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[al] clean up boundary of BasicTransformationMatrix and TransformationMatrix #251
[al] clean up boundary of BasicTransformationMatrix and TransformationMatrix #251
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Pushed a small update - made |
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Thanks @elrond79 - looks like our code review process needs finessing, that stuff should not have got through!
No worries - you never catch everything, and code is always evolving. Thanks for the quick review + merge! |
* Second demo * Added marking menu support for USD and DAG objects * Only show USD marking menu for pulled DAG objects * Added push animation support and push to USD marking menu * Bake animation only when pulled object is animated * Import MayaReference under common parent. Fix pull of MayaReference. * Move pull/pushBack workflow to updater. Python script is still available, but soon we should migrate the rest of the code * Added missing export symbols. * WIP - Shot based animation * Extend registry to support look-up by maya type * WIP - Shot based animation * Support for pulled object directly under proxy shape * Don't show pull menu when no USD prims are selected * WIP - Shot based animation * Added new PullObjectHierarchy to handle pickwalking. * MayaReference updater called from manager * Fix baking * Clang * WIP - Shot based animation * Hide Maya pulled object. * Remove complex Maya path stuff. * New UsdPathMappingHandler * Implement copy spec in mayareference updater * Implemented maya reference push back to payload in cache variant * WIP - Shot based animation * Register for new callback "addItemsToOutlinerNodePopupMenu" to add context menu items to Maya objects. * Moved "USD Layer Editor" context menu (on proxy) to plugin (from Maya). * AutoPull for updaters that declare a need for it * CopyBetween data models. Old script is now pretty much replaced. * WIP - Shot based animation * Register/unregister a Maya path mapping handler with the core library. * Refactor some common code in {Usd/ProxyShape}Hierarchy. * Optimize the path mapping handler with a cache and check ancestors of input host path. * Invisibile prims don't get notifications on _PropagateDirtyBits or Sync, so when a prim turns invisible make sure all reprs can draw correctly. * Clang format. * MAYA-111521: Fix error messages showing up when opening the "Applied Schema" category. * Basis Curves have the same issue meshes do. Invisible prims get no chances to update, so make sure all reprs will draw correctly when the prim turns invisible. * Update SchemaRegistry callsite for a USD function name change * Updating the build doc with the latest supported version of USD dev * Disable the new point snapping support for the time being. * Implement setMatrixCmd() for common transform API. * MAYA-112058 - AE Missing Information on Materials and texture file prims USD v21.02 in Maya 2022.1 * In Maya 2022.1 we need to hold onto the Ufe SceneItem to make sure it doesn't go stale. This is not needed in latest Maya. * MAYA-112126: make sure parented object is added to selection list after it is moved. * Address feedbacks. * MAYA-111835: Fix Grouping a prim twice that crashed Maya. * check for return status when calling MGlobal::executeCommand. * Simplify selection logic. * Revert "MAYA-112126: make sure parented object is added to selection list after it is moved." * Update ae_template.py Python 2 strings are ascii by default, whereas Python 2 strings as are unicode by default. This string had a unicode char (for apostrophe) that I replaced with the ascii one. * Working Dag pull / push with pull root and pull parent. * Parent transform onto pull parent, remove pull root on last child, and hide it in Outliner. * Update to latest changes from Krystian. * Node lock / unlock on pull / push, and copy operation support. * WIP - Shot based animation * Fixed crash from UFE test. * Respect edit target * Use new export roots implementation. * Ufe PathMappingHandler is now in UFE v3 * clang format * Small fix for Outliner callback * Fixing bad merge of test. * Two-step pull, pull clear, design wording and icons, and tests. (#251) * Two-step pull, pull clear, design wording and icons, and tests. * Addressed code review comments. * Addressed test code review feedback. * Edit as Maya tests conditional to UFE path mapper. * Edit as Maya depends on UFE v3 path mapping. * More edit as Maya dependence on UFE v3 path mapping. * More conditional compilation of edit as Maya code. * Yet more conditional compilation of edit as Maya code. * Conditional compilation of edit as Maya code part 6. * Conditional compilation of edit as Maya code part 7. * Conditional compilation of edit as Maya code part 8. * Conditional compilation of edit as Maya code part 9. * WIP: layer traversal on push copy specs. * Prim updater push copy spec code cleanup. * Production-quality changes for push traversal. * WIP changes for push traversal. * Split out DiscardEdits and PushEnd. * Layer traversal error reporting and discard edits fix. * Prim updater cleanup. * Debugging output cleanup. Co-authored-by: Krystian Ligenza <[email protected]> Co-authored-by: Sean Donnelly <[email protected]> Co-authored-by: krickw <[email protected]> Co-authored-by: Hamed Sabri <[email protected]> Co-authored-by: Dan McGarry <[email protected]>
Similar to the recent scope fixes (with shadowing of m_prim), I noticed that there were some oddities in the division between BasicTransformationMatrix and TransformationMatrix.
Specifically:
m_scope
never seemed to be used anywherem_transformNode
seemed to be unnecessarily shadowed; unshadowing also meant thatsetMObject
didn't need to be virtual / repeatedScope::transform()
to be virtual - it's never overridden, andTransform::getTransMatrix()
is already defined to get aTransformationMatrix*