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authorCampbell Barton <ideasman42@gmail.com>2018-09-07 04:24:37 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-09-07 04:25:54 +0300
commit7be3378d1620b1a8029b78425e3a64e2fcd6b210 (patch)
tree92bc994cf745ac86557455bf782f920a6f0a5fff /source/blender/editors/transform/transform.h
parenta5bb40170417acede168291eb81e3076a6cee077 (diff)
Fix normal transform orientation calculation
When using the 'normal' orientation, the normal would be ignored if the plane couldn't be calculated. Now use only the normal if the plane is zero length, this was already done, just not in all cases.
Diffstat (limited to 'source/blender/editors/transform/transform.h')
-rw-r--r--source/blender/editors/transform/transform.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/editors/transform/transform.h b/source/blender/editors/transform/transform.h
index 5f738804579..d53f51f5076 100644
--- a/source/blender/editors/transform/transform.h
+++ b/source/blender/editors/transform/transform.h
@@ -796,6 +796,8 @@ bool applyTransformOrientation(const struct bContext *C, float mat[3][3], char r
#define ORIENTATION_VERT 2
#define ORIENTATION_EDGE 3
#define ORIENTATION_FACE 4
+#define ORIENTATION_USE_PLANE(ty) \
+ ELEM(ty, ORIENTATION_NORMAL, ORIENTATION_EDGE, ORIENTATION_FACE)
int getTransformOrientation_ex(const struct bContext *C, float normal[3], float plane[3], const short around);
int getTransformOrientation(const struct bContext *C, float normal[3], float plane[3]);