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author | Germano Cavalcante <germano.costa@ig.com.br> | 2020-05-20 22:22:28 +0300 |
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committer | Germano Cavalcante <germano.costa@ig.com.br> | 2020-05-20 22:22:28 +0300 |
commit | 8bff3ec76bbdb934a5bf7bdb53c14a59481a3aed (patch) | |
tree | 0864f0b4492abc79bc4a0e4e27dea5ec4414cf00 /source/blender/editors/transform/transform_mode_rotate.c | |
parent | 600fd1c6f0ed5025068598bfb98f6881f2563acd (diff) |
Transform: Don't negate the z axis of the View orientation
This was so because of the rotate transformation mode but it can make
other modes confusing and add unnecessary complexity.
Diffstat (limited to 'source/blender/editors/transform/transform_mode_rotate.c')
-rw-r--r-- | source/blender/editors/transform/transform_mode_rotate.c | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/editors/transform/transform_mode_rotate.c b/source/blender/editors/transform/transform_mode_rotate.c index f52bfda0d14..55c97630487 100644 --- a/source/blender/editors/transform/transform_mode_rotate.c +++ b/source/blender/editors/transform/transform_mode_rotate.c @@ -146,7 +146,8 @@ static void applyRotation(TransInfo *t, const int UNUSED(mval[2])) snapGridIncrement(t, &final); float axis_final[3]; - copy_v3_v3(axis_final, t->spacemtx[t->orient_axis]); + /* Use the negative axis to match the default Z axis of the view matrix. */ + negate_v3_v3(axis_final, t->spacemtx[t->orient_axis]); if ((t->con.mode & CON_APPLY) && t->con.applyRot) { t->con.applyRot(t, NULL, NULL, axis_final, NULL); |