Commit Graph

11 Commits

Author SHA1 Message Date
3772dda4ab Refactor: Snap-related. Clarified attribute names and refactored #defines into enums
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
2022-06-06 10:56:22 -04:00
2146256563 Cleanup: use ELEM macro 2022-03-09 10:13:43 +11:00
c434782e3a File headers: SPDX License migration
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
2022-02-11 09:14:36 +11:00
1642028310 Cleanup: use the ELEM macro 2022-01-07 17:48:25 +11:00
76471dbd5e Cleanup: capitalize NOTE tag 2021-11-30 10:15:17 +11:00
1143bf281a Cleanup: spelling in comments, comment block formatting 2021-11-13 13:07:13 +11:00
2f667c2bc9 Fix UI messages, typos, etc. 2021-11-01 17:28:07 +01:00
6d3d2988fa Cleanup: spelling in comments 2021-10-26 22:26:35 +11:00
7bc7d1747c Cleanup: forgot to remove empty line in previous commit. 2021-10-26 09:58:03 +02:00
ee743204b0 Cleanup: build warnings.
`NULL` instead of `nullptr` in cpp code, and `else` statements after
returns.
2021-10-26 09:52:08 +02:00
3434a991ec XR Controller Support Step 5: Navigation
Adds navigation transforms (pose, scale) to the XR session state that
will be applied to the viewer/controller poses. By manipulating these
values, a viewer can move through the VR viewport without the need to
physically walk through it.

Add-ons can access these transforms via Python
(XrSessionState.navigation_location/rotation/scale) to use with custom
operators.

Also adds 3 new VR navigation operators that will be exposed to users
as default actions in the VR Scene Inspection add-on. While all three
of these operators have custom properties that can greatly influence
their behaviors, for now these properties will not be accessible by
users from the UI. However, other add-ons can still set these custom
properties if they desire.

1). Raycast-based teleport
Moves the user to a location pointed at on a mesh object. The result
can optionally be constrained to specific axes, for example to achieve
"elevation snapping" behavior by constraining to the Z-axis. In
addition, one can specify an interpolation factor and offset.

Credit to KISKA for the elevation snapping concept.

2). "Grab" navigation
Moves the user through the viewport by pressing inputs on one or two
held controllers and applying deltas to the navigation matrix based on
the displacement of these controllers. When inputs on both controllers
are pressed at the same time (bimanual interaction), the user can scale
themselves relative to the scene based on the distance between the
controllers.

Also supports locks for location, rotation, and scale.

3). Fly navigation
Navigates the viewport by pressing a button and moving/turning relative to
navigation space or the VR viewer or controller. Via the operator's
properties, one can select from a variety of these modes as well as
specify the min/max speed and whether to lock elevation.

Reviewed By: Severin

Differential Revision: https://developer.blender.org/D11501
2021-10-26 13:34:58 +09:00