Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorMartin Poirier <theeth@yahoo.com>2008-12-29 04:41:28 +0300
committerMartin Poirier <theeth@yahoo.com>2008-12-29 04:41:28 +0300
commitb6b61681efd322bd800bcaba55099cdf147547b2 (patch)
treebf745c0c58ee608ac8c3c53aa97a14932fc9135f /source/blender/editors/transform/transform_orientations.c
parent97a82102d4d24a94d8360a6f5f054e44f6fb1993 (diff)
2.5
Transform: First working port of the transform code: - Object mode only (other conversions need to be ported) - Contraints (global and local only) working - Snap (no edit mode, obviously) working - Numinput working - Gears (Ctrl and Shift) working - Only grap, rotate, scale, shear, warp and to sphere have been added as hotkey, but the rest should work too once accessible - No manipulator - No drawn feedback other than moving stuff and header print (no constraint line, snap circle, ...) - No NDOF support I've only tested Scons support, though Makefil *should* work, I *think*. Misc: -QuatIsNull function in arith -Exporting project_* and view[line|ray] functions from view3d
Diffstat (limited to 'source/blender/editors/transform/transform_orientations.c')
-rw-r--r--source/blender/editors/transform/transform_orientations.c781
1 files changed, 781 insertions, 0 deletions
diff --git a/source/blender/editors/transform/transform_orientations.c b/source/blender/editors/transform/transform_orientations.c
new file mode 100644
index 00000000000..12a9c0e7214
--- /dev/null
+++ b/source/blender/editors/transform/transform_orientations.c
@@ -0,0 +1,781 @@
+/**
+ * $Id:
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * Contributor(s): Martin Poirier
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include <string.h>
+
+#include "MEM_guardedalloc.h"
+
+#include "DNA_armature_types.h"
+#include "DNA_action_types.h"
+#include "DNA_curve_types.h"
+#include "DNA_listBase.h"
+#include "DNA_object_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_meta_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_space_types.h"
+#include "DNA_view3d_types.h"
+
+#include "BKE_global.h"
+#include "BKE_utildefines.h"
+#include "BKE_armature.h"
+#include "BKE_context.h"
+
+#include "BLI_arithb.h"
+#include "BLI_blenlib.h"
+#include "BLI_editVert.h"
+
+//#include "BIF_editmesh.h"
+#include "BIF_editarmature.h"
+//#include "BIF_interface.h"
+//#include "BIF_space.h"
+//#include "BIF_toolbox.h"
+
+#include "transform.h"
+
+#if 0 // TRANSFORM_FIX_ME
+
+/* *********************** TransSpace ************************** */
+
+void BIF_clearTransformOrientation(void)
+{
+ ListBase *transform_spaces = &G.scene->transform_spaces;
+ BLI_freelistN(transform_spaces);
+
+ // TRANSFORM_FIX_ME
+ // Need to loop over all view3d
+// if (G.vd->twmode >= V3D_MANIP_CUSTOM)
+// G.vd->twmode = V3D_MANIP_GLOBAL; /* fallback to global */
+}
+
+void BIF_manageTransformOrientation(int confirm, int set) {
+ Object *ob = OBACT;
+ int index = -1;
+
+ if (G.obedit) {
+ if (G.obedit->type == OB_MESH)
+ index = manageMeshSpace(confirm, set);
+ else if (G.obedit->type == OB_ARMATURE)
+ index = manageBoneSpace(confirm, set);
+ }
+ else if (ob && (ob->flag & OB_POSEMODE)) {
+ index = manageBoneSpace(confirm, set);
+ }
+ else {
+ index = manageObjectSpace(confirm, set);
+ }
+
+ if (set && index != -1)
+ {
+ BIF_selectTransformOrientationFromIndex(index);
+ }
+}
+
+int manageObjectSpace(int confirm, int set) {
+ Base *base = BASACT;
+
+ if (base == NULL)
+ return -1;
+
+ if (confirm == 0) {
+ if (set && pupmenu("Custom Orientation %t|Add and Use Active Object%x1") != 1) {
+ return -1;
+ }
+ else if (set == 0 && pupmenu("Custom Orientation %t|Add Active Object%x1") != 1) {
+ return -1;
+ }
+ }
+
+ return addObjectSpace(base->object);
+}
+
+/* return 1 on confirm */
+int confirmSpace(int set, char text[])
+{
+ char menu[64];
+
+ if (set) {
+ sprintf(menu, "Custom Orientation %%t|Add and Use %s%%x1", text);
+ }
+ else {
+ sprintf(menu, "Custom Orientation %%t|Add %s%%x1", text);
+ }
+
+ if (pupmenu(menu) == 1) {
+ return 1;
+ }
+ else {
+ return 0;
+ }
+}
+
+int manageBoneSpace(int confirm, int set) {
+ float mat[3][3];
+ float normal[3], plane[3];
+ char name[36] = "";
+ int index;
+
+ getTransformOrientation(normal, plane, 0);
+
+ if (confirm == 0 && confirmSpace(set, "Bone") == 0) {
+ return -1;
+ }
+
+ if (createSpaceNormalTangent(mat, normal, plane) == 0) {
+ error("Cannot use zero-length bone");
+ return -1;
+ }
+
+ strcpy(name, "Bone");
+
+ /* Input name */
+ sbutton(name, 1, 35, "name: ");
+
+ index = addMatrixSpace(mat, name);
+ return index;
+}
+
+int manageMeshSpace(int confirm, int set) {
+ float mat[3][3];
+ float normal[3], plane[3];
+ char name[36] = "";
+ int index;
+ int type;
+
+ type = getTransformOrientation(normal, plane, 0);
+
+ switch (type)
+ {
+ case ORIENTATION_VERT:
+ if (confirm == 0 && confirmSpace(set, "vertex") == 0) {
+ return -1;
+ }
+
+ if (createSpaceNormal(mat, normal) == 0) {
+ error("Cannot use vertex with zero-length normal");
+ return -1;
+ }
+
+ strcpy(name, "Vertex");
+ break;
+ case ORIENTATION_EDGE:
+ if (confirm == 0 && confirmSpace(set, "Edge") == 0) {
+ return -1;
+ }
+
+ if (createSpaceNormalTangent(mat, normal, plane) == 0) {
+ error("Cannot use zero-length edge");
+ return -1;
+ }
+
+ strcpy(name, "Edge");
+ break;
+ case ORIENTATION_FACE:
+ if (confirm == 0 && confirmSpace(set, "Face") == 0) {
+ return -1;
+ }
+
+ if (createSpaceNormalTangent(mat, normal, plane) == 0) {
+ error("Cannot use zero-area face");
+ return -1;
+ }
+
+ strcpy(name, "Face");
+ break;
+ default:
+ return -1;
+ break;
+ }
+
+ /* Input name */
+ sbutton(name, 1, 35, "name: ");
+
+ index = addMatrixSpace(mat, name);
+ return index;
+}
+
+int createSpaceNormal(float mat[3][3], float normal[3])
+{
+ float tangent[3] = {0.0f, 0.0f, 1.0f};
+
+ VECCOPY(mat[2], normal);
+ if (Normalize(mat[2]) == 0.0f) {
+ return 0; /* error return */
+ }
+
+ Crossf(mat[0], mat[2], tangent);
+ if (Inpf(mat[0], mat[0]) == 0.0f) {
+ tangent[0] = 1.0f;
+ tangent[1] = tangent[2] = 0.0f;
+ Crossf(mat[0], tangent, mat[2]);
+ }
+
+ Crossf(mat[1], mat[2], mat[0]);
+
+ Mat3Ortho(mat);
+
+ return 1;
+}
+
+int createSpaceNormalTangent(float mat[3][3], float normal[3], float tangent[3])
+{
+ VECCOPY(mat[2], normal);
+ if (Normalize(mat[2]) == 0.0f) {
+ return 0; /* error return */
+ }
+
+ /* preempt zero length tangent from causing trouble */
+ if (tangent[0] == 0 && tangent[1] == 0 && tangent[2] == 0)
+ {
+ tangent[2] = 1;
+ }
+
+ Crossf(mat[0], mat[2], tangent);
+ if (Normalize(mat[0]) == 0.0f) {
+ return 0; /* error return */
+ }
+
+ Crossf(mat[1], mat[2], mat[0]);
+
+ Mat3Ortho(mat);
+
+ return 1;
+}
+
+
+int addObjectSpace(Object *ob) {
+ float mat[3][3];
+ char name[36] = "";
+
+ Mat3CpyMat4(mat, ob->obmat);
+ Mat3Ortho(mat);
+
+ strncpy(name, ob->id.name+2, 35);
+
+ /* Input name */
+ sbutton(name, 1, 35, "name: ");
+
+ return addMatrixSpace(mat, name);
+}
+
+int addMatrixSpace(float mat[3][3], char name[]) {
+ ListBase *transform_spaces = &G.scene->transform_spaces;
+ TransformOrientation *ts;
+ int index = 0;
+
+ /* if name is found in list, reuse that transform space */
+ for (index = 0, ts = transform_spaces->first; ts; ts = ts->next, index++) {
+ if (strncmp(ts->name, name, 35) == 0) {
+ break;
+ }
+ }
+
+ /* if not, create a new one */
+ if (ts == NULL)
+ {
+ ts = MEM_callocN(sizeof(TransformOrientation), "UserTransSpace from matrix");
+ BLI_addtail(transform_spaces, ts);
+ strncpy(ts->name, name, 35);
+ }
+
+ /* copy matrix into transform space */
+ Mat3CpyMat3(ts->mat, mat);
+
+ BIF_undo_push("Add/Update Transform Orientation");
+
+ return index;
+}
+
+void BIF_removeTransformOrientation(TransformOrientation *target) {
+ ListBase *transform_spaces = &G.scene->transform_spaces;
+ TransformOrientation *ts = transform_spaces->first;
+ int selected_index = (G.vd->twmode - V3D_MANIP_CUSTOM);
+ int i;
+
+ for (i = 0, ts = transform_spaces->first; ts; ts = ts->next, i++) {
+ if (ts == target) {
+ if (selected_index == i) {
+ G.vd->twmode = V3D_MANIP_GLOBAL; /* fallback to global */
+ }
+ else if (selected_index > i)
+ G.vd->twmode--;
+
+ BLI_freelinkN(transform_spaces, ts);
+ break;
+ }
+ }
+ BIF_undo_push("Remove Transform Orientation");
+}
+
+void BIF_selectTransformOrientation(TransformOrientation *target) {
+ ListBase *transform_spaces = &G.scene->transform_spaces;
+ TransformOrientation *ts = transform_spaces->first;
+ int i;
+
+ for (i = 0, ts = transform_spaces->first; ts; ts = ts->next, i++) {
+ if (ts == target) {
+ G.vd->twmode = V3D_MANIP_CUSTOM + i;
+ break;
+ }
+ }
+}
+
+void BIF_selectTransformOrientationFromIndex(int index) {
+ G.vd->twmode = V3D_MANIP_CUSTOM + index;
+}
+
+char * BIF_menustringTransformOrientation(char *title) {
+ char menu[] = "%t|Global%x0|Local%x1|Normal%x2|View%x3";
+ ListBase *transform_spaces = &G.scene->transform_spaces;
+ TransformOrientation *ts;
+ int i = V3D_MANIP_CUSTOM;
+ char *str_menu, *p;
+
+
+ str_menu = MEM_callocN(strlen(menu) + strlen(title) + 1 + 40 * BIF_countTransformOrientation(), "UserTransSpace from matrix");
+ p = str_menu;
+
+ p += sprintf(str_menu, "%s", title);
+ p += sprintf(p, "%s", menu);
+
+ for (ts = transform_spaces->first; ts; ts = ts->next) {
+ p += sprintf(p, "|%s%%x%d", ts->name, i++);
+ }
+
+ return str_menu;
+}
+
+int BIF_countTransformOrientation() {
+ ListBase *transform_spaces = &G.scene->transform_spaces;
+ TransformOrientation *ts;
+ int count = 0;
+
+ for (ts = transform_spaces->first; ts; ts = ts->next) {
+ count++;
+ }
+
+ return count;
+}
+
+void applyTransformOrientation() {
+ TransInfo *t = BIF_GetTransInfo();
+ TransformOrientation *ts;
+ int selected_index = (G.vd->twmode - V3D_MANIP_CUSTOM);
+ int i;
+
+ if (selected_index >= 0) {
+ for (i = 0, ts = G.scene->transform_spaces.first; ts; ts = ts->next, i++) {
+ if (selected_index == i) {
+ strcpy(t->spacename, ts->name);
+ Mat3CpyMat3(t->spacemtx, ts->mat);
+ Mat4CpyMat3(G.vd->twmat, ts->mat);
+ break;
+ }
+ }
+ }
+}
+
+#endif // TRANSFORM_FIX_ME
+
+static int count_bone_select(bArmature *arm, ListBase *lb, int do_it)
+{
+ Bone *bone;
+ int do_next;
+ int total = 0;
+
+ for(bone= lb->first; bone; bone= bone->next) {
+ bone->flag &= ~BONE_TRANSFORM;
+ do_next = do_it;
+ if(do_it) {
+ if(bone->layer & arm->layer) {
+ if (bone->flag & BONE_SELECTED) {
+ bone->flag |= BONE_TRANSFORM;
+ total++;
+ do_next= 0; // no transform on children if one parent bone is selected
+ }
+ }
+ }
+ total += count_bone_select(arm, &bone->childbase, do_next);
+ }
+
+ return total;
+}
+
+int getTransformOrientation(bContext *C, float normal[3], float plane[3], int activeOnly)
+{
+ Scene *scene = CTX_data_scene(C);
+ ScrArea *sa = CTX_wm_area(C);
+ View3D *v3d = sa->spacedata.first;
+ Base *base;
+ Object *ob = OBACT;
+ int result = ORIENTATION_NONE;
+
+ normal[0] = normal[1] = normal[2] = 0;
+ plane[0] = plane[1] = plane[2] = 0;
+
+ if(G.obedit)
+ {
+ float imat[3][3], mat[3][3];
+
+ /* we need the transpose of the inverse for a normal... */
+ Mat3CpyMat4(imat, ob->obmat);
+
+ Mat3Inv(mat, imat);
+ Mat3Transp(mat);
+
+ ob= G.obedit;
+
+ if(G.obedit->type==OB_MESH)
+ {
+ EditMesh *em = G.editMesh;
+ EditVert *eve;
+ EditSelection ese;
+ float vec[3]= {0,0,0};
+
+ /* USE LAST SELECTED WITH ACTIVE */
+ if (activeOnly && EM_get_actSelection(&ese))
+ {
+ EM_editselection_normal(normal, &ese);
+ EM_editselection_plane(plane, &ese);
+
+ switch (ese.type)
+ {
+ case EDITVERT:
+ result = ORIENTATION_VERT;
+ break;
+ case EDITEDGE:
+ result = ORIENTATION_EDGE;
+ break;
+ case EDITFACE:
+ result = ORIENTATION_FACE;
+ break;
+ }
+ }
+ else
+ {
+ if (G.totfacesel >= 1)
+ {
+ EditFace *efa;
+
+ for(efa= em->faces.first; efa; efa= efa->next)
+ {
+ if(efa->f & SELECT)
+ {
+ VECADD(normal, normal, efa->n);
+ VecSubf(vec, efa->v2->co, efa->v1->co);
+ VECADD(plane, plane, vec);
+ }
+ }
+
+ result = ORIENTATION_FACE;
+ }
+ else if (G.totvertsel == 3)
+ {
+ EditVert *v1 = NULL, *v2 = NULL, *v3 = NULL;
+ float cotangent[3];
+
+ for (eve = em->verts.first; eve; eve = eve->next)
+ {
+ if ( eve->f & SELECT ) {
+ if (v1 == NULL) {
+ v1 = eve;
+ }
+ else if (v2 == NULL) {
+ v2 = eve;
+ }
+ else {
+ v3 = eve;
+
+ VecSubf(plane, v2->co, v1->co);
+ VecSubf(cotangent, v3->co, v2->co);
+ Crossf(normal, cotangent, plane);
+ break;
+ }
+ }
+ }
+
+ /* if there's an edge available, use that for the tangent */
+ if (G.totedgesel >= 1)
+ {
+ EditEdge *eed = NULL;
+
+ for(eed= em->edges.first; eed; eed= eed->next) {
+ if(eed->f & SELECT) {
+ VecSubf(plane, eed->v2->co, eed->v1->co);
+ break;
+ }
+ }
+ }
+
+ result = ORIENTATION_FACE;
+ }
+ else if (G.totedgesel == 1)
+ {
+ EditEdge *eed;
+
+ for(eed= em->edges.first; eed; eed= eed->next) {
+ if(eed->f & SELECT) {
+ /* use average vert normals as plane and edge vector as normal */
+ VECCOPY(plane, eed->v1->no);
+ VECADD(plane, plane, eed->v2->no);
+ VecSubf(normal, eed->v2->co, eed->v1->co);
+ break;
+ }
+ }
+ result = ORIENTATION_EDGE;
+ }
+ else if (G.totvertsel == 2)
+ {
+ EditVert *v1 = NULL, *v2 = NULL;
+
+ for (eve = em->verts.first; eve; eve = eve->next)
+ {
+ if ( eve->f & SELECT ) {
+ if (v1 == NULL) {
+ v1 = eve;
+ }
+ else {
+ v2 = eve;
+
+ VECCOPY(plane, v1->no);
+ VECADD(plane, plane, v2->no);
+ VecSubf(normal, v2->co, v1->co);
+ break;
+ }
+ }
+ }
+ result = ORIENTATION_EDGE;
+ }
+ else if (G.totvertsel == 1)
+ {
+ for (eve = em->verts.first; eve; eve = eve->next)
+ {
+ if ( eve->f & SELECT ) {
+ VECCOPY(normal, eve->no);
+ break;
+ }
+ }
+ result = ORIENTATION_VERT;
+ }
+ else if (G.totvertsel > 3)
+ {
+ normal[0] = normal[1] = normal[2] = 0;
+
+ for (eve = em->verts.first; eve; eve = eve->next)
+ {
+ if ( eve->f & SELECT ) {
+ VecAddf(normal, normal, eve->no);
+ }
+ }
+ Normalize(normal);
+ result = ORIENTATION_VERT;
+ }
+ }
+ } /* end editmesh */
+ else if ELEM3(G.obedit->type, OB_CURVE, OB_SURF, OB_FONT)
+ {
+ extern ListBase editNurb; /* BOOO! go away stupid extern */
+ Nurb *nu;
+ BezTriple *bezt;
+ int a;
+
+ for (nu = editNurb.first; nu; nu = nu->next)
+ {
+ /* only bezier has a normal */
+ if((nu->type & 7) == CU_BEZIER)
+ {
+ bezt= nu->bezt;
+ a= nu->pntsu;
+ while(a--)
+ {
+ /* exception */
+ if ( (bezt->f1 & SELECT) + (bezt->f2 & SELECT) + (bezt->f3 & SELECT) > SELECT )
+ {
+ VecSubf(normal, bezt->vec[0], bezt->vec[2]);
+ }
+ else
+ {
+ if(bezt->f1)
+ {
+ VecSubf(normal, bezt->vec[0], bezt->vec[1]);
+ }
+ if(bezt->f2)
+ {
+ VecSubf(normal, bezt->vec[0], bezt->vec[2]);
+ }
+ if(bezt->f3)
+ {
+ VecSubf(normal, bezt->vec[1], bezt->vec[2]);
+ }
+ }
+ bezt++;
+ }
+ }
+ }
+
+ if (normal[0] != 0 || normal[1] != 0 || normal[2] != 0)
+ {
+ result = ORIENTATION_NORMAL;
+ }
+ }
+ else if(G.obedit->type==OB_MBALL)
+ {
+ /* editmball.c */
+ extern ListBase editelems; /* go away ! */
+ MetaElem *ml, *ml_sel = NULL;
+
+ /* loop and check that only one element is selected */
+ for (ml = editelems.first; ml; ml = ml->next)
+ {
+ if (ml->flag & SELECT) {
+ if (ml_sel == NULL)
+ {
+ ml_sel = ml;
+ }
+ else
+ {
+ ml_sel = NULL;
+ break;
+ }
+ }
+ }
+
+ if (ml_sel)
+ {
+ float mat[4][4];
+
+ /* Rotation of MetaElem is stored in quat */
+ QuatToMat4(ml_sel->quat, mat);
+
+ VECCOPY(normal, mat[2]);
+ VECCOPY(plane, mat[1]);
+
+ VecMulf(plane, -1.0);
+
+ result = ORIENTATION_NORMAL;
+ }
+ }
+ else if (G.obedit->type == OB_ARMATURE)
+ {
+ bArmature *arm = G.obedit->data;
+ EditBone *ebone;
+
+ for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
+ if (arm->layer & ebone->layer)
+ {
+ if (ebone->flag & BONE_SELECTED)
+ {
+ float mat[3][3];
+ float vec[3];
+ VecSubf(vec, ebone->tail, ebone->head);
+ Normalize(vec);
+ VecAddf(normal, normal, vec);
+
+ vec_roll_to_mat3(vec, ebone->roll, mat);
+ VecAddf(plane, plane, mat[2]);
+ }
+ }
+ }
+
+ Normalize(normal);
+ Normalize(plane);
+
+ if (plane[0] != 0 || plane[1] != 0 || plane[2] != 0)
+ {
+ result = ORIENTATION_EDGE;
+ }
+
+ }
+
+ /* Vectors from edges don't need the special transpose inverse multiplication */
+ if (result == ORIENTATION_EDGE)
+ {
+ Mat4Mul3Vecfl(ob->obmat, normal);
+ Mat4Mul3Vecfl(ob->obmat, plane);
+ }
+ else
+ {
+ Mat3MulVecfl(mat, normal);
+ Mat3MulVecfl(mat, plane);
+ }
+ }
+ else if(ob && (ob->flag & OB_POSEMODE))
+ {
+ bArmature *arm= ob->data;
+ bPoseChannel *pchan;
+ int totsel;
+
+ totsel = count_bone_select(arm, &arm->bonebase, 1);
+ if(totsel) {
+ float imat[3][3], mat[3][3];
+
+ /* use channels to get stats */
+ for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if (pchan->bone && pchan->bone->flag & BONE_TRANSFORM) {
+ VecAddf(normal, normal, pchan->pose_mat[2]);
+ VecAddf(plane, plane, pchan->pose_mat[1]);
+ }
+ }
+ VecMulf(plane, -1.0);
+
+ /* we need the transpose of the inverse for a normal... */
+ Mat3CpyMat4(imat, ob->obmat);
+
+ Mat3Inv(mat, imat);
+ Mat3Transp(mat);
+ Mat3MulVecfl(mat, normal);
+ Mat3MulVecfl(mat, plane);
+
+ result = ORIENTATION_EDGE;
+ }
+ }
+ else if(G.f & (G_VERTEXPAINT + G_TEXTUREPAINT + G_WEIGHTPAINT + G_SCULPTMODE))
+ {
+ }
+ else if(G.f & G_PARTICLEEDIT)
+ {
+ }
+ else {
+ /* we need the one selected object, if its not active */
+ ob = OBACT;
+ if(ob && !(ob->flag & SELECT)) ob = NULL;
+
+ for(base= G.scene->base.first; base; base= base->next) {
+ if TESTBASELIB(v3d, base) {
+ if(ob == NULL) {
+ ob= base->object;
+ break;
+ }
+ }
+ }
+
+ VECCOPY(normal, ob->obmat[2]);
+ VECCOPY(plane, ob->obmat[1]);
+ result = ORIENTATION_NORMAL;
+ }
+
+ return result;
+}