(The last time there was some files missing due to failed connection to svn server while merging.. thats why this stuff of reverting last merge and redoing it) svn merge -r 16231:16608 https://svn.blender.org/svnroot/bf-blender/trunk/blender
775 lines
16 KiB
C
775 lines
16 KiB
C
/**
|
|
* $Id:
|
|
*
|
|
* ***** BEGIN GPL LICENSE BLOCK *****
|
|
*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 2
|
|
* of the License, or (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software Foundation,
|
|
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
*
|
|
* Contributor(s): Martin Poirier
|
|
*
|
|
* ***** END GPL LICENSE BLOCK *****
|
|
*/
|
|
|
|
#include <string.h>
|
|
|
|
#include "MEM_guardedalloc.h"
|
|
|
|
#include "DNA_armature_types.h"
|
|
#include "DNA_action_types.h"
|
|
#include "DNA_curve_types.h"
|
|
#include "DNA_listBase.h"
|
|
#include "DNA_object_types.h"
|
|
#include "DNA_meshdata_types.h"
|
|
#include "DNA_mesh_types.h"
|
|
#include "DNA_meta_types.h"
|
|
#include "DNA_scene_types.h"
|
|
#include "DNA_space_types.h"
|
|
#include "DNA_view3d_types.h"
|
|
|
|
#include "BKE_global.h"
|
|
#include "BKE_utildefines.h"
|
|
|
|
#include "BLI_arithb.h"
|
|
#include "BLI_blenlib.h"
|
|
#include "BLI_editVert.h"
|
|
|
|
#include "BIF_editmesh.h"
|
|
#include "BIF_editarmature.h"
|
|
#include "BIF_interface.h"
|
|
#include "BIF_space.h"
|
|
#include "BIF_toolbox.h"
|
|
|
|
#include "blendef.h"
|
|
|
|
|
|
#include "transform.h"
|
|
|
|
|
|
/* *********************** TransSpace ************************** */
|
|
|
|
void BIF_clearTransformOrientation(void)
|
|
{
|
|
ListBase *transform_spaces = &G.scene->transform_spaces;
|
|
BLI_freelistN(transform_spaces);
|
|
|
|
if (G.vd->twmode >= V3D_MANIP_CUSTOM)
|
|
G.vd->twmode = V3D_MANIP_GLOBAL; /* fallback to global */
|
|
}
|
|
|
|
void BIF_manageTransformOrientation(int confirm, int set) {
|
|
Object *ob = OBACT;
|
|
int index = -1;
|
|
|
|
if (G.obedit) {
|
|
if (G.obedit->type == OB_MESH)
|
|
index = manageMeshSpace(confirm, set);
|
|
else if (G.obedit->type == OB_ARMATURE)
|
|
index = manageBoneSpace(confirm, set);
|
|
}
|
|
else if (ob && (ob->flag & OB_POSEMODE)) {
|
|
index = manageBoneSpace(confirm, set);
|
|
}
|
|
else {
|
|
index = manageObjectSpace(confirm, set);
|
|
}
|
|
|
|
if (set && index != -1)
|
|
{
|
|
BIF_selectTransformOrientationFromIndex(index);
|
|
}
|
|
}
|
|
|
|
int manageObjectSpace(int confirm, int set) {
|
|
Base *base = BASACT;
|
|
|
|
if (base == NULL)
|
|
return -1;
|
|
|
|
if (confirm == 0) {
|
|
if (set && pupmenu("Custom Orientation %t|Add and Use Active Object%x1") != 1) {
|
|
return -1;
|
|
}
|
|
else if (set == 0 && pupmenu("Custom Orientation %t|Add Active Object%x1") != 1) {
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
return addObjectSpace(base->object);
|
|
}
|
|
|
|
/* return 1 on confirm */
|
|
int confirmSpace(int set, char text[])
|
|
{
|
|
char menu[64];
|
|
|
|
if (set) {
|
|
sprintf(menu, "Custom Orientation %%t|Add and Use %s%%x1", text);
|
|
}
|
|
else {
|
|
sprintf(menu, "Custom Orientation %%t|Add %s%%x1", text);
|
|
}
|
|
|
|
if (pupmenu(menu) == 1) {
|
|
return 1;
|
|
}
|
|
else {
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
int manageBoneSpace(int confirm, int set) {
|
|
float mat[3][3];
|
|
float normal[3], plane[3];
|
|
char name[36] = "";
|
|
int index;
|
|
|
|
getTransformOrientation(normal, plane, 0);
|
|
|
|
if (confirm == 0 && confirmSpace(set, "Bone") == 0) {
|
|
return -1;
|
|
}
|
|
|
|
if (createSpaceNormalTangent(mat, normal, plane) == 0) {
|
|
error("Cannot use zero-length bone");
|
|
return -1;
|
|
}
|
|
|
|
strcpy(name, "Bone");
|
|
|
|
/* Input name */
|
|
sbutton(name, 1, 35, "name: ");
|
|
|
|
index = addMatrixSpace(mat, name);
|
|
return index;
|
|
}
|
|
|
|
int manageMeshSpace(int confirm, int set) {
|
|
float mat[3][3];
|
|
float normal[3], plane[3];
|
|
char name[36] = "";
|
|
int index;
|
|
int type;
|
|
|
|
type = getTransformOrientation(normal, plane, 0);
|
|
|
|
switch (type)
|
|
{
|
|
case ORIENTATION_VERT:
|
|
if (confirm == 0 && confirmSpace(set, "vertex") == 0) {
|
|
return -1;
|
|
}
|
|
|
|
if (createSpaceNormal(mat, normal) == 0) {
|
|
error("Cannot use vertex with zero-length normal");
|
|
return -1;
|
|
}
|
|
|
|
strcpy(name, "Vertex");
|
|
break;
|
|
case ORIENTATION_EDGE:
|
|
if (confirm == 0 && confirmSpace(set, "Edge") == 0) {
|
|
return -1;
|
|
}
|
|
|
|
if (createSpaceNormalTangent(mat, normal, plane) == 0) {
|
|
error("Cannot use zero-length edge");
|
|
return -1;
|
|
}
|
|
|
|
strcpy(name, "Edge");
|
|
break;
|
|
case ORIENTATION_FACE:
|
|
if (confirm == 0 && confirmSpace(set, "Face") == 0) {
|
|
return -1;
|
|
}
|
|
|
|
if (createSpaceNormalTangent(mat, normal, plane) == 0) {
|
|
error("Cannot use zero-area face");
|
|
return -1;
|
|
}
|
|
|
|
strcpy(name, "Face");
|
|
break;
|
|
default:
|
|
return -1;
|
|
break;
|
|
}
|
|
|
|
/* Input name */
|
|
sbutton(name, 1, 35, "name: ");
|
|
|
|
index = addMatrixSpace(mat, name);
|
|
return index;
|
|
}
|
|
|
|
int createSpaceNormal(float mat[3][3], float normal[3])
|
|
{
|
|
float tangent[3] = {0.0f, 0.0f, 1.0f};
|
|
|
|
VECCOPY(mat[2], normal);
|
|
if (Normalize(mat[2]) == 0.0f) {
|
|
return 0; /* error return */
|
|
}
|
|
|
|
Crossf(mat[0], mat[2], tangent);
|
|
if (Inpf(mat[0], mat[0]) == 0.0f) {
|
|
tangent[0] = 1.0f;
|
|
tangent[1] = tangent[2] = 0.0f;
|
|
Crossf(mat[0], tangent, mat[2]);
|
|
}
|
|
|
|
Crossf(mat[1], mat[2], mat[0]);
|
|
|
|
Mat3Ortho(mat);
|
|
|
|
return 1;
|
|
}
|
|
|
|
int createSpaceNormalTangent(float mat[3][3], float normal[3], float tangent[3])
|
|
{
|
|
VECCOPY(mat[2], normal);
|
|
if (Normalize(mat[2]) == 0.0f) {
|
|
return 0; /* error return */
|
|
}
|
|
|
|
/* preempt zero length tangent from causing trouble */
|
|
if (tangent[0] == 0 && tangent[1] == 0 && tangent[2] == 0)
|
|
{
|
|
tangent[2] = 1;
|
|
}
|
|
|
|
Crossf(mat[0], mat[2], tangent);
|
|
if (Normalize(mat[0]) == 0.0f) {
|
|
return 0; /* error return */
|
|
}
|
|
|
|
Crossf(mat[1], mat[2], mat[0]);
|
|
|
|
Mat3Ortho(mat);
|
|
|
|
return 1;
|
|
}
|
|
|
|
|
|
int addObjectSpace(Object *ob) {
|
|
float mat[3][3];
|
|
char name[36] = "";
|
|
|
|
Mat3CpyMat4(mat, ob->obmat);
|
|
Mat3Ortho(mat);
|
|
|
|
strncpy(name, ob->id.name+2, 35);
|
|
|
|
/* Input name */
|
|
sbutton(name, 1, 35, "name: ");
|
|
|
|
return addMatrixSpace(mat, name);
|
|
}
|
|
|
|
int addMatrixSpace(float mat[3][3], char name[]) {
|
|
ListBase *transform_spaces = &G.scene->transform_spaces;
|
|
TransformOrientation *ts;
|
|
int index = 0;
|
|
|
|
/* if name is found in list, reuse that transform space */
|
|
for (index = 0, ts = transform_spaces->first; ts; ts = ts->next, index++) {
|
|
if (strncmp(ts->name, name, 35) == 0) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* if not, create a new one */
|
|
if (ts == NULL)
|
|
{
|
|
ts = MEM_callocN(sizeof(TransformOrientation), "UserTransSpace from matrix");
|
|
BLI_addtail(transform_spaces, ts);
|
|
strncpy(ts->name, name, 35);
|
|
}
|
|
|
|
/* copy matrix into transform space */
|
|
Mat3CpyMat3(ts->mat, mat);
|
|
|
|
BIF_undo_push("Add/Update Transform Orientation");
|
|
|
|
return index;
|
|
}
|
|
|
|
void BIF_removeTransformOrientation(TransformOrientation *target) {
|
|
ListBase *transform_spaces = &G.scene->transform_spaces;
|
|
TransformOrientation *ts = transform_spaces->first;
|
|
int selected_index = (G.vd->twmode - V3D_MANIP_CUSTOM);
|
|
int i;
|
|
|
|
for (i = 0, ts = transform_spaces->first; ts; ts = ts->next, i++) {
|
|
if (ts == target) {
|
|
if (selected_index == i) {
|
|
G.vd->twmode = V3D_MANIP_GLOBAL; /* fallback to global */
|
|
}
|
|
else if (selected_index > i)
|
|
G.vd->twmode--;
|
|
|
|
BLI_freelinkN(transform_spaces, ts);
|
|
break;
|
|
}
|
|
}
|
|
BIF_undo_push("Remove Transform Orientation");
|
|
}
|
|
|
|
void BIF_selectTransformOrientation(TransformOrientation *target) {
|
|
ListBase *transform_spaces = &G.scene->transform_spaces;
|
|
TransformOrientation *ts = transform_spaces->first;
|
|
int i;
|
|
|
|
for (i = 0, ts = transform_spaces->first; ts; ts = ts->next, i++) {
|
|
if (ts == target) {
|
|
G.vd->twmode = V3D_MANIP_CUSTOM + i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void BIF_selectTransformOrientationFromIndex(int index) {
|
|
G.vd->twmode = V3D_MANIP_CUSTOM + index;
|
|
}
|
|
|
|
char * BIF_menustringTransformOrientation(char *title) {
|
|
char menu[] = "%t|Global%x0|Local%x1|Normal%x2|View%x3";
|
|
ListBase *transform_spaces = &G.scene->transform_spaces;
|
|
TransformOrientation *ts;
|
|
int i = V3D_MANIP_CUSTOM;
|
|
char *str_menu, *p;
|
|
|
|
|
|
str_menu = MEM_callocN(strlen(menu) + strlen(title) + 1 + 40 * BIF_countTransformOrientation(), "UserTransSpace from matrix");
|
|
p = str_menu;
|
|
|
|
p += sprintf(str_menu, "%s", title);
|
|
p += sprintf(p, "%s", menu);
|
|
|
|
for (ts = transform_spaces->first; ts; ts = ts->next) {
|
|
p += sprintf(p, "|%s%%x%d", ts->name, i++);
|
|
}
|
|
|
|
return str_menu;
|
|
}
|
|
|
|
int BIF_countTransformOrientation() {
|
|
ListBase *transform_spaces = &G.scene->transform_spaces;
|
|
TransformOrientation *ts;
|
|
int count = 0;
|
|
|
|
for (ts = transform_spaces->first; ts; ts = ts->next) {
|
|
count++;
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
void applyTransformOrientation() {
|
|
TransInfo *t = BIF_GetTransInfo();
|
|
TransformOrientation *ts;
|
|
int selected_index = (G.vd->twmode - V3D_MANIP_CUSTOM);
|
|
int i;
|
|
|
|
if (selected_index >= 0) {
|
|
for (i = 0, ts = G.scene->transform_spaces.first; ts; ts = ts->next, i++) {
|
|
if (selected_index == i) {
|
|
strcpy(t->spacename, ts->name);
|
|
Mat3CpyMat3(t->spacemtx, ts->mat);
|
|
Mat4CpyMat3(G.vd->twmat, ts->mat);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static int count_bone_select(bArmature *arm, ListBase *lb, int do_it)
|
|
{
|
|
Bone *bone;
|
|
int do_next;
|
|
int total = 0;
|
|
|
|
for(bone= lb->first; bone; bone= bone->next) {
|
|
bone->flag &= ~BONE_TRANSFORM;
|
|
do_next = do_it;
|
|
if(do_it) {
|
|
if(bone->layer & arm->layer) {
|
|
if (bone->flag & BONE_SELECTED) {
|
|
bone->flag |= BONE_TRANSFORM;
|
|
total++;
|
|
do_next= 0; // no transform on children if one parent bone is selected
|
|
}
|
|
}
|
|
}
|
|
total += count_bone_select(arm, &bone->childbase, do_next);
|
|
}
|
|
|
|
return total;
|
|
}
|
|
|
|
int getTransformOrientation(float normal[3], float plane[3], int activeOnly)
|
|
{
|
|
Base *base;
|
|
Object *ob = OBACT;
|
|
int result = ORIENTATION_NONE;
|
|
|
|
normal[0] = normal[1] = normal[2] = 0;
|
|
plane[0] = plane[1] = plane[2] = 0;
|
|
|
|
if(G.obedit)
|
|
{
|
|
float imat[3][3], mat[3][3];
|
|
|
|
/* we need the transpose of the inverse for a normal... */
|
|
Mat3CpyMat4(imat, ob->obmat);
|
|
|
|
Mat3Inv(mat, imat);
|
|
Mat3Transp(mat);
|
|
|
|
ob= G.obedit;
|
|
|
|
if(G.obedit->type==OB_MESH)
|
|
{
|
|
EditMesh *em = G.editMesh;
|
|
EditVert *eve;
|
|
EditSelection ese;
|
|
float vec[3]= {0,0,0};
|
|
|
|
/* USE LAST SELECTED WITH ACTIVE */
|
|
if (activeOnly && EM_get_actSelection(&ese))
|
|
{
|
|
EM_editselection_normal(normal, &ese);
|
|
EM_editselection_plane(plane, &ese);
|
|
|
|
switch (ese.type)
|
|
{
|
|
case EDITVERT:
|
|
result = ORIENTATION_VERT;
|
|
break;
|
|
case EDITEDGE:
|
|
result = ORIENTATION_EDGE;
|
|
break;
|
|
case EDITFACE:
|
|
result = ORIENTATION_FACE;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (G.totfacesel >= 1)
|
|
{
|
|
EditFace *efa;
|
|
|
|
for(efa= em->faces.first; efa; efa= efa->next)
|
|
{
|
|
if(efa->f & SELECT)
|
|
{
|
|
VECADD(normal, normal, efa->n);
|
|
VecSubf(vec, efa->v2->co, efa->v1->co);
|
|
VECADD(plane, plane, vec);
|
|
}
|
|
}
|
|
|
|
result = ORIENTATION_FACE;
|
|
}
|
|
else if (G.totvertsel == 3)
|
|
{
|
|
EditVert *v1 = NULL, *v2 = NULL, *v3 = NULL;
|
|
float cotangent[3];
|
|
|
|
for (eve = em->verts.first; eve; eve = eve->next)
|
|
{
|
|
if ( eve->f & SELECT ) {
|
|
if (v1 == NULL) {
|
|
v1 = eve;
|
|
}
|
|
else if (v2 == NULL) {
|
|
v2 = eve;
|
|
}
|
|
else {
|
|
v3 = eve;
|
|
|
|
VecSubf(plane, v2->co, v1->co);
|
|
VecSubf(cotangent, v3->co, v2->co);
|
|
Crossf(normal, cotangent, plane);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* if there's an edge available, use that for the tangent */
|
|
if (G.totedgesel >= 1)
|
|
{
|
|
EditEdge *eed = NULL;
|
|
|
|
for(eed= em->edges.first; eed; eed= eed->next) {
|
|
if(eed->f & SELECT) {
|
|
VecSubf(plane, eed->v2->co, eed->v1->co);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
result = ORIENTATION_FACE;
|
|
}
|
|
else if (G.totedgesel == 1)
|
|
{
|
|
EditEdge *eed;
|
|
|
|
for(eed= em->edges.first; eed; eed= eed->next) {
|
|
if(eed->f & SELECT) {
|
|
/* use average vert normals as plane and edge vector as normal */
|
|
VECCOPY(plane, eed->v1->no);
|
|
VECADD(plane, plane, eed->v2->no);
|
|
VecSubf(normal, eed->v2->co, eed->v1->co);
|
|
break;
|
|
}
|
|
}
|
|
result = ORIENTATION_EDGE;
|
|
}
|
|
else if (G.totvertsel == 2)
|
|
{
|
|
EditVert *v1 = NULL, *v2 = NULL;
|
|
|
|
for (eve = em->verts.first; eve; eve = eve->next)
|
|
{
|
|
if ( eve->f & SELECT ) {
|
|
if (v1 == NULL) {
|
|
v1 = eve;
|
|
}
|
|
else {
|
|
v2 = eve;
|
|
|
|
VECCOPY(plane, v1->no);
|
|
VECADD(plane, plane, v2->no);
|
|
VecSubf(normal, v2->co, v1->co);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
result = ORIENTATION_EDGE;
|
|
}
|
|
else if (G.totvertsel == 1)
|
|
{
|
|
for (eve = em->verts.first; eve; eve = eve->next)
|
|
{
|
|
if ( eve->f & SELECT ) {
|
|
VECCOPY(normal, eve->no);
|
|
break;
|
|
}
|
|
}
|
|
result = ORIENTATION_VERT;
|
|
}
|
|
else if (G.totvertsel > 3)
|
|
{
|
|
normal[0] = normal[1] = normal[2] = 0;
|
|
|
|
for (eve = em->verts.first; eve; eve = eve->next)
|
|
{
|
|
if ( eve->f & SELECT ) {
|
|
VecAddf(normal, normal, eve->no);
|
|
}
|
|
}
|
|
Normalize(normal);
|
|
result = ORIENTATION_VERT;
|
|
}
|
|
}
|
|
} /* end editmesh */
|
|
else if ELEM3(G.obedit->type, OB_CURVE, OB_SURF, OB_FONT)
|
|
{
|
|
extern ListBase editNurb; /* BOOO! go away stupid extern */
|
|
Nurb *nu;
|
|
BezTriple *bezt;
|
|
int a;
|
|
|
|
for (nu = editNurb.first; nu; nu = nu->next)
|
|
{
|
|
/* only bezier has a normal */
|
|
if((nu->type & 7) == CU_BEZIER)
|
|
{
|
|
bezt= nu->bezt;
|
|
a= nu->pntsu;
|
|
while(a--)
|
|
{
|
|
/* exception */
|
|
if ( (bezt->f1 & SELECT) + (bezt->f2 & SELECT) + (bezt->f3 & SELECT) > SELECT )
|
|
{
|
|
VecSubf(normal, bezt->vec[0], bezt->vec[2]);
|
|
}
|
|
else
|
|
{
|
|
if(bezt->f1)
|
|
{
|
|
VecSubf(normal, bezt->vec[0], bezt->vec[1]);
|
|
}
|
|
if(bezt->f2)
|
|
{
|
|
VecSubf(normal, bezt->vec[0], bezt->vec[2]);
|
|
}
|
|
if(bezt->f3)
|
|
{
|
|
VecSubf(normal, bezt->vec[1], bezt->vec[2]);
|
|
}
|
|
}
|
|
bezt++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (normal[0] != 0 || normal[1] != 0 || normal[2] != 0)
|
|
{
|
|
result = ORIENTATION_NORMAL;
|
|
}
|
|
}
|
|
else if(G.obedit->type==OB_MBALL)
|
|
{
|
|
/* editmball.c */
|
|
extern ListBase editelems; /* go away ! */
|
|
MetaElem *ml, *ml_sel = NULL;
|
|
|
|
/* loop and check that only one element is selected */
|
|
for (ml = editelems.first; ml; ml = ml->next)
|
|
{
|
|
if (ml->flag & SELECT) {
|
|
if (ml_sel == NULL)
|
|
{
|
|
ml_sel = ml;
|
|
}
|
|
else
|
|
{
|
|
ml_sel = NULL;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (ml_sel)
|
|
{
|
|
float mat[4][4];
|
|
|
|
/* Rotation of MetaElem is stored in quat */
|
|
QuatToMat4(ml_sel->quat, mat);
|
|
|
|
VECCOPY(normal, mat[2]);
|
|
VECCOPY(plane, mat[1]);
|
|
|
|
VecMulf(plane, -1.0);
|
|
|
|
result = ORIENTATION_NORMAL;
|
|
}
|
|
}
|
|
else if (G.obedit->type == OB_ARMATURE)
|
|
{
|
|
bArmature *arm = G.obedit->data;
|
|
EditBone *ebone;
|
|
|
|
for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
|
|
if (arm->layer & ebone->layer)
|
|
{
|
|
if (ebone->flag & BONE_SELECTED)
|
|
{
|
|
float vec[3];
|
|
VecSubf(vec, ebone->tail, ebone->head);
|
|
Normalize(vec);
|
|
VecAddf(normal, normal, vec);
|
|
}
|
|
}
|
|
}
|
|
|
|
Normalize(normal);
|
|
Crossf(plane, G.obedit->obmat[0], normal);
|
|
|
|
if (Inpf(plane, plane) < FLT_EPSILON)
|
|
{
|
|
Crossf(plane, G.obedit->obmat[1], normal);
|
|
}
|
|
|
|
if (plane[0] != 0 || plane[1] != 0 || plane[2] != 0)
|
|
{
|
|
result = ORIENTATION_EDGE;
|
|
}
|
|
|
|
}
|
|
|
|
/* Vectors from edges don't need the special transpose inverse multiplication */
|
|
if (result == ORIENTATION_EDGE)
|
|
{
|
|
Mat4Mul3Vecfl(ob->obmat, normal);
|
|
Mat4Mul3Vecfl(ob->obmat, plane);
|
|
}
|
|
else
|
|
{
|
|
Mat3MulVecfl(mat, normal);
|
|
Mat3MulVecfl(mat, plane);
|
|
}
|
|
}
|
|
else if(ob && (ob->flag & OB_POSEMODE))
|
|
{
|
|
bArmature *arm= ob->data;
|
|
bPoseChannel *pchan;
|
|
int totsel;
|
|
|
|
totsel = count_bone_select(arm, &arm->bonebase, 1);
|
|
if(totsel) {
|
|
float imat[3][3], mat[3][3];
|
|
|
|
/* use channels to get stats */
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
if (pchan->bone && pchan->bone->flag & BONE_TRANSFORM) {
|
|
VecAddf(normal, normal, pchan->pose_mat[2]);
|
|
VecAddf(plane, plane, pchan->pose_mat[1]);
|
|
}
|
|
}
|
|
VecMulf(plane, -1.0);
|
|
|
|
/* we need the transpose of the inverse for a normal... */
|
|
Mat3CpyMat4(imat, ob->obmat);
|
|
|
|
Mat3Inv(mat, imat);
|
|
Mat3Transp(mat);
|
|
Mat3MulVecfl(mat, normal);
|
|
Mat3MulVecfl(mat, plane);
|
|
|
|
result = ORIENTATION_EDGE;
|
|
}
|
|
}
|
|
else if(G.f & (G_VERTEXPAINT + G_TEXTUREPAINT + G_WEIGHTPAINT + G_SCULPTMODE))
|
|
{
|
|
}
|
|
else if(G.f & G_PARTICLEEDIT)
|
|
{
|
|
}
|
|
else {
|
|
/* we need the one selected object, if its not active */
|
|
ob = OBACT;
|
|
if(ob && !(ob->flag & SELECT)) ob = NULL;
|
|
|
|
for(base= G.scene->base.first; base; base= base->next) {
|
|
if TESTBASELIB(base) {
|
|
if(ob == NULL) {
|
|
ob= base->object;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
VECCOPY(normal, ob->obmat[2]);
|
|
VECCOPY(plane, ob->obmat[1]);
|
|
result = ORIENTATION_NORMAL;
|
|
}
|
|
|
|
return result;
|
|
}
|