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authorGermano Cavalcante <germano.costa@ig.com.br>2021-02-05 17:56:43 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2021-02-08 15:54:54 +0300
commit0bc07ea090251e26ef376fadc077dc37c3d56bfe (patch)
tree6e26fa94752d462344c61a51244e070c7692bbb8 /source/blender/editors/transform/transform_mode.c
parentbe60b3b23984ff7a9b973a37800522e4b5e7918f (diff)
Cleanup: Unify, move and rename transform flags
Flags unified: T_CURSOR -> CTX_CURSOR T_TEXTURE -> CTX_TEXTURE Flags moved: T_CAMERA -> CTX_CAMERA T_POSE -> CTX_POSE_BONE T_OBJECT -> CTX_OBJECT T_TEXTURE -> CTX_TEXTURE_SPACE Flag renamed: CTX_EDGE -> CTX_EDGE_DATA
Diffstat (limited to 'source/blender/editors/transform/transform_mode.c')
-rw-r--r--source/blender/editors/transform/transform_mode.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/editors/transform/transform_mode.c b/source/blender/editors/transform/transform_mode.c
index be4f3daa3d2..9e6e4d8807e 100644
--- a/source/blender/editors/transform/transform_mode.c
+++ b/source/blender/editors/transform/transform_mode.c
@@ -70,7 +70,7 @@ int transform_mode_really_used(bContext *C, int mode)
bool transdata_check_local_center(TransInfo *t, short around)
{
return ((around == V3D_AROUND_LOCAL_ORIGINS) &&
- ((t->flag & (T_OBJECT | T_POSE)) ||
+ ((t->options & (CTX_OBJECT | CTX_POSE_BONE)) ||
/* implicit: (t->flag & T_EDIT) */
(ELEM(t->obedit_type, OB_MESH, OB_CURVE, OB_MBALL, OB_ARMATURE, OB_GPENCIL)) ||
(t->spacetype == SPACE_GRAPH) ||
@@ -629,7 +629,7 @@ void ElementRotation_ex(TransInfo *t,
* matrix (and inverse). That is not all though. Once the proper translation
* has been computed, it has to be converted back into the bone's space.
*/
- else if (t->flag & T_POSE) {
+ else if (t->options & CTX_POSE_BONE) {
/* Extract and invert armature object matrix */
if ((td->flag & TD_NO_LOC) == 0) {
@@ -1026,7 +1026,7 @@ void ElementResize(TransInfo *t, TransDataContainer *tc, TransData *td, float ma
mul_v3_fl(vec, td->factor);
}
- if (t->flag & (T_OBJECT | T_POSE)) {
+ if (t->options & (CTX_OBJECT | CTX_POSE_BONE)) {
mul_m3_v3(td->smtx, vec);
}