Commit Graph

57 Commits

Author SHA1 Message Date
Hans Goudey
976eaae02f Cleanup: Move BKE_object.hh to C++
Simplifies the fix to #111120, where the object bounds functions
may return a C++ type instead of `BoundBox`.

Pull Request: https://projects.blender.org/blender/blender/pulls/113462
2023-10-09 23:41:53 +02:00
Germano Cavalcante
fb556c75df Snap: New icons
For Blender 4.0 we decided to support individual icons for different
snap elements.

This was originally contributed by Erik Abrahamsson as !107054 with
some contributions by myself (Germano).

This set of icons being simple geometric symbols, that should be
familiar to CAD artists.

Note that Face and Volume share the same icon (circle). This is
deliberate since they communicate a similar functionality - are not
aimed at precision snapping the same way the vertex or perpendicular
are.

Also note that later we should also try to change the icons shown in
the snap menu to match the symbols that the artists see in the preview
window.

———

On the decision process:

The version currently in main (and rolled back here) was an initial
attempt of aggregating more information to the icons (e.g., by aligning
the icons to the target edges) while making them more suitable to
Blender. After presenting both options to (parts of the) community,
there was nothing fundamentally broken found with either option, though
options diverged over personal preference.

With that in mind, in the latest UI module meeting it was agreed to use
the original proposal then.

This final call was proposed by Dalai Felinto on his role of
commissioner (stakeholder) for the snap polishing tasks (#73993) and
designer for the related Snap Base design #66484.

———

This commit reverts commit 9c2e768f5b.

The reverted icons (referred originally as minimalistic icons) may be
proposed later as a separate theme option.
2023-09-27 16:59:16 -03:00
Christoph Lendenfeld
a41da206cd Fix: Animation Editor snapping not working when using rotate or scale
This was introduced with #109015

The issue manifested in two ways.
* snapping did not work with rotate and scale
* the scale and rotate value would increment in steps instead of fluidly

This was caused because the snapping code would force the
mode to `SCE_SNAP_TO_INCREMENT` if the snapping
wasn't enabled for the given transform mode.

This snapping mode is not supported in the Animation Editors though,
causing the snapping `switch` to fall back to `default` which is to do no snapping.
My assumption is that this mode also causes the increments in the transform.

It would be good to support that in the future,
but for now this is just a fix to get the 3.6 behavior back.

Pull Request: https://projects.blender.org/blender/blender/pulls/112088
2023-09-08 11:34:17 +02:00
Campbell Barton
1f01a64403 Cleanup: spelling in comments 2023-09-06 14:23:01 +10:00
Christoph Lendenfeld
11fe57cab8 Animation: Move Snapping to Scene
Part of #91973

Moving the snapping code for the
* Graph Editor
* Action Editor
* and NLA editor

into the common system that lives on the scene.
This includes the Magnet icon for turning
snapping on and off.

The old settings translate to the new in the following way:
* `Frame Step` -> `Frame`
* `Second Step` -> `Second`
* `Nearest Frame` -> `Frame` + `Absolute Time Snap`
* `Nearest Second` -> `Second` + `Absolute Time Snap`
* `Nearest Marker` -> `Nearest Marker`

Since this moves the location of the snapping settings
from the editor to the scene, it changes the behavior.
Previously each editor could have different snapping
settings, where now they are all synced.

Pull Request: https://projects.blender.org/blender/blender/pulls/109015
2023-09-05 10:06:55 +02:00
Harley Acheson
8779f92e67 Cleanup: Make format
Just changes resulting from Make format.
2023-09-01 11:09:12 -07:00
Germano Cavalcante
9c2e768f5b Snap: Show different symbols for different types
Add a set of symbols to improve visualization of different snap types.

- Circle: Represents snapping to a vertex.
- Two Aligned Lines: Represent snapping to an edge.
- Closed Aligned Square: Represents snapping to a specific part of an edge (center or perpendicular).
- Face-Aligned Circle with Midline: Represents snapping to a face.

Pull Request: https://projects.blender.org/blender/blender/pulls/109387
2023-09-01 17:08:07 +02:00
Campbell Barton
89c2e3c9dc Cleanup: remove unnecessary context argument to drawSnapping 2023-08-25 10:25:58 +10:00
Jacques Lucke
cc4d5c432c RNA: move headers to C++
Also see #103343.

Pull Request: https://projects.blender.org/blender/blender/pulls/111022
2023-08-10 22:40:27 +02:00
Aras Pranckevicius
d973355b3a Cleanup: reduce amount of math-related includes
Using ClangBuildAnalyzer on the whole Blender build, it was pointing
out that BLI_math.h is the heaviest "header hub" (i.e. non tiny file
that is included a lot).

However, there's very little (actually zero) source files in Blender
that need "all the math" (base, colors, vectors, matrices,
quaternions, intersection, interpolation, statistics, solvers and
time). A common use case is source files needing just vectors, or
just vectors & matrices, or just colors etc. Actually, 181 files
were including the whole math thing without needing it at all.

This change removes BLI_math.h completely, and instead in all the
places that need it, includes BLI_math_vector.h or BLI_math_color.h
and so on.

Change from that:
- BLI_math_color.h was included 1399 times -> now 408 (took 114.0sec
  to parse -> now 36.3sec)
- BLI_simd.h 1403 -> 418 (109.7sec -> 34.9sec).

Full rebuild of Blender (Apple M1, Xcode, RelWithDebInfo) is not
affected much (342sec -> 334sec). Most of benefit would be when
someone's changing BLI_simd.h or BLI_math_color.h or similar files,
that now there's 3x fewer files result in a recompile.

Pull Request #110944
2023-08-10 14:51:40 +03:00
Hans Goudey
ffe4fbe832 Cleanup: Move editors headers to C++
See #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/110820
2023-08-05 02:57:52 +02:00
Hans Goudey
bc8c892c65 Cleanup: Move WM headers to C++
Also move a few more headers that included WM headers.

Pull Request: https://projects.blender.org/blender/blender/pulls/110815
2023-08-04 23:11:22 +02:00
Campbell Barton
adf58a77ff Cleanup: use LISTBASE_FOREACH & LISTBASE_FOREACH_BACKWARD macros 2023-08-04 08:51:13 +10:00
Germano Cavalcante
f1d44dd64a Transform: Refactor: Use float vector type for 'TransInfo::mval'
In most cases float access is required for this member.
2023-08-02 15:35:09 -03:00
Germano Cavalcante
e423fd469d Cleanup: Move int to float conversions outside the function
The function doesn't actually use the `int` value, so the parameter
already comes as `float`, this avoids unnecessary conversions.
2023-08-02 15:25:22 -03:00
Jacques Lucke
3a2f5fb9db Editors: move transform code to C++
Also see #103343.

Co-authored-by: Germano Cavalcante <germano.costa@ig.com.br>
Pull Request: https://projects.blender.org/blender/blender/pulls/110049
2023-07-13 17:59:52 +02:00
Jacques Lucke
3f33e0c6cd Cleanup: clang format in disabled code segments
This formats code that is disabled using `#if 0`. Formatting was achieved
by temporarily changing `#if 0` to `#if 1 /*something*/`, then formatting,
and then changing it back to `#if 0`.
2023-07-12 14:18:59 +02:00
Campbell Barton
785bd13b9a Cleanup: spelling in comments 2023-07-05 14:09:33 +10:00
Germano Cavalcante
fcb2b99f2b Cleanup: Rename variables used in snap code
Many variables have been renamed to make their usage clearer in the
snap code.

- `color_line` -> `source_color`;
- `color_point` -> `target_color`;
- `loc_prev` -> `source_loc`;
- `loc_curr` -> `target_loc`;
- `normal` -> `target_normal`;
- `snap_elem_type` -> `target_type`;
- `snapElem` -> `target_type`;
- `Nearest2dUserData` -> `SnapData`;
- `SCE_SNAP_TO_VERTEX` -> `SCE_SNAP_TO_POINT` or `SCE_SNAP_TO_EDGE_ENDPOINT`;
- `SnapData_EditMesh` -> `SnapCache_EditMesh`;
- `sod` -> `em_cache`;

Also: make-format
2023-06-26 13:47:06 -03:00
Germano Cavalcante
9b1e56f013 Transform: Show Snap Base when adding multiple snap points
This is part of what was implemented in #109062

When adding multiple snap points (`A` key), the 'Snap Base' location no longer corresponds to the snap target point, so it becomes invisible.

Therefore, show the resulting `Snap Base` during this operation.

Pull Request: https://projects.blender.org/blender/blender/pulls/109379
2023-06-26 17:41:15 +02:00
Germano Cavalcante
1ef9c16218 Cleanup: Rename SCE_SNAP_MODE_ to SCE_SNAP_TO_
Also rename:
- `SCE_SNAP_MODE_FACE_NEAREST` to `SCE_SNAP_INDIVIDUAL_NEAREST`
- `SCE_SNAP_MODE_FACE_RAYCAST` to `SCE_SNAP_INDIVIDUAL_PROJECT`

And arrange the enums in numerical order.
2023-06-23 17:16:10 -03:00
Germano Cavalcante
af63f05d17 Transform: Add utility for debug snapping time 2023-06-21 02:08:52 -03:00
Germano Cavalcante
e918cf343c Fix isolated Snap to Edge Perpendicular not working
Caused by 5621154185.

The Perpendicular Snap needs a `prev_co` to work.
But in `Snap With` `Closest` mode the `prev_co` is not calculated.
Thus, when isolated, the snap to Perpendicular is never done.

So this commit puts the `center_global` fallback back to `prev_co`.

Also, if `Snap Base Edit` is used when only the snap to
`Edge Perpendicular` is enabled. `Snap To` will be temporarily set to
`Vert`, `Edge`, `Face` and `Edge Midpoint`.
2023-06-15 11:30:16 -03:00
Germano Cavalcante
5621154185 Transform: Remove current 'Snap Base' in 'Set Snap Base' mode
The current `Snap Base` was available and displayed to allow snapping
to `Edge Perpendicular`.

However, the usefulness of perpendicular snapping in `Set Snap Base`
mode is questionable and can sometimes cause inconvenience.

Also, removing the current `Snap Base` indicator (the `X` drawing)
makes the intention of the operation more apparent.

Therefore, this commit removes both the indicator and the effect of the
current `Snap Base` in `Set Snap Base` mode.

Pull Request: https://projects.blender.org/blender/blender/pulls/108776
2023-06-09 14:12:15 +02:00
Germano Cavalcante
c310cf6a2f Merge branch 'blender-v3.6-release' into main 2023-06-07 11:59:11 -03:00
Germano Cavalcante
981dd12394 Fix #108665: Project 3D cursor on Geometry not working in X-ray
Caused by 98bfa8d458

Occlusion must consider several factors:
- The `Viewport Display` > `Display As` setting  of the object.
- The X-Ray mode of the scene.
- Whether only Snap to Face is being used.
- Whether Snap is set to Cage (always transparent) in edit mode.
- Whether the object is hidden.

In the case of Cage, the final geometry should be utilized for occlusion.
However, to prevent excessive and risky modifications, it was followed
the same approach as before and verified the `Display As` setting of
the object.
2023-06-07 11:56:53 -03:00
Germano Cavalcante
cf967f8e08 Transform: Remove Indication of the Transformed Snap Base
This commit removes the transformed `Snap Base` symbol (white target)
and displays only the untransformed `Snap Base` symbol (X) when
confirming the Snap Base Edit operation.

The usefulness of the white target icon representing the transformed
`Snap Base` is debatable since it represents the snap target itself
(orange circle) during the Move operation or the direction between the
pivot and the snap target during the Rotation operation.

Having multiple symbols on the screen can clutter the interface and may
not be intuitive.

Therefore, further discussion is required.

Ref.
#108669
2023-06-06 15:42:22 -03:00
Germano Cavalcante
8e059b569b UI: move 'Face Nearest' snap option to another section
The snap mode called "Face Nearest" (and the "Increment" but that's for
another time) doesn't behave like the other snap modes.

Unlike the other snap modes, "Face Nearest" does not act on a Snap
Base (or Snap Source).

It always acts on the origin of individually transformed elements, (such
as each vertex individually).

It works just like the "Project Individual Elements" option.

So this commit makes the following changes:
- `Snap With` was moved to the beginning of the popover
- `Align Rotation to Target` and `Backface Culling` have been moved closer to the snap targets
- `Snap With`, `Target Selection` and `Align Rotation to Target` are no longer hidden by varying the mode and options
- `Project Individual Elements` has been replaced with the `Face Project` option
- `Face Nearest` has been moved to stick together with the `Face Project` option

Co-authored-by: Germano Cavalcante <germano.costa@ig.com.br>
Pull Request: https://projects.blender.org/blender/blender/pulls/108555
2023-06-06 19:35:57 +02:00
Campbell Barton
784e13170e Cleanup: function style casts, use nullptr, printf & size macros 2023-06-04 19:27:38 +10:00
Germano Cavalcante
3010f1233b Transform: new feature to edit the 'Snap Base'
This commit implements a new modifier key (`B`) for the transform
operators.

This new key allows changing the 'Snap Base' of a transform by snapping
it to a defined point in the scene.

Ref #66424

# Implementation Details

- This feature is only available in the 3D View.
- This feature is only available for the transform modes:
  - `Move`,
  - `Rotate`,
  - `Scale`,
  - `Vert Slide` and
  - `Edge Slide`.
- The `Snap Base Edit` is enabled while we are transforming and we
  press the key `B`
- The `Snap Base Edit` is confirmed when we press any of the keys:
 `B`, `LMB`, `Enter`
- During um operation, if no snap target is set for an element in the
  scene (Vertex, Edge...), the snap targets to geometry Vertex, Edge,
  Face, Center of Edge and Perpendicular of Edge are set automatically.
- Constraint or similar modal features are not available during the
  `Snap Base Edit` mode.
- Text input is not available during the `Snap Base Edit` mode.
- A prone snap base point is indicated with an small cursor drawing.

Pull Request: https://projects.blender.org/blender/blender/pulls/104443
2023-06-03 04:18:49 +02:00
Campbell Barton
74dd0ed09e Cleanup: remove redundant struct qualifiers 2023-06-03 08:54:37 +10:00
Germano Cavalcante
c4a4a89ef5 Transform: refactor modes by reorganizing their data in 'TransModeInfo'
No functional changes.

This commit reorganizes the transform mode functions by bundling them
into a struct called `TransModeInfo` in the file.

This structural change enhances the readability of the transform code
and simplifies the process of adding or removing modes.

Furthermore, this refactor allows for the inclusion of other essential
mode-specific values, such as 'input', which cannot be separated from
the code.

Overall, this commit improves the maintainability and extensibility of
the transform functionality.

Pull Request: https://projects.blender.org/blender/blender/pulls/108467
2023-06-02 14:42:27 +02:00
Sergey Sharybin
c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00
Campbell Barton
1d6eb9bc93 Fix UV vertex snap while transforming snapping to itself
When the mouse cursor was close to the selection being transformed,
the UV's could snap to themselves.
2023-05-20 20:28:11 +10:00
Campbell Barton
6859bb6e67 Cleanup: format (with BraceWrapping::AfterControlStatement "MultiLine") 2023-05-02 09:37:49 +10:00
Germano Cavalcante
4504a13bd9 Fix #107262: snap source of type Active Element sometimes fails
Remove micro optimization that seeks to reuse the active center 
alculation.

This operation is lightweight and reusing its result only adds an
unnecessary dependency.
2023-04-24 11:41:40 -03:00
Germano Cavalcante
6778460e53 Fix #106323: Snap to Face Nearest not working
Face Nearest only works with individual projection, so always set the
`SCE_SNAP_PROJECT` flag in this case.

Also gray out the `Project Individual Elements` option in the UI if
`Face Nearest` is enabled.

And change the description to indicate that `Project Individual Elements`
is always enabled with the `Face Nearest` option.

(I feel a better design for this option needs to be considered).
2023-03-31 17:30:26 -03:00
Germano Cavalcante
f898c22349 Fix #106363: snap toggle affecting operators not set to 'Affect'
Regression due 88e2542398.

Although the "Non-Affect" operators continue to use incremental,
this snapping should not be enabled by default.
2023-03-31 16:32:53 -03:00
Germano Cavalcante
18232af3ee Transform: Improve workaround used in #40241
Prefer `invoke` over `modal` to initialize a value that doesn't need to
be computed again.

Also avoid repeated `source_operation` checks.
2023-03-24 17:06:33 -03:00
Germano Cavalcante
45379d9b59 Fix (unreported): Snap not enabled if Ctrl is pressed before operation
Regression introduced by 88e2542398.

The transform operator has a special way of detecting when the snap
modifier is pressed before the modal.
2023-03-21 19:17:25 -03:00
Germano Cavalcante
88e2542398 Transform: reduce overhead when checking if snapping is active
No functional changes.

The code previously contained redundant and complex checks for
different snapping scenarios, which involved combinations of multiple
snapping flags and modes on each mouse interaction. This resulted in
unnecessary code duplication and overhead.

To address this issue, the code has been simplified and micro-optimized
by moving these checks to the initialization of the snapping parameters.

This results in a more streamlined and efficient codebase.
2023-03-20 20:13:28 -03:00
Germano Cavalcante
4de247eb94 Cleanup: deduplicate snapping parameters
The members `align`, `project`, `peel` and `use_backface_culling`
already have a corresponding value in `TransSnap::flag`.

Keeping values that represent the same thing is error prone.
2023-03-20 20:13:28 -03:00
Campbell Barton
91346755ce Cleanup: use '#' prefix for issues instead of 'T'
Match the convention from Gitea instead of Phabricator's T for tasks.
2023-02-12 14:56:05 +11:00
Germano Cavalcante
deaddbdcff Fix forced snap status being removed when changing transform mode
The `SNAP_FORCED` setting is set to the operation and not the snap
status.

Therefore, this option should not be cleared along with the other
statuses when resetting snapping.

Move then the location of this setting to `TransInfo::modifiers`.
2023-02-06 11:18:52 -03:00
Germano Cavalcante
1ad11355a3 Transform: fix use of "snap_point" property
There is not much documentation on the "snap_point" property, but by
code it is possible to note that it serves to set a target snap point
and is of internal use as it is hidden from the Redo panel.

However, this property was still very dependent on Tools settings and
if set to an operator's call, it changes the scene configurations
inadequately.

Therefore,
- remove this dependency from UI for rotation and resize operators,
- do not change the state of the snap in the scene and
- cleanup the code.
2023-01-24 17:10:21 -03:00
Germano Cavalcante
589d1be147 Cleanup: rename variables to distinguish between target and source
From --> To

**Struct Members:**
|snapTarget|snap_source
|snapPoint|snap_target
|snapTargetGrid|snap_target_grid
|calcSnap|snap_target_fn
|targetSnap|snap_source_fn
|applySnap|snap_mode_apply_fn
|distance|snap_mode_distance_fn
|source_select|source_operation
|target_select|target_operation

**Functions:**
|snap_calc_view3d_fn|snap_target_view3d_fn
|snap_calc_uv_fn|snap_target_uv_fn
|snap_calc_node_fn|snap_target_node_fn
|snap_calc_sequencer_fn|snap_target_sequencer_fn
|TargetSnapMedian|snap_source_median_fn
|TargetSnapCenter|snap_source_center_fn
|TargetSnapClosest|snap_source_closest_fn
|TargetSnapActive|snap_source_active_fn

**Enums:**
|TARGET_INIT|SNAP_SOURCE_FOUND
|TARGET_GRID_INIT|SNAP_TARGET_GRID_FOUND
|POINT_INIT|SNAP_TARGET_FOUND
|MULTI_POINTS|SNAP_MULTI_POINTS

**Types:**
|eSnapSourceSelect|eSnapSourceOP
|eSnapTargetSelect|eSnapTargetOP

Also rename Select to Operation.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D16967
2023-01-12 10:30:47 -03:00
Germano Cavalcante
c6b4bd407e Cleanup: deduplicate conditions in transform code
The `t->spacetype` check is already done in `setSnappingCallback`.
2023-01-10 09:35:59 -03:00
Germano Cavalcante
92449e634f Fix duplicate code in 63b9a57f8b 2023-01-09 23:56:14 -03:00
Germano Cavalcante
63b9a57f8b Cleanup: use descriptive names for transform snapping functions
activeSnap --> transform_snap_is_active
activeSnap_SnappingIndividual --> transform_snap_project_individual_is_active
activeSnap_SnappingAsGroup --> transform_snap_mixed_is_active
applySnappingIndividual --> transform_snap_project_individual_apply
applySnappingAsGroup --> transform_snap_mixed_apply

Also rearrange functions to be close to where they are used.

And use static when possible.
2023-01-09 23:45:12 -03:00
Hans Goudey
2652029f3b Cleanup: Clang tidy
Addressed almost all warnings except for replacing defines
with enums and variable assignment in if statements.
2022-12-29 12:01:32 -05:00