Fix #105363: Frame nodes can act wrong in transform system #105400

Merged
Philipp Oeser merged 1 commits from lichtwerk/blender:105363 into blender-v3.5-release 2023-03-17 12:42:16 +01:00
Member

When multiple nodes (Frame nodes included in the selection) are scaled/
rotated, the TransData location and center can get "wrong" due to the
fact that Frame nodes dont only use locx/locy for their
representation while drawing, but also offsetx/offsety.

So in order to use the "real" top-left corner in the transform system,
we have to respect offsetx/offsety when creating/flushing transform
data.

In addition to the file in the report, this patch was also tested to work
well with nested Frame nodes.

When multiple nodes (Frame nodes included in the selection) are scaled/ rotated, the TransData location and center can get "wrong" due to the fact that Frame nodes dont only use `locx`/`locy` for their representation while drawing, but also `offsetx`/`offsety`. So in order to use the "real" top-left corner in the transform system, we have to respect `offsetx`/`offsety` when creating/flushing transform data. In addition to the file in the report, this patch was also tested to work well with nested Frame nodes.
Philipp Oeser added 1 commit 2023-03-03 12:21:59 +01:00
72822b60bc Fix #105363: Frame nodes can act wrong in transform system
When multiple nodes (Frame nodes included in the selection) are scaled/
rotated, the TransData location and center can get "wrong" due to the
fact that Frame nodes dont only use `locx`/`locy` for their
representation while drawing, but also `offsetx`/`offsety`.

So in order to use the "real" top-left corner in the transform system,
we have to respect `offsetx`/`offsety` when creating/flushing transform
data.

In addition to the file in the report, this patch was also tested to work
well with nested Frame nodes.
Philipp Oeser added this to the Nodes & Physics project 2023-03-03 12:22:12 +01:00
Philipp Oeser added the
Interest
Modeling
label 2023-03-03 12:22:35 +01:00
Philipp Oeser requested review from Hans Goudey 2023-03-03 12:22:47 +01:00
Philipp Oeser requested review from Germano Cavalcante 2023-03-03 12:22:56 +01:00
Iliya Katushenock reviewed 2023-03-03 13:18:13 +01:00
@ -55,2 +54,3 @@
locy = node.locy;
locx = node.locx + node.offsetx;
locy = node.locy + node.offsety;
}

This looks strange. The parent check already happens in the nodeToView implementation. The whole if can be replaced with

float locx, locy;
nodeToView(node, node.offsetx, node.offsety, &locx, &locy);
...

Same for nodeFromView below

This looks strange. The parent check already happens in the `nodeToView` implementation. The whole if can be replaced with ``` float locx, locy; nodeToView(node, node.offsetx, node.offsety, &locx, &locy); ... ``` Same for `nodeFromView` below
Author
Member

Yeah, could be done, the nodeFromView case would need a bit of additional tweaking, but as you also mentioned, would keep the cleanup separate from the fix here.

Yeah, could be done, the `nodeFromView` case would need a bit of additional tweaking, but as you also mentioned, would keep the cleanup separate from the fix here.
mod_moder marked this conversation as resolved

Though my comment is more about cleaning than fixing. Feel free to close it if it looks like a cleanup could be done some other time.

Though my comment is more about cleaning than fixing. Feel free to close it if it looks like a cleanup could be done some other time.

If I understood the change correctly, the idea is to change TransData2D to consider offsetx and offsety and remove these offsets in flushTransNodes (which reconverts 3D to 2D)?

Usability is ok, but TransData2D is like a "workaround" to make 2D vectors work in transform operations that expect 3D vectors. So, ideally, the TransData2D values should be close to the values in the original vector.

Not changing TransData2D would be ideal, but if the offsets are different on each node then it might be the most viable solution.

If I understood the change correctly, the idea is to change `TransData2D` to consider `offsetx` and `offsety` and remove these offsets in `flushTransNodes` (which reconverts 3D to 2D)? Usability is ok, but `TransData2D` is like a "workaround" to make 2D vectors work in transform operations that expect 3D vectors. So, ideally, the `TransData2D` values should be close to the values in the original vector. Not changing `TransData2D` would be ideal, but if the `offsets` are different on each node then it might be the most viable solution.
Germano Cavalcante approved these changes 2023-03-03 14:56:33 +01:00
Author
Member

Feel free to just commit this since I am afk for a bit due to holidays

Feel free to just commit this since I am afk for a bit due to holidays
Member

Ideally I would like to completely remove offsetx and offsety. I'd hope that would be possible in 4.0. In the meantime, fixing the behavior seems right.

Ideally I would like to completely remove `offsetx` and `offsety`. I'd hope that would be possible in 4.0. In the meantime, fixing the behavior seems right.
Philipp Oeser merged commit 6d3ce8273a into blender-v3.5-release 2023-03-17 12:42:16 +01:00
Philipp Oeser deleted branch 105363 2023-03-17 12:42:19 +01:00
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Reference: blender/blender#105400
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