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author | Germano Cavalcante <germano.costa@ig.com.br> | 2020-10-08 15:45:45 +0300 |
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committer | Germano Cavalcante <germano.costa@ig.com.br> | 2020-10-08 19:39:41 +0300 |
commit | 043ddcf3ad3bdcba2c980af76202bc6f177f4b0d (patch) | |
tree | d9ebf082f18edf58eceff6dbae99833845bc578a /source/blender/editors/transform/transform_mode_bend.c | |
parent | 196d6166e51dc9496a8a678c329758134988eee3 (diff) |
Cleanup: Simplify use of 'Snapping Gears'
This commit removes `t->snap[0]` and `t->snap_spatial[0]`.
They were not actually being used, and could add overhead for
transformation without snap.
Diffstat (limited to 'source/blender/editors/transform/transform_mode_bend.c')
-rw-r--r-- | source/blender/editors/transform/transform_mode_bend.c | 9 |
1 files changed, 4 insertions, 5 deletions
diff --git a/source/blender/editors/transform/transform_mode_bend.c b/source/blender/editors/transform/transform_mode_bend.c index 86de40448b7..ca22263712c 100644 --- a/source/blender/editors/transform/transform_mode_bend.c +++ b/source/blender/editors/transform/transform_mode_bend.c @@ -102,7 +102,7 @@ static void Bend(TransInfo *t, const int UNUSED(mval[2])) * this isnt essential but nicer to give reasonable snapping values for radius */ if (t->tsnap.mode & SCE_SNAP_MODE_INCREMENT) { const float radius_snap = 0.1f; - const float snap_hack = (t->snap[1] * data->warp_init_dist) / radius_snap; + const float snap_hack = (t->snap[0] * data->warp_init_dist) / radius_snap; values.scale *= snap_hack; transform_snap_increment(t, values.vector); values.scale /= snap_hack; @@ -261,11 +261,10 @@ void initBend(TransInfo *t) t->idx_max = 1; t->num.idx_max = 1; - t->snap[0] = 0.0f; - t->snap[1] = SNAP_INCREMENTAL_ANGLE; - t->snap[2] = t->snap[1] * 0.2; + t->snap[0] = SNAP_INCREMENTAL_ANGLE; + t->snap[1] = t->snap[0] * 0.2; - copy_v3_fl(t->num.val_inc, t->snap[1]); + copy_v3_fl(t->num.val_inc, t->snap[0]); t->num.unit_sys = t->scene->unit.system; t->num.unit_use_radians = (t->scene->unit.system_rotation == USER_UNIT_ROT_RADIANS); t->num.unit_type[0] = B_UNIT_ROTATION; |