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

Merged
Nate Rupsis merged 47 commits from nrupsis/blender:parent-space into main 2023-04-20 17:40:31 +02:00
3 changed files with 50 additions and 1 deletions

View File

@ -580,6 +580,33 @@ void ED_transform_calc_orientation_from_type(const bContext *C, float r_mat[3][3
scene, view_layer, v3d, rv3d, ob, obedit, orient_index, pivot_point, r_mat);
}
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. */
if (active_pchan->parent) {
/* 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));
return;
}
/* 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 (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. */
unit_m3(r_mat);
}
}
short ED_transform_calc_orientation_from_type_ex(const Scene *scene,
ViewLayer *view_layer,
const View3D *v3d,
@ -609,6 +636,20 @@ short ED_transform_calc_orientation_from_type_ex(const Scene *scene,
/* If not gimbal, fall through to normal. */
ATTR_FALLTHROUGH;
}
case V3D_ORIENT_PARENT: {
if (ob) {
if (ob->mode & OB_MODE_POSE) {
handle_armature_parent_orientation(ob, r_mat);
break;
}
else {
handle_object_parent_orientation(ob, r_mat);
break;
}
}
/* No break; we define 'parent' as 'normal' otherwise. */
ATTR_FALLTHROUGH;
}
case V3D_ORIENT_NORMAL: {
if (obedit || (ob && ob->mode & OB_MODE_POSE)) {
ED_getTransformOrientationMatrix(scene, view_layer, v3d, ob, obedit, pivot_point, r_mat);
@ -621,7 +662,7 @@ short ED_transform_calc_orientation_from_type_ex(const Scene *scene,
if (ob) {
if (ob->mode & OB_MODE_POSE) {
/* Each bone moves on its own local axis, but to avoid confusion,
* use the active pones axis for display #33575, this works as expected on a single
* use the active bone's axis for display #33575, this works as expected on a single
* bone and users who select many bones will understand what's going on and what local
* means when they start transforming. */
ED_getTransformOrientationMatrix(scene, view_layer, v3d, ob, obedit, pivot_point, r_mat);
@ -741,6 +782,8 @@ const char *transform_orientations_spacename_get(TransInfo *t, const short orien
return TIP_("view");
case V3D_ORIENT_CURSOR:
return TIP_("cursor");
case V3D_ORIENT_PARENT:
return TIP_("parent");
case V3D_ORIENT_CUSTOM_MATRIX:
return TIP_("custom");
case V3D_ORIENT_CUSTOM:

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@ -630,6 +630,7 @@ enum {
V3D_ORIENT_VIEW = 3,
V3D_ORIENT_GIMBAL = 4,
V3D_ORIENT_CURSOR = 5,
V3D_ORIENT_PARENT = 6,
V3D_ORIENT_CUSTOM = 1024,
/** Runtime only, never saved to DNA. */
V3D_ORIENT_CUSTOM_MATRIX = (V3D_ORIENT_CUSTOM - 1),

View File

@ -628,6 +628,11 @@ const EnumPropertyItem rna_enum_transform_orientation_items[] = {
ICON_ORIENTATION_CURSOR,
"Cursor",
"Align the transformation axes to the 3D cursor"},
{V3D_ORIENT_PARENT,
"PARENT",
ICON_BLANK1,
"Parent",
"Align the transformation axes to the object's parent space"},
// {V3D_ORIENT_CUSTOM, "CUSTOM", 0, "Custom", "Use a custom transform orientation"},
{0, NULL, 0, NULL, NULL},
};