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
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scene, view_layer, v3d, rv3d, ob, obedit, orient_index, pivot_point, r_mat);
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scene, view_layer, v3d, rv3d, ob, obedit, orient_index, pivot_point, r_mat);
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}
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}
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static void handle_armature_parent_orientation(Object *ob, float r_mat[3][3])
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{
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bPoseChannel *active_pchan = BKE_pose_channel_active(ob, false);
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/* Check if target bone is a child. */
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if (active_pchan->parent) {
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/* For child, show parent local regardless if "local location" is set for parent bone. */
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transform_orientations_create_from_axis(r_mat, UNPACK3(active_pchan->parent->pose_mat));
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return;
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}
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/* For root, use local transform of armature object. */
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transform_orientations_create_from_axis(r_mat, UNPACK3(ob->object_to_world));
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}
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static void handle_object_parent_orientation(Object *ob, float r_mat[3][3])
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{
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/* If object has parent, then orient to parent. */
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if (ob->parent) {
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transform_orientations_create_from_axis(r_mat, UNPACK3(ob->parent->object_to_world));
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}
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else {
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/* If object doesn't have parent, then orient to world. */
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unit_m3(r_mat);
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}
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}
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short ED_transform_calc_orientation_from_type_ex(const Scene *scene,
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short ED_transform_calc_orientation_from_type_ex(const Scene *scene,
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ViewLayer *view_layer,
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ViewLayer *view_layer,
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const View3D *v3d,
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const View3D *v3d,
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@ -609,6 +636,20 @@ short ED_transform_calc_orientation_from_type_ex(const Scene *scene,
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/* If not gimbal, fall through to normal. */
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/* If not gimbal, fall through to normal. */
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ATTR_FALLTHROUGH;
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ATTR_FALLTHROUGH;
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}
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}
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case V3D_ORIENT_PARENT: {
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if (ob) {
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if (ob->mode & OB_MODE_POSE) {
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handle_armature_parent_orientation(ob, r_mat);
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break;
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}
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else {
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handle_object_parent_orientation(ob, r_mat);
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break;
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}
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}
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/* No break; we define 'parent' as 'normal' otherwise. */
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ATTR_FALLTHROUGH;
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}
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case V3D_ORIENT_NORMAL: {
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case V3D_ORIENT_NORMAL: {
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if (obedit || (ob && ob->mode & OB_MODE_POSE)) {
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if (obedit || (ob && ob->mode & OB_MODE_POSE)) {
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ED_getTransformOrientationMatrix(scene, view_layer, v3d, ob, obedit, pivot_point, r_mat);
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ED_getTransformOrientationMatrix(scene, view_layer, v3d, ob, obedit, pivot_point, r_mat);
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@ -621,7 +662,7 @@ short ED_transform_calc_orientation_from_type_ex(const Scene *scene,
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if (ob) {
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if (ob) {
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if (ob->mode & OB_MODE_POSE) {
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if (ob->mode & OB_MODE_POSE) {
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/* Each bone moves on its own local axis, but to avoid confusion,
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/* Each bone moves on its own local axis, but to avoid confusion,
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* use the active pones axis for display #33575, this works as expected on a single
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* use the active bone's axis for display #33575, this works as expected on a single
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* bone and users who select many bones will understand what's going on and what local
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* bone and users who select many bones will understand what's going on and what local
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* means when they start transforming. */
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* means when they start transforming. */
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ED_getTransformOrientationMatrix(scene, view_layer, v3d, ob, obedit, pivot_point, r_mat);
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ED_getTransformOrientationMatrix(scene, view_layer, v3d, ob, obedit, pivot_point, r_mat);
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@ -741,6 +782,8 @@ const char *transform_orientations_spacename_get(TransInfo *t, const short orien
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return TIP_("view");
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return TIP_("view");
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case V3D_ORIENT_CURSOR:
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case V3D_ORIENT_CURSOR:
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return TIP_("cursor");
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return TIP_("cursor");
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case V3D_ORIENT_PARENT:
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return TIP_("parent");
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case V3D_ORIENT_CUSTOM_MATRIX:
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case V3D_ORIENT_CUSTOM_MATRIX:
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return TIP_("custom");
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return TIP_("custom");
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case V3D_ORIENT_CUSTOM:
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case V3D_ORIENT_CUSTOM:
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@ -630,6 +630,7 @@ enum {
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V3D_ORIENT_VIEW = 3,
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V3D_ORIENT_VIEW = 3,
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V3D_ORIENT_GIMBAL = 4,
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V3D_ORIENT_GIMBAL = 4,
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V3D_ORIENT_CURSOR = 5,
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V3D_ORIENT_CURSOR = 5,
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V3D_ORIENT_PARENT = 6,
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V3D_ORIENT_CUSTOM = 1024,
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V3D_ORIENT_CUSTOM = 1024,
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/** Runtime only, never saved to DNA. */
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/** Runtime only, never saved to DNA. */
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V3D_ORIENT_CUSTOM_MATRIX = (V3D_ORIENT_CUSTOM - 1),
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V3D_ORIENT_CUSTOM_MATRIX = (V3D_ORIENT_CUSTOM - 1),
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@ -628,6 +628,11 @@ const EnumPropertyItem rna_enum_transform_orientation_items[] = {
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ICON_ORIENTATION_CURSOR,
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ICON_ORIENTATION_CURSOR,
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"Cursor",
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"Cursor",
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"Align the transformation axes to the 3D cursor"},
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"Align the transformation axes to the 3D cursor"},
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{V3D_ORIENT_PARENT,
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"PARENT",
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ICON_BLANK1,
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"Parent",
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"Align the transformation axes to the object's parent space"},
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// {V3D_ORIENT_CUSTOM, "CUSTOM", 0, "Custom", "Use a custom transform orientation"},
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// {V3D_ORIENT_CUSTOM, "CUSTOM", 0, "Custom", "Use a custom transform orientation"},
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{0, NULL, 0, NULL, NULL},
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{0, NULL, 0, NULL, NULL},
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};
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};
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