UV Constrain to bounds not constraining when scaling UV's #50398
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Reference: blender/blender#50398
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System: MacOS 10.12
Blender Version: 2.78a
Short description of error
UV's are able to be scaled beyond bounds in 'constrain to bounds mode' when pivot point is set to 2D cursor, and positioned on an edge.
This issue can also be reproduced on the x axis as well, it seems to be dependent on where the 2D cursor is placed within the UV workspace.
Exact steps for others to reproduce the error
Try to scale to the y axis
Changed status to: 'Open'
Added subscriber: @Alexandermitchell
#58703 was marked as duplicate of this issue
UV Constrain to bounds not constrining when scaling UV'sto UV Constrain to bounds not constraining when scaling UV'sAdded subscriber: @lichtwerk
first note: seems to only happen when 2d cursor is exactly on the bounds (or outside)
Will check logic in
clipUVTransform()
when time permits [could take some time though due to dayjob... so if somebody wants to jump in....]Added subscriber: @greasyblend
Added subscriber: @JKVargas
Can I get this task?
I had a look at this just yesterday and have this working mostly already, only have to iron out a cornercase...
So assigning this to me [as I can finish it up this weekend] and hope you didnt already work on this.
If you already solved this though in the meantime feel free to comandeer back...
Hi there,
unfortunately I didnt find the time to finish/clean this up (and I am not sure when I will find time) so I'm just pasting a very rough diff for others to pick up.... P440: #50398 rough
This just tries to solve a couple of issues I found with the clipping code:
This is obviously very rough and could propably be simplified [its more like working pseudo code...]
Wow Philipp! Really fantastic start.
In regard to non-uniform scaling (changing scaling aspect ratio) - maybe this could be a menu item? As I can think of usage cases where I may want to achieve both.
Thanks.
Added subscribers: @Jakuba, @JacquesLucke
Added subscriber: @Chris_Blackbourn
D14882
The proper fix for the last few bugs requires operating on the min/max pre-transform, not post-transform, which is a more invasive change. There will also be a bit of design input required to resolve the last few edge cases when we get around to making that change.
Also, is there a related task for Rotation? The fix for rotation is a bit more complicated and will need some design input because we might want "wall kicks" instead (see: https://tetris.fandom.com/wiki/SRS )
This issue was referenced by
bc256a4507
Changed status from 'Confirmed' to: 'Resolved'