Cleanup: Simplify transform_orientation_matrix_get
This simplifies obtaining the parameters for internal functions. (switch was complicating a little) Also removes ureachable code.
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@ -537,41 +537,24 @@ short ED_transform_calc_orientation_from_type_ex(const bContext *C,
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short transform_orientation_matrix_get(
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bContext *C, TransInfo *t, short orientation, const float custom[3][3], float r_spacemtx[3][3])
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{
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Object *ob = NULL;
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Object *obedit = NULL;
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Scene *scene = NULL;
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RegionView3D *rv3d = NULL;
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int orientation_index_custom = 0;
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if (orientation == V3D_ORIENT_CUSTOM_MATRIX) {
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copy_m3_m3(r_spacemtx, custom);
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return V3D_ORIENT_CUSTOM_MATRIX;
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}
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Object *ob = CTX_data_active_object(C);
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Object *obedit = CTX_data_edit_object(C);
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Scene *scene = t->scene;
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RegionView3D *rv3d = NULL;
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int orientation_index_custom = 0;
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if (orientation >= V3D_ORIENT_CUSTOM) {
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orientation_index_custom = orientation - V3D_ORIENT_CUSTOM;
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orientation = V3D_ORIENT_CUSTOM;
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}
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switch (orientation) {
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case V3D_ORIENT_GIMBAL:
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case V3D_ORIENT_LOCAL:
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case V3D_ORIENT_NORMAL:
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ob = CTX_data_active_object(C);
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obedit = CTX_data_edit_object(C);
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break;
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case V3D_ORIENT_VIEW:
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if ((t->spacetype == SPACE_VIEW3D) && (t->region->regiontype == RGN_TYPE_WINDOW)) {
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rv3d = t->region->regiondata;
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}
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break;
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case V3D_ORIENT_CURSOR:
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case V3D_ORIENT_CUSTOM:
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scene = t->scene;
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break;
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case V3D_ORIENT_GLOBAL:
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case V3D_ORIENT_CUSTOM_MATRIX:
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default:
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break;
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if ((t->spacetype == SPACE_VIEW3D) && (t->region->regiontype == RGN_TYPE_WINDOW)) {
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rv3d = t->region->regiondata;
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}
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return ED_transform_calc_orientation_from_type_ex(C,
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@ -584,9 +567,6 @@ short transform_orientation_matrix_get(
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orientation,
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orientation_index_custom,
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t->around);
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unit_m3(r_spacemtx);
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return V3D_ORIENT_GLOBAL;
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}
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const char *transform_orientations_spacename_get(TransInfo *t, const short orient_type)
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