forked from blender/blender
index-of-nearest-104619 #2
@ -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:
|
||||
|
@ -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),
|
||||
|
@ -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},
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user