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authorJoshua Leung <aligorith@gmail.com>2009-09-02 04:42:12 +0400
committerJoshua Leung <aligorith@gmail.com>2009-09-02 04:42:12 +0400
commitbd7d26993f32bda6f0c0ca81e1455fb9f55418e3 (patch)
tree855f02594014c28fd056b388ad033ffa2402099b /source/blender/editors/transform/transform.h
parentf77fc5c3c9461dce9c694e35db736777214f8b2d (diff)
2.5 - Rotation Order Tweaks for Armature Bones
* All tools where rotation order matters for armature bones have now been adjusted to use the new code * Transform now uses the new code for bones too. However, there are some jumping issues here that I'm not too sure how to solve yet. Help fixing this is welcome.
Diffstat (limited to 'source/blender/editors/transform/transform.h')
-rw-r--r--source/blender/editors/transform/transform.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/editors/transform/transform.h b/source/blender/editors/transform/transform.h
index efa60b15293..e5bd405c0cd 100644
--- a/source/blender/editors/transform/transform.h
+++ b/source/blender/editors/transform/transform.h
@@ -199,6 +199,7 @@ typedef struct TransData {
void *extra; /* extra data (mirrored element pointer, in editmode mesh to EditVert) (editbone for roll fixing) (...) */
short flag; /* Various flags */
short protectflag; /* If set, copy of Object or PoseChannel protection */
+ int rotOrder; /* rotation order (for eulers), as defined in BLI_arithb.h */
} TransData;
typedef struct MouseInput {