diff options
author | Joseph Eagar <joeedh@gmail.com> | 2022-11-08 20:13:59 +0300 |
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committer | Joseph Eagar <joeedh@gmail.com> | 2022-11-08 20:13:59 +0300 |
commit | e59ebfef3c583985553e78492cf8cd07bbe7648e (patch) | |
tree | 35f31c3b592f40885baf8d8b078844c92bfbabe7 /source/blender/editors/transform/transform_orientations.c | |
parent | fe7088c99ff084f7218ab20136d49eb1a1dccd0b (diff) | |
parent | 4c182aef7ce0e8c26dd2b85c1fa2cd45c2ef64ea (diff) |
Merge branch 'master' into temp-sculpt-brush-channeltemp-sculpt-brush-channel
Diffstat (limited to 'source/blender/editors/transform/transform_orientations.c')
-rw-r--r-- | source/blender/editors/transform/transform_orientations.c | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/editors/transform/transform_orientations.c b/source/blender/editors/transform/transform_orientations.c index 212df5978e4..66fee01f864 100644 --- a/source/blender/editors/transform/transform_orientations.c +++ b/source/blender/editors/transform/transform_orientations.c @@ -126,7 +126,7 @@ static TransformOrientation *createObjectSpace(bContext *C, ob = base->object; - copy_m3_m4(mat, ob->obmat); + copy_m3_m4(mat, ob->object_to_world); normalize_m3(mat); /* use object name if no name is given */ @@ -532,7 +532,7 @@ short ED_transform_calc_orientation_from_type_ex(const Scene *scene, ED_getTransformOrientationMatrix(scene, view_layer, v3d, ob, obedit, pivot_point, r_mat); } else { - transform_orientations_create_from_axis(r_mat, UNPACK3(ob->obmat)); + transform_orientations_create_from_axis(r_mat, UNPACK3(ob->object_to_world)); } break; } @@ -764,7 +764,7 @@ int getTransformOrientation_ex(const Scene *scene, float imat[3][3], mat[3][3]; /* we need the transpose of the inverse for a normal... */ - copy_m3_m4(imat, ob->obmat); + copy_m3_m4(imat, ob->object_to_world); invert_m3_m3(mat, imat); transpose_m3(mat); @@ -1192,8 +1192,8 @@ int getTransformOrientation_ex(const Scene *scene, if (result == ORIENTATION_EDGE) { float tvec[3]; - mul_mat3_m4_v3(ob->obmat, normal); - mul_mat3_m4_v3(ob->obmat, plane); + mul_mat3_m4_v3(ob->object_to_world, normal); + mul_mat3_m4_v3(ob->object_to_world, plane); /* align normal to edge direction (so normal is perpendicular to the plane). * 'ORIENTATION_EDGE' will do the other way around. @@ -1235,7 +1235,7 @@ int getTransformOrientation_ex(const Scene *scene, /* use for both active & all */ if (ok) { /* we need the transpose of the inverse for a normal... */ - copy_m3_m4(imat, ob->obmat); + copy_m3_m4(imat, ob->object_to_world); invert_m3_m3(mat, imat); transpose_m3(mat); @@ -1267,8 +1267,8 @@ int getTransformOrientation_ex(const Scene *scene, } if (ok) { - copy_v3_v3(normal, ob->obmat[2]); - copy_v3_v3(plane, ob->obmat[1]); + copy_v3_v3(normal, ob->object_to_world[2]); + copy_v3_v3(plane, ob->object_to_world[1]); } } result = ORIENTATION_NORMAL; |