diff options
author | Campbell Barton <ideasman42@gmail.com> | 2021-01-16 03:29:56 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2021-01-16 03:32:00 +0300 |
commit | c4bbe44e472b97911127ce354954ff7e9e290a3d (patch) | |
tree | 943218e8bc3326e258bc7120af28d24ceb12fe33 /source | |
parent | 2f0d919f89cbed64965fa7c39d92419b0ef5bd9e (diff) |
Add Object Tool: workaround non-orthogonal orientation matrices
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_placement.c | 6 | ||||
-rw-r--r-- | source/blender/editors/transform/transform_orientations.c | 9 |
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) */ |