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authorCampbell Barton <ideasman42@gmail.com>2016-03-09 08:05:27 +0300
committerCampbell Barton <ideasman42@gmail.com>2016-03-09 08:09:58 +0300
commit95448e851bbdfcadcef8669cef8b2f8086542dda (patch)
treecde3b86f15083be078bacded3c56e019df89b4d5 /source/blender/editors/transform/transform_manipulator.c
parent1f386cce5f0bdba18a0b1133664a4ff154d82369 (diff)
Fix minor glitch w/ edit-bone center
Don't include the same point multiple times when calculating center with connected bones.
Diffstat (limited to 'source/blender/editors/transform/transform_manipulator.c')
-rw-r--r--source/blender/editors/transform/transform_manipulator.c8
1 files changed, 7 insertions, 1 deletions
diff --git a/source/blender/editors/transform/transform_manipulator.c b/source/blender/editors/transform/transform_manipulator.c
index c3ac1968d65..992fde0cce3 100644
--- a/source/blender/editors/transform/transform_manipulator.c
+++ b/source/blender/editors/transform/transform_manipulator.c
@@ -367,7 +367,13 @@ static int calc_manipulator_stats(const bContext *C)
calc_tw_center(scene, ebo->tail);
totsel++;
}
- if (ebo->flag & BONE_ROOTSEL) {
+ if ((ebo->flag & BONE_ROOTSEL) &&
+ /* don't include same point multiple times */
+ ((ebo->flag & BONE_CONNECTED) &&
+ (ebo->parent != NULL) &&
+ (ebo->parent->flag & BONE_TIPSEL) &&
+ EBONE_VISIBLE(arm, ebo->parent)) == 0)
+ {
calc_tw_center(scene, ebo->head);
totsel++;
}