Fix T43708: Wrong manipulator in individual origin
Manipulator and actual behavior were out-of-sync with a single edge selected.
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Notes:
blender-bot
2023-02-14 09:28:32 +01:00
Referenced by issue #43708, Wrong manipulator behaviour in individual origin.
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@ -718,14 +718,16 @@ int getTransformOrientation(const bContext *C, float normal[3], float plane[3],
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/* should never fail */
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if (LIKELY(v_pair[0] && v_pair[1])) {
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bool v_pair_swap = false;
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/* Logic explained:
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float tvec[3];
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/**
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* Logic explained:
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*
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* - Edges and vert-pairs treated the same way.
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* - Point the Z axis along the edge vector (towards the active vertex).
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* - Point the Y axis outwards (the same direction as the normals).
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* - Point the Y axis along the edge vector (towards the active vertex).
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* - Point the Z axis outwards (the same direction as the normals).
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*
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* Note that this is at odds a little with face select (and 3 vertices)
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* which point the Z axis along the normal, however in both cases Z is the dominant axis.
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* \note Z points outwards - along the normal.
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* take care making changes here, see: T38592, T43708
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*/
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/* be deterministic where possible and ensure v_pair[0] is active */
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@ -743,10 +745,15 @@ int getTransformOrientation(const bContext *C, float normal[3], float plane[3],
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SWAP(BMVert *, v_pair[0], v_pair[1]);
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}
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add_v3_v3v3(plane, v_pair[0]->no, v_pair[1]->no);
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sub_v3_v3v3(normal, v_pair[0]->co, v_pair[1]->co);
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add_v3_v3v3(normal, v_pair[0]->no, v_pair[1]->no);
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sub_v3_v3v3(plane, v_pair[0]->co, v_pair[1]->co);
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/* flip the plane normal so we point outwards */
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negate_v3(plane);
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/* align normal to edge direction (so normal is perpendicular to the plane).
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* 'ORIENTATION_EDGE' will do the other way around */
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project_v3_v3v3(tvec, normal, plane);
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sub_v3_v3(normal, tvec);
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}
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result = ORIENTATION_EDGE;
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