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authorCampbell Barton <ideasman42@gmail.com>2018-07-15 00:49:00 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-07-15 00:49:00 +0300
commit5ebebcfbfff4c218ab4101ee7f6a66617ee9b01f (patch)
tree86f319a9291847c2608bfd0b89bae3d504e378cf /source/blender/bmesh
parentcd1600413246a62156441f6e7910489b19ae5a28 (diff)
WM: rename manipulator to gizmo internally
Diffstat (limited to 'source/blender/bmesh')
-rw-r--r--source/blender/bmesh/intern/bmesh_marking.c4
-rw-r--r--source/blender/bmesh/intern/bmesh_polygon.c2
2 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/bmesh/intern/bmesh_marking.c b/source/blender/bmesh/intern/bmesh_marking.c
index 10a03050d4b..1e53180396e 100644
--- a/source/blender/bmesh/intern/bmesh_marking.c
+++ b/source/blender/bmesh/intern/bmesh_marking.c
@@ -863,7 +863,7 @@ void BM_editselection_normal(BMEditSelection *ese, float r_normal[3])
/* Calculate a plane that is rightangles to the edge/vert/faces normal
* also make the plane run along an axis that is related to the geometry,
- * because this is used for the manipulators Y axis. */
+ * because this is used for the gizmos Y axis. */
void BM_editselection_plane(BMEditSelection *ese, float r_plane[3])
{
if (ese->htype == BM_VERT) {
@@ -895,7 +895,7 @@ void BM_editselection_plane(BMEditSelection *ese, float r_plane[3])
else {
/* the plane is simple, it runs along the edge
* however selecting different edges can swap the direction of the y axis.
- * this makes it less likely for the y axis of the manipulator
+ * this makes it less likely for the y axis of the gizmo
* (running along the edge).. to flip less often.
* at least its more predictable */
if (eed->v2->co[1] > eed->v1->co[1]) { /* check which to do first */
diff --git a/source/blender/bmesh/intern/bmesh_polygon.c b/source/blender/bmesh/intern/bmesh_polygon.c
index 7cbc6461667..421b2adc3a7 100644
--- a/source/blender/bmesh/intern/bmesh_polygon.c
+++ b/source/blender/bmesh/intern/bmesh_polygon.c
@@ -487,7 +487,7 @@ void BM_face_calc_tangent_vert_diagonal(const BMFace *f, float r_tangent[3])
}
/**
- * Compute a meaningful direction along the face (use for manipulator axis).
+ * Compute a meaningful direction along the face (use for gizmo axis).
*
* \note Callers shouldn't depend on the *exact* method used here.
*/