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authorCampbell Barton <ideasman42@gmail.com>2021-01-16 03:39:27 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-01-16 03:39:27 +0300
commit3856c58f5d28ebac4ea57ae8eaf59bef3946fb4a (patch)
tree0e98d14488dd09696f5e374aade2a0bbf25b6cbb /source
parent6403c8c025cc88ee9a2ca25669722d7c3a3501a4 (diff)
parentc4bbe44e472b97911127ce354954ff7e9e290a3d (diff)
Merge branch 'blender-v2.92-release'
Diffstat (limited to 'source')
-rw-r--r--source/blender/editors/space_view3d/view3d_placement.c6
-rw-r--r--source/blender/editors/transform/transform_orientations.c9
2 files changed, 15 insertions, 0 deletions
diff --git a/source/blender/editors/space_view3d/view3d_placement.c b/source/blender/editors/space_view3d/view3d_placement.c
index 638c61fc331..5bd1b3458e2 100644
--- a/source/blender/editors/space_view3d/view3d_placement.c
+++ b/source/blender/editors/space_view3d/view3d_placement.c
@@ -795,6 +795,12 @@ static void view3d_interactive_add_calc_plane(bContext *C,
const RegionView3D *rv3d = region->regiondata;
ED_transform_calc_orientation_from_type(C, r_matrix_orient);
+ /* Non-orthogonal matrices cause the preview and final result not to match.
+ *
+ * While making orthogonal doesn't always work well (especially with gimbal orientation for e.g.)
+ * it's a corner case, without better alternatives as objects don't support shear. */
+ orthogonalize_m3(r_matrix_orient, plane_axis);
+
SnapObjectContext *snap_context = NULL;
bool snap_context_free = false;
diff --git a/source/blender/editors/transform/transform_orientations.c b/source/blender/editors/transform/transform_orientations.c
index 606862f05aa..90b2ce2a385 100644
--- a/source/blender/editors/transform/transform_orientations.c
+++ b/source/blender/editors/transform/transform_orientations.c
@@ -500,6 +500,15 @@ void ED_transform_calc_orientation_from_type(const bContext *C, float r_mat[3][3
C, r_mat, scene, rv3d, ob, obedit, orientation_type, orientation_index_custom, pivot_point);
}
+/**
+ * \note The resulting matrix may not be orthogonal,
+ * callers that depend on `r_mat` to be orthogonal should use #orthogonalize_m3.
+ *
+ * A non orthogonal matrix may be returned when:
+ * - #V3D_ORIENT_GIMBAL the result won't be orthogonal unless the object has no rotation.
+ * - #V3D_ORIENT_LOCAL may contain shear from non-uniform scale in parent/child relationships.
+ * - #V3D_ORIENT_CUSTOM may have been created from #V3D_ORIENT_LOCAL.
+ */
short ED_transform_calc_orientation_from_type_ex(const bContext *C,
float r_mat[3][3],
/* extra args (can be accessed from context) */