Fix #105363: Frame nodes can act wrong in transform system #105400
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Reference: blender/blender#105400
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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 theirrepresentation 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 transformdata.
In addition to the file in the report, this patch was also tested to work
well with nested Frame nodes.
@ -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 withSame for
nodeFromView
belowYeah, 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.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 consideroffsetx
andoffsety
and remove these offsets influshTransNodes
(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, theTransData2D
values should be close to the values in the original vector.Not changing
TransData2D
would be ideal, but if theoffsets
are different on each node then it might be the most viable solution.Feel free to just commit this since I am afk for a bit due to holidays
Ideally I would like to completely remove
offsetx
andoffsety
. I'd hope that would be possible in 4.0. In the meantime, fixing the behavior seems right.