Multi-Object-Mode: Operators that need refactor on their logic #56948

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opened 2018-09-28 16:01:22 +02:00 by Dalai Felinto · 9 comments

Some operators are working for multiple-object editing however are still not fully benefiting from it.
The most common case is that the operator works but only if all the objects have the same transformation matrix.

  • MESH_OT_select_similar (SIMEDGE_FACE_ANGLE, SIMFACE_AREA, SIMFACE_PERIMETER). 0c1934f3c2

  • MESH_OT_knife_project and MESH_OT_knife_tool.
    Need to convert the code from screen space to world space. More details on D3637.

  • UV_OT_weld (UV_STRAIGHTEN, UV_STRAIGHTEN_X, UV_STRAIGHTEN_Y).
    The current logic to determine the first and last selected vertex is not very compatible with multi-object. We should be able to select vertices from different objects, and use their position to determine the line extremes.

  • LATTICE_OT_flip
    The axis need to be in world space, not local space.

  • CURVE_OT_select_similar (SIMCURHAND_DIRECTION). ab77f5b5fe
    Need to calculate direction taking scale into consideration.

Some operators are working for multiple-object editing however are still not fully benefiting from it. The most common case is that the operator works but only if all the objects have the same transformation matrix. * **~~MESH_OT_select_similar~~** (SIMEDGE_FACE_ANGLE, SIMFACE_AREA, SIMFACE_PERIMETER). 0c1934f3c2 * **MESH_OT_knife_project** and **MESH_OT_knife_tool**. Need to convert the code from screen space to world space. More details on [D3637](https://archive.blender.org/developer/D3637). * **UV_OT_weld** (UV_STRAIGHTEN, UV_STRAIGHTEN_X, UV_STRAIGHTEN_Y). The current logic to determine the first and last selected vertex is not very compatible with multi-object. We should be able to select vertices from different objects, and use their position to determine the line extremes. * **LATTICE_OT_flip** The axis need to be in world space, not local space. * **~~CURVE_OT_select_similar~~** (SIMCURHAND_DIRECTION). ab77f5b5fe Need to calculate direction taking scale into consideration.
Dalai Felinto self-assigned this 2018-09-28 16:01:22 +02:00
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Added subscribers: @dfelinto, @Brentron, @semaphore, @rjrodd, @GNUton, @eoinoneill, @alourenco, @Scaredyfish, @ideasman42
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Not sure if LATTICE_OT_flip should be really using a global axis instead of local one. If you have two objects for example, flipping on a global x-axis would effectively mean flipping each object on local axis, and then swap the position of the two objects.

The image shows an example of two flipped lattices on the global axis. Note how the origins of the two objects have been swapped, since flipping happened in edit mode.
Screenshot 2018-11-15 at 21.09.19.png

I think this is not desired, so LATTICE_OT_flip should probably be kept as it is. In case this behavior is desired, then it can be done in object mode, e.g. scale by -1.

Not sure if `LATTICE_OT_flip` should be really using a global axis instead of local one. If you have two objects for example, flipping on a global x-axis would effectively mean flipping each object on local axis, and then swap the position of the two objects. The image shows an example of two flipped lattices on the global axis. Note how the origins of the two objects have been swapped, since flipping happened in edit mode. ![Screenshot 2018-11-15 at 21.09.19.png](https://archive.blender.org/developer/F5573868/Screenshot_2018-11-15_at_21.09.19.png) I think this is not desired, so `LATTICE_OT_flip` should probably be kept as it is. In case this behavior is desired, then it can be done in object mode, e.g. scale by -1.
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You are assuming the objects are not rotated, which is not always the case.

You are assuming the objects are not rotated, which is not always the case.
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My point was that the objects might get translated in an undesired way, because flipping happens in edit mode.

So maybe at least give the user a choice? e.g. by taking into account the pivot point (median point or individual origins) as we did with snap selection to cursor?

My point was that the objects might get translated in an undesired way, because flipping happens in edit mode. So maybe at least give the user a choice? e.g. by taking into account the pivot point (median point or individual origins) as we did with snap selection to cursor?
Dalai Felinto removed their assignment 2019-12-23 16:35:57 +01:00
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Added subscriber: @PratikPB2123

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Added subscriber: @HobbesOS

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I have been working on multi-object edit mode support for the knife tool and knife project as part of my GSOC project .

After experimenting with knife project, it seems it already supports mult-object edit mode. You are able to use multiple objects for projection like so (click in for gif):

reply5.gif

I don't believe it would be possible to differentiate between objects used for projection and objects being projected onto. Therefore, I would consider it to work fully as expected in multi-object edit mode.

I have been working on multi-object edit mode support for the knife tool and knife project as part of [my GSOC project ](https://devtalk.blender.org/t/gsoc-2021-knife-tool-improvements-weekly-reports/). After experimenting with knife project, it seems it already supports mult-object edit mode. You are able to use multiple objects for projection like so (click in for gif): ![reply5.gif](https://archive.blender.org/developer/F10260111/reply5.gif) I don't believe it would be possible to differentiate between objects used for projection and objects being projected onto. Therefore, I would consider it to work fully as expected in multi-object edit mode.
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Reference: blender/blender#56948
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