static int object_warp_verts_poll(bContext *C) { Object *obedit = CTX_data_edit_object(C); if (obedit) { if (ED_transverts_check_obedit(obedit)) { return true; } } return false; }
static int snap_sel_to_grid_exec(bContext *C, wmOperator *UNUSED(op)) { Object *obedit = CTX_data_edit_object(C); Scene *scene = CTX_data_scene(C); RegionView3D *rv3d = CTX_wm_region_data(C); TransVertStore tvs = {NULL}; TransVert *tv; float gridf, imat[3][3], bmat[3][3], vec[3]; int a; gridf = rv3d->gridview; if (obedit) { if (ED_transverts_check_obedit(obedit)) ED_transverts_create_from_obedit(&tvs, obedit, 0); if (tvs.transverts_tot == 0) return OPERATOR_CANCELLED; copy_m3_m4(bmat, obedit->obmat); invert_m3_m3(imat, bmat); tv = tvs.transverts; for (a = 0; a < tvs.transverts_tot; a++, tv++) { copy_v3_v3(vec, tv->loc); mul_m3_v3(bmat, vec); add_v3_v3(vec, obedit->obmat[3]); vec[0] = gridf * floorf(0.5f + vec[0] / gridf); vec[1] = gridf * floorf(0.5f + vec[1] / gridf); vec[2] = gridf * floorf(0.5f + vec[2] / gridf); sub_v3_v3(vec, obedit->obmat[3]); mul_m3_v3(imat, vec); copy_v3_v3(tv->loc, vec); } ED_transverts_update_obedit(&tvs, obedit); ED_transverts_free(&tvs); } else { struct KeyingSet *ks = ANIM_get_keyingset_for_autokeying(scene, ANIM_KS_LOCATION_ID); CTX_DATA_BEGIN (C, Object *, ob, selected_editable_objects) { if (ob->mode & OB_MODE_POSE) { bPoseChannel *pchan; bArmature *arm = ob->data; invert_m4_m4(ob->imat, ob->obmat); for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) { if (pchan->bone->flag & BONE_SELECTED) { if (pchan->bone->layer & arm->layer) { if ((pchan->bone->flag & BONE_CONNECTED) == 0) { float nLoc[3]; /* get nearest grid point to snap to */ copy_v3_v3(nLoc, pchan->pose_mat[3]); /* We must operate in world space! */ mul_m4_v3(ob->obmat, nLoc); vec[0] = gridf * floorf(0.5f + nLoc[0] / gridf); vec[1] = gridf * floorf(0.5f + nLoc[1] / gridf); vec[2] = gridf * floorf(0.5f + nLoc[2] / gridf); /* Back in object space... */ mul_m4_v3(ob->imat, vec); /* Get location of grid point in pose space. */ BKE_armature_loc_pose_to_bone(pchan, vec, vec); /* adjust location */ if ((pchan->protectflag & OB_LOCK_LOCX) == 0) pchan->loc[0] = vec[0]; if ((pchan->protectflag & OB_LOCK_LOCY) == 0) pchan->loc[1] = vec[1]; if ((pchan->protectflag & OB_LOCK_LOCZ) == 0) pchan->loc[2] = vec[2]; /* auto-keyframing */ ED_autokeyframe_pchan(C, scene, ob, pchan, ks); } /* if the bone has a parent and is connected to the parent, * don't do anything - will break chain unless we do auto-ik. */ } } } ob->pose->flag |= (POSE_LOCKED | POSE_DO_UNLOCK); DAG_id_tag_update(&ob->id, OB_RECALC_DATA); } else { vec[0] = -ob->obmat[3][0] + gridf * floorf(0.5f + ob->obmat[3][0] / gridf); vec[1] = -ob->obmat[3][1] + gridf * floorf(0.5f + ob->obmat[3][1] / gridf); vec[2] = -ob->obmat[3][2] + gridf * floorf(0.5f + ob->obmat[3][2] / gridf); if (ob->parent) { float originmat[3][3]; BKE_object_where_is_calc_ex(scene, NULL, ob, originmat); invert_m3_m3(imat, originmat); mul_m3_v3(imat, vec); } if ((ob->protectflag & OB_LOCK_LOCX) == 0) ob->loc[0] += vec[0]; if ((ob->protectflag & OB_LOCK_LOCY) == 0) ob->loc[1] += vec[1]; if ((ob->protectflag & OB_LOCK_LOCZ) == 0) ob->loc[2] += vec[2]; /* auto-keyframing */ ED_autokeyframe_object(C, scene, ob, ks); DAG_id_tag_update(&ob->id, OB_RECALC_OB); } } CTX_DATA_END; } WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL); return OPERATOR_FINISHED; }
static bool snap_curs_to_sel_ex(bContext *C, float cursor[3]) { Object *obedit = CTX_data_edit_object(C); Scene *scene = CTX_data_scene(C); View3D *v3d = CTX_wm_view3d(C); TransVertStore tvs = {NULL}; TransVert *tv; float bmat[3][3], vec[3], min[3], max[3], centroid[3]; int count, a; count = 0; INIT_MINMAX(min, max); zero_v3(centroid); if (obedit) { if (ED_transverts_check_obedit(obedit)) ED_transverts_create_from_obedit(&tvs, obedit, TM_ALL_JOINTS | TM_SKIP_HANDLES); if (tvs.transverts_tot == 0) { return false; } copy_m3_m4(bmat, obedit->obmat); tv = tvs.transverts; for (a = 0; a < tvs.transverts_tot; a++, tv++) { copy_v3_v3(vec, tv->loc); mul_m3_v3(bmat, vec); add_v3_v3(vec, obedit->obmat[3]); add_v3_v3(centroid, vec); minmax_v3v3_v3(min, max, vec); } if (v3d->around == V3D_AROUND_CENTER_MEAN) { mul_v3_fl(centroid, 1.0f / (float)tvs.transverts_tot); copy_v3_v3(cursor, centroid); } else { mid_v3_v3v3(cursor, min, max); } ED_transverts_free(&tvs); } else { Object *obact = CTX_data_active_object(C); if (obact && (obact->mode & OB_MODE_POSE)) { bArmature *arm = obact->data; bPoseChannel *pchan; for (pchan = obact->pose->chanbase.first; pchan; pchan = pchan->next) { if (arm->layer & pchan->bone->layer) { if (pchan->bone->flag & BONE_SELECTED) { copy_v3_v3(vec, pchan->pose_head); mul_m4_v3(obact->obmat, vec); add_v3_v3(centroid, vec); minmax_v3v3_v3(min, max, vec); count++; } } } } else { CTX_DATA_BEGIN (C, Object *, ob, selected_objects) { copy_v3_v3(vec, ob->obmat[3]); /* special case for camera -- snap to bundles */ if (ob->type == OB_CAMERA) { /* snap to bundles should happen only when bundles are visible */ if (v3d->flag2 & V3D_SHOW_RECONSTRUCTION) { bundle_midpoint(scene, ob, vec); } } add_v3_v3(centroid, vec); minmax_v3v3_v3(min, max, vec); count++; } CTX_DATA_END; } if (count == 0) { return false; } if (v3d->around == V3D_AROUND_CENTER_MEAN) { mul_v3_fl(centroid, 1.0f / (float)count); copy_v3_v3(cursor, centroid); } else { mid_v3_v3v3(cursor, min, max); } }
static int snap_selected_to_location(bContext *C, const float snap_target_global[3], const bool use_offset) { Scene *scene = CTX_data_scene(C); Object *obedit = CTX_data_edit_object(C); Object *obact = CTX_data_active_object(C); View3D *v3d = CTX_wm_view3d(C); TransVertStore tvs = {NULL}; TransVert *tv; float imat[3][3], bmat[3][3]; float center_global[3]; float offset_global[3]; int a; if (use_offset) { if ((v3d && v3d->around == V3D_AROUND_ACTIVE) && snap_calc_active_center(C, true, center_global)) { /* pass */ } else { snap_curs_to_sel_ex(C, center_global); } sub_v3_v3v3(offset_global, snap_target_global, center_global); } if (obedit) { float snap_target_local[3]; if (ED_transverts_check_obedit(obedit)) ED_transverts_create_from_obedit(&tvs, obedit, 0); if (tvs.transverts_tot == 0) return OPERATOR_CANCELLED; copy_m3_m4(bmat, obedit->obmat); invert_m3_m3(imat, bmat); /* get the cursor in object space */ sub_v3_v3v3(snap_target_local, snap_target_global, obedit->obmat[3]); mul_m3_v3(imat, snap_target_local); if (use_offset) { float offset_local[3]; mul_v3_m3v3(offset_local, imat, offset_global); tv = tvs.transverts; for (a = 0; a < tvs.transverts_tot; a++, tv++) { add_v3_v3(tv->loc, offset_local); } } else { tv = tvs.transverts; for (a = 0; a < tvs.transverts_tot; a++, tv++) { copy_v3_v3(tv->loc, snap_target_local); } } ED_transverts_update_obedit(&tvs, obedit); ED_transverts_free(&tvs); } else if (obact && (obact->mode & OB_MODE_POSE)) { struct KeyingSet *ks = ANIM_get_keyingset_for_autokeying(scene, ANIM_KS_LOCATION_ID); bPoseChannel *pchan; bArmature *arm = obact->data; float snap_target_local[3]; invert_m4_m4(obact->imat, obact->obmat); mul_v3_m4v3(snap_target_local, obact->imat, snap_target_global); for (pchan = obact->pose->chanbase.first; pchan; pchan = pchan->next) { if ((pchan->bone->flag & BONE_SELECTED) && (PBONE_VISIBLE(arm, pchan->bone)) && /* if the bone has a parent and is connected to the parent, * don't do anything - will break chain unless we do auto-ik. */ (pchan->bone->flag & BONE_CONNECTED) == 0) { pchan->bone->flag |= BONE_TRANSFORM; } else { pchan->bone->flag &= ~BONE_TRANSFORM; } } for (pchan = obact->pose->chanbase.first; pchan; pchan = pchan->next) { if ((pchan->bone->flag & BONE_TRANSFORM) && /* check that our parents not transformed (if we have one) */ ((pchan->bone->parent && BKE_armature_bone_flag_test_recursive(pchan->bone->parent, BONE_TRANSFORM)) == 0)) { /* Get position in pchan (pose) space. */ float cursor_pose[3]; if (use_offset) { mul_v3_m4v3(cursor_pose, obact->obmat, pchan->pose_mat[3]); add_v3_v3(cursor_pose, offset_global); mul_m4_v3(obact->imat, cursor_pose); BKE_armature_loc_pose_to_bone(pchan, cursor_pose, cursor_pose); } else { BKE_armature_loc_pose_to_bone(pchan, snap_target_local, cursor_pose); } /* copy new position */ if ((pchan->protectflag & OB_LOCK_LOCX) == 0) pchan->loc[0] = cursor_pose[0]; if ((pchan->protectflag & OB_LOCK_LOCY) == 0) pchan->loc[1] = cursor_pose[1]; if ((pchan->protectflag & OB_LOCK_LOCZ) == 0) pchan->loc[2] = cursor_pose[2]; /* auto-keyframing */ ED_autokeyframe_pchan(C, scene, obact, pchan, ks); } } for (pchan = obact->pose->chanbase.first; pchan; pchan = pchan->next) { pchan->bone->flag &= ~BONE_TRANSFORM; } obact->pose->flag |= (POSE_LOCKED | POSE_DO_UNLOCK); DAG_id_tag_update(&obact->id, OB_RECALC_DATA); } else { struct KeyingSet *ks = ANIM_get_keyingset_for_autokeying(scene, ANIM_KS_LOCATION_ID); Main *bmain = CTX_data_main(C); ListBase ctx_data_list; CollectionPointerLink *ctx_ob; Object *ob; CTX_data_selected_editable_objects(C, &ctx_data_list); /* reset flags */ for (ob = bmain->object.first; ob; ob = ob->id.next) { ob->flag &= ~OB_DONE; } /* tag objects we're transforming */ for (ctx_ob = ctx_data_list.first; ctx_ob; ctx_ob = ctx_ob->next) { ob = ctx_ob->ptr.data; ob->flag |= OB_DONE; } for (ctx_ob = ctx_data_list.first; ctx_ob; ctx_ob = ctx_ob->next) { ob = ctx_ob->ptr.data; if ((ob->parent && BKE_object_flag_test_recursive(ob->parent, OB_DONE)) == 0) { float cursor_parent[3]; /* parent-relative */ if (use_offset) { add_v3_v3v3(cursor_parent, ob->obmat[3], offset_global); } else { copy_v3_v3(cursor_parent, snap_target_global); } sub_v3_v3(cursor_parent, ob->obmat[3]); if (ob->parent) { float originmat[3][3]; BKE_object_where_is_calc_ex(scene, NULL, ob, originmat); invert_m3_m3(imat, originmat); mul_m3_v3(imat, cursor_parent); } if ((ob->protectflag & OB_LOCK_LOCX) == 0) ob->loc[0] += cursor_parent[0]; if ((ob->protectflag & OB_LOCK_LOCY) == 0) ob->loc[1] += cursor_parent[1]; if ((ob->protectflag & OB_LOCK_LOCZ) == 0) ob->loc[2] += cursor_parent[2]; /* auto-keyframing */ ED_autokeyframe_object(C, scene, ob, ks); DAG_id_tag_update(&ob->id, OB_RECALC_OB); } } BLI_freelistN(&ctx_data_list); } WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL); return OPERATOR_FINISHED; }