diff options
author | Bastien Montagne <montagne29@wanadoo.fr> | 2019-07-31 17:12:33 +0300 |
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committer | Bastien Montagne <montagne29@wanadoo.fr> | 2019-07-31 17:14:34 +0300 |
commit | b0531227d40e2b4c147367fe87e311efd92de80d (patch) | |
tree | e3a2d72f3bf2479b598396ecbc5c4497c0698bf7 /source/blender/editors | |
parent | 03be31e817a21ebd65875e3283475f5450acd5a3 (diff) |
Fix T68001: Rotating vertices on the UV map by a fixed number immediately crashes Blender.
Spaghetti Transform code can use same code for different kind of data.
The 'stepped rotation' process is actually only useful/doable in a few
cases (when we do have some real place to store rotation value, and we
are using Eulers).
Diffstat (limited to 'source/blender/editors')
-rw-r--r-- | source/blender/editors/transform/transform.c | 9 |
1 files changed, 7 insertions, 2 deletions
diff --git a/source/blender/editors/transform/transform.c b/source/blender/editors/transform/transform.c index d8dd6aa97b5..17cbc9b0551 100644 --- a/source/blender/editors/transform/transform.c +++ b/source/blender/editors/transform/transform.c @@ -4640,8 +4640,13 @@ static void applyRotationValue(TransInfo *t, * Note that this is only needed when doing 'absolute' rotation * (i.e. from initial rotation again, typically when using numinput). * regular incremental rotation (from mouse/widget/...) will be called often enough, - * hence steps are small enough to be properly handled without that complicated trick. */ - if (is_large_rotation) { + * hence steps are small enough to be properly handled without that complicated trick. + * Note that we can only do that kind of stepped rotation if we have initial rotation values + * (and access to some actual rotation value storage). + * Otherwise, just assume it's useless (e.g. in case of mesh/UV/etc. editing). + * Also need to be in Euler rotation mode, the others never allow more than one turn anyway. + */ + if (is_large_rotation && td->ext != NULL && td->ext->rotOrder == ROT_MODE_EUL) { copy_v3_v3(td->ext->rot, td->ext->irot); for (float angle_progress = angle_step; fabsf(angle_progress) < fabsf(angle_final); angle_progress += angle_step) { |