Add docs for how object's stored transforms work #23
@ -133,3 +133,58 @@ be more or less complex. Steps in **bold** are rather mandatory.
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6. **recalcData** : Flush updates to Blender data when needed
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6. **recalcData** : Flush updates to Blender data when needed
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7. **headerPrint** : Send text to the header
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7. **headerPrint** : Send text to the header
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8. **viewRedrawForce** : Send redraw events to the proper screen area
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8. **viewRedrawForce** : Send redraw events to the proper screen area
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## Stored Transforms
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Each object has a set of source-of-truth (i.e. not derived or cached) transforms
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stored directly in its DNA, in the `Object` struct in *DNA_object_types.h*.
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These specify the aspects of an object's transforms that are independent of
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other objects in the scene, and which do not result from constraints, etc.
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### Loc/Rot/Scale
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The simplest of these are the `loc`, `rot`, and `scale` properties, which form
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the base transform of an object. These are the familiar properties that users
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use to set and animate an object's position in 3D space.
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`rot` also has counterparts for quaternion and axis-angle rotations: `quat` for
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quaternions and `rotAxis` + `rotAngle` for axis-angle. These are used for the
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object's rotation when `rotmode` is set to the corresponding rotation mode.
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### Delta Transforms
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After the base transform, there are the delta transforms, stored in the `dloc`,
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`drot`, and `dscale` properties. These can also be set by the user, and
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effectively define a "rest position" for the object.
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`loc`/`dloc`, `rot`/`drot`, and `scale`/`dscale` are first combined as pairs
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(e.g. `loc` with `dloc`), and then assembled together into a transform matrix
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afterward.
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> NOTE: Quaternion and axis-angle rotation modes also have corresponding `d*`
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> properties for delta transforms, for when the object is in those respective
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> rotation modes. They are applied the same way as `drot`.
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The relevant code for this is in *blenkernel/intern/object.cc* in the functions
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`BKE_object_scale_to_mat3`, `BKE_object_rot_to_mat3`, `BKE_object_to_mat3`, and
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`BKE_object_to_mat4`.
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### Parent-Inverse Matrix
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Finally, there is one additional transform step that is internal to an object:
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the parent-inverse matrix.
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The parent-inverse matrix is a 4x4 matrix stored in the property `parentinv`.
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Importantly, it is *not* the transform (inverse or otherwise) of the object's
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parent. Rather, it's an arbitrary 4x4 matrix that gets applied to an object's
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transforms if and only if it has a parent.
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Its intended purpose (and the source of its name) is to keep a child object
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where it is visually when a parent-child relationship is created, without
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changing the child's loc/rot/scale values. To accomplish this, the matrix is
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automatically set to the inverse of the parent's transform *at the time the
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parent-child relationship is created*. It is specifically *not* updated to
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continuously match the parent's inverse.
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The relevant code for applying this transform is in
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*blenkernel/intern/object.cc* in the function `BKE_object_apply_mat4_ex`.
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