Chain rotations for objects and pose bones (for teamto)

This commit adds an exception for rotations (standard rotation and tracball) to still work on children of transformed objects and bones in an expected fashion. That is, you can select a chain of finger bones and rotate to flex them all at once.

Notes:
[1] This could be expended to other transformations if needed.
[2] Center of transformation is determined using the same principle as hinge bones (transformed children aren't taken into account)
This commit is contained in:
Martin Poirier
2008-11-10 21:23:54 +00:00
parent 61a83d2fba
commit 3c69864540
5 changed files with 86 additions and 42 deletions

View File

@@ -297,6 +297,7 @@ typedef struct TransInfo {
#define TD_NO_EXT (1 << 10) /* ext abused for particle key timing */
#define TD_SKIP (1 << 11) /* don't transform this data */
#define TD_BEZTRIPLE (1 << 12) /* if this is a bez triple, we need to restore the handles, if this is set transdata->misc.hdata needs freeing */
#define TD_NO_LOC (1 << 13) /* when this is set, don't apply translation changes to this element */
/* transsnap->status */
#define SNAP_ON 1

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@@ -156,6 +156,7 @@ typedef enum eBone_Flag {
BONE_DRAWWIRE = (1<<17), /* bone should be drawn as OB_WIRE, regardless of draw-types of view+armature */
BONE_NO_CYCLICOFFSET = (1<<18), /* when no parent, bone will not get cyclic offset */
BONE_EDITMODE_LOCKED = (1<<19), /* bone transforms are locked in EditMode */
BONE_TRANSFORM_CHILD = (1<<20), /* Indicates that a parent is also being transformed */
} eBone_Flag;
#endif

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@@ -395,6 +395,8 @@ extern Object workob;
#define BA_FROMSET 128
#define BA_TRANSFORM_CHILD 256 /* child of a transformed object */
/* an initial attempt as making selection more specific! */
#define BA_DESELECT 0
#define BA_SELECT 1

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@@ -2486,25 +2486,28 @@ static void ElementRotation(TransInfo *t, TransData *td, float mat[3][3], short
Mat3CpyMat4(pmtx, t->poseobj->obmat);
Mat3Inv(imtx, pmtx);
VecSubf(vec, td->center, center);
Mat3MulVecfl(pmtx, vec); // To Global space
Mat3MulVecfl(mat, vec); // Applying rotation
Mat3MulVecfl(imtx, vec); // To Local space
VecAddf(vec, vec, center);
/* vec now is the location where the object has to be */
VecSubf(vec, vec, td->center); // Translation needed from the initial location
Mat3MulVecfl(pmtx, vec); // To Global space
Mat3MulVecfl(td->smtx, vec);// To Pose space
protectedTransBits(td->protectflag, vec);
VecAddf(td->loc, td->iloc, vec);
constraintTransLim(t, td);
if ((td->flag & TD_NO_LOC) == 0)
{
VecSubf(vec, td->center, center);
Mat3MulVecfl(pmtx, vec); // To Global space
Mat3MulVecfl(mat, vec); // Applying rotation
Mat3MulVecfl(imtx, vec); // To Local space
VecAddf(vec, vec, center);
/* vec now is the location where the object has to be */
VecSubf(vec, vec, td->center); // Translation needed from the initial location
Mat3MulVecfl(pmtx, vec); // To Global space
Mat3MulVecfl(td->smtx, vec);// To Pose space
protectedTransBits(td->protectflag, vec);
VecAddf(td->loc, td->iloc, vec);
constraintTransLim(t, td);
}
/* rotation */
if ((t->flag & T_V3D_ALIGN)==0) { // align mode doesn't rotate objects itself
@@ -2520,23 +2523,28 @@ static void ElementRotation(TransInfo *t, TransData *td, float mat[3][3], short
}
}
else {
/* translation */
VecSubf(vec, td->center, center);
Mat3MulVecfl(mat, vec);
VecAddf(vec, vec, center);
/* vec now is the location where the object has to be */
VecSubf(vec, vec, td->center);
Mat3MulVecfl(td->smtx, vec);
protectedTransBits(td->protectflag, vec);
if(td->tdi) {
TransDataIpokey *tdi= td->tdi;
add_tdi_poin(tdi->locx, tdi->oldloc, vec[0]);
add_tdi_poin(tdi->locy, tdi->oldloc+1, vec[1]);
add_tdi_poin(tdi->locz, tdi->oldloc+2, vec[2]);
if ((td->flag & TD_NO_LOC) == 0)
{
/* translation */
VecSubf(vec, td->center, center);
Mat3MulVecfl(mat, vec);
VecAddf(vec, vec, center);
/* vec now is the location where the object has to be */
VecSubf(vec, vec, td->center);
Mat3MulVecfl(td->smtx, vec);
protectedTransBits(td->protectflag, vec);
if(td->tdi) {
TransDataIpokey *tdi= td->tdi;
add_tdi_poin(tdi->locx, tdi->oldloc, vec[0]);
add_tdi_poin(tdi->locy, tdi->oldloc+1, vec[1]);
add_tdi_poin(tdi->locz, tdi->oldloc+2, vec[2]);
}
else VecAddf(td->loc, td->iloc, vec);
}
else VecAddf(td->loc, td->iloc, vec);
constraintTransLim(t, td);

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@@ -540,8 +540,17 @@ static void add_pose_transdata(TransInfo *t, bPoseChannel *pchan, Object *ob, Tr
td->ob = ob;
td->flag= TD_SELECTED|TD_USEQUAT;
if(bone->flag & BONE_HINGE_CHILD_TRANSFORM)
if (bone->flag & BONE_HINGE_CHILD_TRANSFORM)
{
td->flag |= TD_NOCENTER;
}
if (bone->flag & BONE_TRANSFORM_CHILD)
{
td->flag |= TD_NOCENTER;
td->flag |= TD_NO_LOC;
}
td->protectflag= pchan->protectflag;
td->loc = pchan->loc;
@@ -628,17 +637,25 @@ static void add_pose_transdata(TransInfo *t, bPoseChannel *pchan, Object *ob, Tr
td->con= pchan->constraints.first;
}
static void bone_children_clear_transflag(ListBase *lb)
static void bone_children_clear_transflag(TransInfo *t, ListBase *lb)
{
Bone *bone= lb->first;
for(;bone;bone= bone->next) {
if((bone->flag & BONE_HINGE) && (bone->flag & BONE_CONNECTED))
{
bone->flag |= BONE_HINGE_CHILD_TRANSFORM;
}
else if (bone->flag & BONE_TRANSFORM && (t->mode == TFM_ROTATION || t->mode == TFM_TRACKBALL))
{
bone->flag |= BONE_TRANSFORM_CHILD;
}
else
{
bone->flag &= ~BONE_TRANSFORM;
}
bone_children_clear_transflag(&bone->childbase);
bone_children_clear_transflag(t, &bone->childbase);
}
}
@@ -661,6 +678,7 @@ static void set_pose_transflags(TransInfo *t, Object *ob)
bone->flag &= ~BONE_TRANSFORM;
bone->flag &= ~BONE_HINGE_CHILD_TRANSFORM;
bone->flag &= ~BONE_TRANSFORM_CHILD;
}
}
@@ -670,7 +688,7 @@ static void set_pose_transflags(TransInfo *t, Object *ob)
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
bone= pchan->bone;
if(bone->flag & BONE_TRANSFORM)
bone_children_clear_transflag(&bone->childbase);
bone_children_clear_transflag(t, &bone->childbase);
}
}
/* now count, and check if we have autoIK or have to switch from translate to rotate */
@@ -3497,9 +3515,17 @@ static void set_trans_object_base_flags(TransInfo *t)
parsel= parsel->parent;
}
if(parsel) {
base->flag &= ~SELECT;
base->flag |= BA_WAS_SEL;
if(parsel)
{
if (t->mode == TFM_ROTATION || t->mode == TFM_TRACKBALL)
{
base->flag |= BA_TRANSFORM_CHILD;
}
else
{
base->flag &= ~SELECT;
base->flag |= BA_WAS_SEL;
}
}
/* used for flush, depgraph will change recalcs if needed :) */
ob->recalc |= OB_RECALC_OB;
@@ -3526,7 +3552,7 @@ static void clear_trans_object_base_flags(void)
base= FIRSTBASE;
while(base) {
if(base->flag & BA_WAS_SEL) base->flag |= SELECT;
base->flag &= ~(BA_WAS_SEL|BA_HAS_RECALC_OB|BA_HAS_RECALC_DATA|BA_DO_IPO);
base->flag &= ~(BA_WAS_SEL|BA_HAS_RECALC_OB|BA_HAS_RECALC_DATA|BA_DO_IPO|BA_TRANSFORM_CHILD);
base = base->next;
}
@@ -4097,6 +4123,12 @@ static void createTransObject(TransInfo *t)
td->protectflag= ob->protectflag;
td->ext = tx;
if (base->flag & BA_TRANSFORM_CHILD)
{
td->flag |= TD_NOCENTER;
td->flag |= TD_NO_LOC;
}
/* select linked objects, but skip them later */
if (ob->id.lib != 0) {
td->flag |= TD_SKIP;