Animation: Add in Parent space alignment option to the Transform Orientation gizmo #104724

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Nate Rupsis merged 47 commits from nrupsis/blender:parent-space into main 2023-04-20 17:40:31 +02:00
1 changed files with 5 additions and 6 deletions
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@ -584,26 +584,25 @@ static void handle_armature_parent_orientation(Object *ob, float r_mat[3][3])
{
bPoseChannel *active_pchan = BKE_pose_channel_active(ob, false);
// Check if target bone is a child.
/* Check if target bone is a child. */
if (active_pchan->parent) {
// For child, show parent local regardless if "local location" is set for parent bone
/* For child, show parent local regardless if "local location" is set for parent bone. */
transform_orientations_create_from_axis(r_mat, UNPACK3(active_pchan->parent->pose_mat));

Some style remarks:

  • Even for C++ the C-style of comments is preferred (ref)
  • End comments with a period.

And this one is more of a personal preference, but I'd remove the newline between the if and its body, as they form one 'unit' within the function. No strong feelings either way, so do with this one as you wish.

Some style remarks: - Even for C++ the C-style of comments is preferred ([ref](https://wiki.blender.org/wiki/Style_Guide/C_Cpp#C.2FC.2B.2B_Comments)) - End comments with a period. And this one is more of a personal preference, but I'd remove the newline between the `if` and its body, as they form one 'unit' within the function. No strong feelings either way, so do with this one as you wish.
return;
}
// For root, use local transform of armature object.
/* For root, use local transform of armature object. */
transform_orientations_create_from_axis(r_mat, UNPACK3(ob->object_to_world));
}
static void handle_object_parent_orientation(Object *ob, float r_mat[3][3])
{
// If object has parent, then orient to parent.
/* If object has parent, then orient to parent. */
if (ob->parent) {
transform_orientations_create_from_axis(r_mat, UNPACK3(ob->parent->object_to_world));
}
else {
// If object doesn't have parent, then orient to world.
/* If object doesn't have parent, then orient to world. */
unit_m3(r_mat);
}
}