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authorCampbell Barton <ideasman42@gmail.com>2013-05-26 22:24:13 +0400
committerCampbell Barton <ideasman42@gmail.com>2013-05-26 22:24:13 +0400
commit4cf069a41d0a3c39a39237656cd7e65be1d37924 (patch)
tree981f0201d06b6175d11b0f4180e922ff6a2e1f3a /source
parentadd5167b8d488a89712730926cbfbf8ec01a862f (diff)
the viewport align-active option was flipping the viewport direction,
now you can add an object, enable align to view, then align the view back to the object without flipping.
Diffstat (limited to 'source')
-rw-r--r--source/blender/editors/space_view3d/view3d_edit.c5
1 files changed, 5 insertions, 0 deletions
diff --git a/source/blender/editors/space_view3d/view3d_edit.c b/source/blender/editors/space_view3d/view3d_edit.c
index 63d533fb494..4154318e979 100644
--- a/source/blender/editors/space_view3d/view3d_edit.c
+++ b/source/blender/editors/space_view3d/view3d_edit.c
@@ -3196,9 +3196,14 @@ static void axis_set_view(bContext *C, View3D *v3d, ARegion *ar,
align_active = false;
}
else {
+ const float z_flip_quat[4] = {0.0f, 0.0f, 0.0f, 1.0f};
float obact_quat[4];
float twmat[3][3];
+ /* flip the input, the end result being that an object
+ * with no rotation behaves as if 'align_active' is off */
+ mul_qt_qtqt(new_quat, new_quat, z_flip_quat);
+
/* same as transform manipulator when normal is set */
ED_getTransformOrientationMatrix(C, twmat, false);