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blender-archive/source/blender/makesrna/intern/rna_scene_api.c
Antonis Ryakiotakis 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

269 lines
10 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2009 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Joshua Leung, Arystanbek Dyussenov
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/makesrna/intern/rna_scene_api.c
* \ingroup RNA
*/
#include <stdlib.h>
#include <stdio.h>
#include "BLI_utildefines.h"
#include "BLI_path_util.h"
#include "RNA_define.h"
#include "DNA_anim_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "rna_internal.h" /* own include */
#ifdef RNA_RUNTIME
#include "BKE_animsys.h"
#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_scene.h"
#include "BKE_writeavi.h"
#include "ED_transform.h"
#ifdef WITH_PYTHON
# include "BPY_extern.h"
#endif
static void rna_Scene_frame_set(Scene *scene, int frame, float subframe)
{
double cfra = (double)frame + (double)subframe;
CLAMP(cfra, MINAFRAME, MAXFRAME);
BKE_scene_frame_set(scene, cfra);
#ifdef WITH_PYTHON
BPy_BEGIN_ALLOW_THREADS;
#endif
/* It's possible that here we're including layers which were never visible before. */
BKE_scene_update_for_newframe_ex(G.main->eval_ctx, G.main, scene, (1 << 20) - 1, true);
#ifdef WITH_PYTHON
BPy_END_ALLOW_THREADS;
#endif
BKE_scene_camera_switch_update(scene);
/* don't do notifier when we're rendering, avoid some viewport crashes
* redrawing while the data is being modified for render */
if (!G.is_rendering) {
/* cant use NC_SCENE|ND_FRAME because this causes wm_event_do_notifiers to call
* BKE_scene_update_for_newframe which will loose any un-keyed changes [#24690] */
/* WM_main_add_notifier(NC_SCENE|ND_FRAME, scene); */
/* instead just redraw the views */
WM_main_add_notifier(NC_WINDOW, NULL);
}
}
static void rna_Scene_update_tagged(Scene *scene)
{
#ifdef WITH_PYTHON
BPy_BEGIN_ALLOW_THREADS;
#endif
BKE_scene_update_tagged(G.main->eval_ctx, G.main, scene);
#ifdef WITH_PYTHON
BPy_END_ALLOW_THREADS;
#endif
}
static void rna_SceneRender_get_frame_path(RenderData *rd, int frame, char *name)
{
if (BKE_imtype_is_movie(rd->im_format.imtype))
BKE_movie_filepath_get(name, rd);
else
BKE_makepicstring(name, rd->pic, G.main->name, (frame == INT_MIN) ? rd->cfra : frame,
&rd->im_format, (rd->scemode & R_EXTENSION) != 0, true);
}
static void rna_Scene_ray_cast(Scene *scene, float ray_start[3], float ray_end[3],
int *r_success, Object **r_ob, float r_obmat[16],
float r_location[3], float r_normal[3])
{
float dummy_dist_px = 0;
float ray_nor[3];
float ray_dist;
sub_v3_v3v3(ray_nor, ray_end, ray_start);
ray_dist = normalize_v3(ray_nor);
if (snapObjectsRayEx(scene, NULL, NULL, NULL, NULL, SCE_SNAP_MODE_FACE,
r_ob, (float(*)[4])r_obmat,
ray_start, ray_nor, &ray_dist,
NULL, &dummy_dist_px, r_location, r_normal, SNAP_ALL, NULL))
{
*r_success = true;
}
else {
unit_m4((float(*)[4])r_obmat);
zero_v3(r_location);
zero_v3(r_normal);
*r_success = false;
}
}
#ifdef WITH_COLLADA
/* don't remove this, as COLLADA exporting cannot be done through operators in render() callback. */
#include "../../collada/collada.h"
static void rna_Scene_collada_export(
Scene *scene,
const char *filepath,
int apply_modifiers,
int export_mesh_type,
int selected,
int include_children,
int include_armatures,
int include_shapekeys,
int deform_bones_only,
int active_uv_only,
int include_uv_textures,
int include_material_textures,
int use_texture_copies,
int use_ngons,
int use_object_instantiation,
int sort_by_name,
int export_transformation_type,
int open_sim)
{
collada_export(scene, filepath, apply_modifiers, export_mesh_type, selected,
include_children, include_armatures, include_shapekeys, deform_bones_only,
active_uv_only, include_uv_textures, include_material_textures,
use_texture_copies, use_ngons, use_object_instantiation, sort_by_name, export_transformation_type, open_sim);
}
#endif
#else
void RNA_api_scene(StructRNA *srna)
{
FunctionRNA *func;
PropertyRNA *parm;
func = RNA_def_function(srna, "frame_set", "rna_Scene_frame_set");
RNA_def_function_ui_description(func, "Set scene frame updating all objects immediately");
parm = RNA_def_int(func, "frame", 0, MINAFRAME, MAXFRAME, "", "Frame number to set", MINAFRAME, MAXFRAME);
RNA_def_property_flag(parm, PROP_REQUIRED);
RNA_def_float(func, "subframe", 0.0, 0.0, 1.0, "", "Sub-frame time, between 0.0 and 1.0", 0.0, 1.0);
func = RNA_def_function(srna, "update", "rna_Scene_update_tagged");
RNA_def_function_ui_description(func,
"Update data tagged to be updated from previous access to data or operators");
/* Ray Cast */
func = RNA_def_function(srna, "ray_cast", "rna_Scene_ray_cast");
RNA_def_function_ui_description(func, "Cast a ray onto in object space");
/* ray start and end */
parm = RNA_def_float_vector(func, "start", 3, NULL, -FLT_MAX, FLT_MAX, "", "", -1e4, 1e4);
RNA_def_property_flag(parm, PROP_REQUIRED);
parm = RNA_def_float_vector(func, "end", 3, NULL, -FLT_MAX, FLT_MAX, "", "", -1e4, 1e4);
RNA_def_property_flag(parm, PROP_REQUIRED);
/* return location and normal */
parm = RNA_def_boolean(func, "result", 0, "", "");
RNA_def_function_output(func, parm);
parm = RNA_def_pointer(func, "object", "Object", "", "Ray cast object");
RNA_def_function_output(func, parm);
parm = RNA_def_float_matrix(func, "matrix", 4, 4, NULL, 0.0f, 0.0f, "", "Matrix", 0.0f, 0.0f);
RNA_def_function_output(func, parm);
parm = RNA_def_float_vector(func, "location", 3, NULL, -FLT_MAX, FLT_MAX, "Location",
"The hit location of this ray cast", -1e4, 1e4);
RNA_def_property_flag(parm, PROP_THICK_WRAP);
RNA_def_function_output(func, parm);
parm = RNA_def_float_vector(func, "normal", 3, NULL, -FLT_MAX, FLT_MAX, "Normal",
"The face normal at the ray cast hit location", -1e4, 1e4);
RNA_def_property_flag(parm, PROP_THICK_WRAP);
RNA_def_function_output(func, parm);
#ifdef WITH_COLLADA
/* don't remove this, as COLLADA exporting cannot be done through operators in render() callback. */
func = RNA_def_function(srna, "collada_export", "rna_Scene_collada_export");
parm = RNA_def_string(func, "filepath", NULL, FILE_MAX, "File Path", "File path to write Collada file");
RNA_def_property_flag(parm, PROP_REQUIRED);
RNA_def_property_subtype(parm, PROP_FILEPATH); /* allow non utf8 */
parm = RNA_def_boolean(func, "apply_modifiers", 0, "Apply Modifiers", "Apply modifiers");
parm = RNA_def_int(func, "export_mesh_type", 0, INT_MIN, INT_MAX,
"Resolution", "Modifier resolution for export", INT_MIN, INT_MAX);
parm = RNA_def_boolean(func, "selected", 0, "Selection Only", "Export only selected elements");
parm = RNA_def_boolean(func, "include_children", 0, "Include Children", "Export all children of selected objects (even if not selected)");
parm = RNA_def_boolean(func, "include_armatures", 0, "Include Armatures", "Export related armatures (even if not selected)");
parm = RNA_def_boolean(func, "include_shapekeys", 0, "Include Shape Keys", "Export all Shape Keys from Mesh Objects");
parm = RNA_def_boolean(func, "deform_bones_only", 0, "Deform Bones only", "Only export deforming bones with armatures");
parm = RNA_def_boolean(func, "active_uv_only", 0, "Active UV Layer only", "Export only the active UV Layer");
parm = RNA_def_boolean(func, "include_uv_textures", 0, "Include UV Textures", "Export textures assigned to the object UV maps");
parm = RNA_def_boolean(func, "include_material_textures", 0, "Include Material Textures", "Export textures assigned to the object Materials");
parm = RNA_def_boolean(func, "use_texture_copies", 0, "copy", "Copy textures to same folder where the .dae file is exported");
parm = RNA_def_boolean(func, "use_ngons", 1, "Use NGons", "Keep NGons in Export");
parm = RNA_def_boolean(func, "use_object_instantiation", 1, "Use Object Instances", "Instantiate multiple Objects from same Data");
parm = RNA_def_boolean(func, "sort_by_name", 0, "Sort by Object name", "Sort exported data by Object name");
parm = RNA_def_boolean(func, "open_sim", 0, "Export for SL/OpenSim", "Compatibility mode for SL, OpenSim and similar online worlds");
parm = RNA_def_int(func, "export_transformation_type", 0, INT_MIN, INT_MAX,
"Transformation", "Transformation type for translation, scale and rotation", INT_MIN, INT_MAX);
RNA_def_function_ui_description(func, "Export to collada file");
#endif
}
void RNA_api_scene_render(StructRNA *srna)
{
FunctionRNA *func;
PropertyRNA *parm;
func = RNA_def_function(srna, "frame_path", "rna_SceneRender_get_frame_path");
RNA_def_function_ui_description(func, "Return the absolute path to the filename to be written for a given frame");
RNA_def_int(func, "frame", INT_MIN, INT_MIN, INT_MAX, "",
"Frame number to use, if unset the current frame will be used", MINAFRAME, MAXFRAME);
parm = RNA_def_string_file_path(func, "filepath", NULL, FILE_MAX, "File Path",
"The resulting filepath from the scenes render settings");
RNA_def_property_flag(parm, PROP_THICK_WRAP); /* needed for string return value */
RNA_def_function_output(func, parm);
}
#endif