTRL+TAB, and view3d header menu, still work to set an
  Object's PoseMode

It was quite a lot recode, so tests & reports are welcome.

Oh, as a bonus I added Lasso Select for Bones in PoseMode! It selects using
only the line between root and tip of the Bone.
2005-07-23 18:52:31 +00:00
b58f7d0c55 - change mesh_get_derived_render to mesh_create_derived_render (always
builds new DerivedMesh... caching can come later)
 - split DerivedMesh returning functions into editmesh and mesh groups
 - got rid of DL_NORS displist type (get built on fly for mesh when
   needed)
 - got rid of Mesh.disp (yay!)
 - started to punch DerivedMesh returning functions into shape to introduce
   modifier stack
2005-07-19 00:21:01 +00:00
75ae1ae5ef Armature "XRay mode" now draws nicely with solid too. For it to work, I
had to add a new feature to the 3d window, to collect "after draw" objects,
which get drawn as last, after a clear of the zbuffer.

Same method can be used for nice OpenGL transparent draw, the system is
ready for it, do that later.

The huge commit is caused by cleaning up globals from struct Global. Many
variables were unused or just not needed anymore. Did that to move the ugly
G.zbuf to where it belongs, in the View3D space struct. :)
2005-07-13 19:42:08 +00:00
28a1e8277b Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs

A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;

- The entire object update system (matrices, geometry) is now
  centralized. Calls to where_is_object and makeDispList are
  forbidden, instead we tag objects 'changed' and let the
  depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
  constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
  flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes

Armatures;

Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!

Important to note is;

1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
   That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.

- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
  and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
  for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
  the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
  on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.

TODO NOW;

- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
  (wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
  (But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
  position anymore. That system looks nice (no flips) but is not well
  suited for NLA and background render.

TODO LATER;

We now can do loadsa new nifty features as well; like:

- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
  IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...


Bugfixes;

- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change

-Ton-
2005-07-03 17:35:38 +00:00
a344dca9cf Transform stuff
Cleanup in transform.c: removed uneeded includes and removed REPEAT experiment.

Split off manipulator init function, no need to resort on hacks to setup stuff before starting transform anymore.

Fix0r3d single axis projection for constraints. It deals with perspective correctly now (as much as planar constraints).
2005-06-28 07:58:16 +00:00
e382d8ad4a Adding Jiri's manipulator path. This makes Normal orientation align to meta element's rotation (in edit mode, obviously). 2005-06-17 04:28:01 +00:00
90d7da7b27 Tinsy cleanup of combo drawing Manipulators:
- translate+scale : arrow at end of axis
- translate+rotate: draws axis lines now
- while translate: draws the axis line too

And: GCC was nagging about Martin's precious code!
transform_constraints.c:745: warning: suggest parentheses around comparison
in operand of &

Apparently the if(a & b == c) is undefined? Whatever!
2005-05-29 11:20:49 +00:00
d99f64b823 Manipulators now draw on location of optimal subsurf vertices. Looks
nicer, but be aware that these locations are 'virtual', derived from
the actual Mesh Cage vertices you don't see.

Normal transform (and actual transform with Manipulators) remains on
the original vertices, which also shows with dashed line towards pivot
on scale/rotate.
2005-05-20 18:16:18 +00:00
70c0f60df5 Fixing bug #2556: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2556&group_id=9
MEMSET was clearing the TransInfo struct after the constraint setup call has been made.

Temporary fix until the manipulator transform init is split off, like normal transform.
2005-05-15 05:44:11 +00:00
a7bbf8245a Fixed various errors with Blender allowing editing Library linked data.
CTRL+V on buttons
NKEY Panels
join mesh
join curve
editing buttons
boolean
vpaint
faceselect
Manipulator

Also; Transform() got in useless loop when you entered without anything
selected. Not sure why Martin recoded it this way... maybe as a first
step to handlerify it? For evil Python Aussie Bosses? :P
2005-05-12 19:17:12 +00:00
74ec3d4f51 Added: new Pivot option, "Around active object".
Works nice quick to rotate a group of Objects around a defined center,
without hassle with the 3d cursor. Especially for the 3D Manipulator.

In EditMode/PoseMode this option falls back to "Centroid", as does the
"Individual centers" option already.
2005-05-08 08:16:43 +00:00
4a123c082f Dang, flipped a zero and one!
Error in commit of 5 hours ago... normal alignment didnt work OK for the
case a face is selected.
2005-05-07 20:15:54 +00:00
9a41ac4f70 Patch from Tom Musgrove to bypass extrude popup on singular selections...
Implementation had some issues though, since:

a) Blender has no stats available that tells amount of selected edges
b) Bypassing the popup should be 100% accurate
b) Once you do that, the popup should actually only show possible
   choices as well.

So! I've added a G.totedge and G.totedgesel, also being printed in the
info header. Using this variable the extrude popups could be limited too.

Also: made 'normal alignment' for edge-only selections work when the
normal wasn't pointing OK. Now it aligns the Z axis with the edge itself
Exact algorithm for choosing a 'normal' and 'plane' still is weak.
2005-05-07 15:50:09 +00:00
6db7d23b5f On click-release for Manipulator handles, without moving mouse, it will
stick to transform() until another mouse press (or ESC etc)
2005-05-04 15:13:25 +00:00
422b69fe1e UI cleanup work;
Proportional edit:

- Proportional mode added to header as button/menu. Including new option
  to have only connected geometry influenced.
- Added icons for proportional & proportional modes
- Make proportional edit data part of Scene, so all gets saved.
  The Global flag G_PROPORTIONAL was removed
- Made sure #defines get used properly, also tweaked order for proportional
  so it starts with regular 'smooth' by default.
- Use ALT+O in editmode to switch to new proportional 'connected' mode

Other UI stuff:

- in EditMode, the layer buttons get hidden... the amount of icons in
  3d header grows to fast. :)
- made less ugly icons for the Manipulators. Still can be better.
- Added alpha-filter for pre-processing Icon-image, giving nicer display
  of icon-antialising on dark or bright backdrops
- disabled Manipulators when in editmode, and current layers don't show
  the edited data.
- Added the value used to define Normal size (editmode draw) in Scene too,
  so it gets saved.
2005-05-03 10:54:42 +00:00
e46c8b8ad6 Error in the clipping plane for drawing rotate-widget.
On zoom out or zoom in, this clipping went more narrow or wider... should
be fixed.
2005-04-30 20:18:46 +00:00
feca8c4644 Manipulator with "normal alignment" now aligns to edges too (if no faces
selected) and to vertex normals. Only issue is that vertexnormals are not
updated on each editing command (it's a bit too much overhead...) so use
a TAB+TAB for now to enforce proper vertexnormals.
2005-04-30 09:55:37 +00:00
5bae7bb9be Fixed CTRL modifier for rotation widget drawing.
Also fixes bug #2481
2005-04-27 08:52:11 +00:00
71b561c03f Bug #2467
For non-uniform scaled + rotated objects, the normal aligned Manipulator
got deformed (on multiple selected faces) or pointed wrong. Needed the
famous Transpose of Inverted Matrix trick here.
2005-04-24 19:50:07 +00:00
d8f23c8d3c Reflecting the discussions on Transform Manipulators...
Here you can see the notes and pictures:
http://www.blender3d.org/cms/Manipulator_Widgets.548.0.html

The alternative rotate widgets are still under rt=2 and rt=3.

Still enough work todo here, but hope it's a good step forward!
2005-04-24 13:22:24 +00:00
3dbae624d3 * Brought over a 'mode' parameter to drawcircball to prevent
further loss of Hos' hair during tuhopuu merges.

This doesn't change any user functionality. 'Mode' can be
GL_LINE_LOOP for a circle outline (as it currently is), GL_POLYGON
for a filled circle, or whatever gl mode you like.
2005-04-20 08:26:22 +00:00
097726eb50 For the manipulator freaks; rotate widget with 'arcs' now displays the
transparant grey (ghosted) rotation where mouse click started.
2005-04-16 12:35:42 +00:00
8b664b924b In localview the Manipulator didnt center at correct 3d cursor location. 2005-04-15 21:39:36 +00:00
4ea8947ea7 Merged all the internal transform includes into transform.h and moves it to /src to /include.
Split the conversion fonctions and sorting functions from transform.c into transform_conversions.c
Update MSVC 6.0 projectiles and SConscript accordingly.
Editview still included transform.h, replaced that for BIF_transform.h, the external include.
2005-04-10 18:33:19 +00:00
9ec8778288 SoftBody:
- on add new SoftBody, it creates automatically edges in Mesh now, gives
  too confusing results otherwise
- if no edges exist in mesh, it also doesnt add diagonals for faces in
  softbody

Transform;

- fixed stupid 'used unitialized' gcc warning (sorry theeth!)
- made dualAxisConstraint() accept string too
- little cleanup of prints in using Manipulators
2005-04-03 20:13:10 +00:00
bbcc63326e New minimal & 2D drawing type for Manipulators; try F10 "rt" on 5 (or 6 for
same style in trackball arcs)

Full collection can be found temporally here;
http://www.blender.org/bf/rt.html
2005-04-03 13:12:08 +00:00
312c8d146c Removed casting warnings from transform_manipulator.
PET is now checked as a transform flag during transform. Much cleaner that way for NOPET context (extrude, duplicate)
Added Sphere as a new PET falloff mode (icon and all) and reordered them around in a more logical fashion (IMHO).

Also brought back Subsurf toggle with Shift-O (was supposed to be for PET object mode but that was canned).
2005-04-01 18:39:39 +00:00
7532aa248f Transform fixes
Connected PET for mesh had an infinite loop in some case. Fixed an made a bit faster.
Renamed the numinput flag.
Corrected a conflict in TransInfo flags. This was a crash waiting to happen.
NO_CONSTRAINT flag now correctly used to disable MMB and constraint hotkeys when needed.


Added check for the manipulator flag when drawing them before applying transformation matrix. Was really weird when doing MMB with rotation.
2005-03-31 21:02:35 +00:00
c3abdd9608 Cleanup of widget code;
- made more general calls with args for drawing types
- made it accept transparency for all modes (used while transform now)
- added argument to detect 'combo' mode, gave offsets to translate/scale
  handles in combos.
- added 'pie chart' on view-aligned rotate for widget
- made trackball for rotate widget rt==4 behave compatible
- removed redundant code for 'ghosting'
2005-03-28 14:00:49 +00:00
9cfcd5d82e Two small fixes in transform, committed so Martin can work...
- scale negative draws widget OK (scale widget only now)
- scale negative threshold (for flip) was on vertical Y, now is perpen-
  dicular to center of axis.
2005-03-27 19:54:18 +00:00
fe3b127e23 Added Manipulator Combo mode, with translate/rotate/scale combined. Center
remains translate though. Can be activitated as 4th CTRL hotkey cycle.
2005-03-25 16:59:04 +00:00
aab0b1535f Transform stuff for TEST!
- 4th rotation widget styling, activate with Scene buttons, Anim panel, "rt"
  on "4".
- drawing constraint lines replaced with widget compatible styling.
  (functionality unchanged)

Fix;
- click on center for Rotate widget didn't switch to local/normal in all
  cases
2005-03-23 11:49:54 +00:00
1a4138e184 - Removed temporal hack that switched manipulator type on G, R, S hotkeys.
That was blocking immediate hotkey access for normal blendering.
- New, experimental, hotkey to switch: CTRLKEY! Added code in such a way
  it detects a CTRL key press and release without using it as modifier.
  Pressing CTRL will cycle through the 3 manipulator types.

- Fix for yesterday's commit; click on centerpoint for switching
  orientation happened too on a click for other widgets. Not nice...
2005-03-22 15:01:36 +00:00
a8a73e8097 Transform widget update
- now support for global/local/normal orientation.
- LMB click on center switches orientation mode
- in object mode, local (now) only displays on single object selected
- in editmode, Normal orientation is derived from faces selected
- if no normal can be found, it shows local orientation

Currently implemented, for test, in Mesh editmode and PoseMode.

Note for PoseMode; the 'translation widget' shows on "IK" bones but
doesn't translate, it rotates instead. Pretty interesting to use the
translate widget for it...least cluttered display I think.

Note for Matt; I tried MMB click for switching orientation... it's just
weird that way... such clicks, repeatedly, with mousewheels isnt nice
either.
2005-03-21 22:51:05 +00:00
bc77092959 Added string to BIF_setSingleAxisConstraint() function for headerprint.
Needed for martin to further work on print stuff
2005-03-21 17:52:45 +00:00