Transform: Allow orientation change with custom matrix in modal
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87602d886f
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06839379c5
Notes:
blender-bot
2023-02-14 03:34:17 +01:00
Referenced by issue #76381, Blender 2.8 external renderer shader node bug Referenced by issue #76318, Preferences: Lower left button broken
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@ -828,7 +828,7 @@ static void transform_event_xyz_constraint(TransInfo *t, short key_type, bool is
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if (ELEM(cmode, '\0', axis)) {
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/* Successive presses on existing axis, cycle orientation modes. */
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t->orientation.index = (t->orientation.index + 1) % ARRAY_SIZE(t->orientation.types);
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initTransformOrientation(t->context, t);
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initTransformOrientation(t->context, t, t->orientation.types[t->orientation.index]);
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}
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if (t->orientation.index == 0) {
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@ -1893,7 +1893,13 @@ bool initTransform(bContext *C, TransInfo *t, wmOperator *op, const wmEvent *eve
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unit_m3(t->spacemtx);
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initTransInfo(C, t, op, event);
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initTransformOrientation(C, t);
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/* Use the custom orientation when it is set. */
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short orientation = t->orientation.types[0] == V3D_ORIENT_CUSTOM_MATRIX ?
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V3D_ORIENT_CUSTOM_MATRIX :
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t->orientation.types[t->orientation.index];
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initTransformOrientation(C, t, orientation);
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if (t->spacetype == SPACE_VIEW3D) {
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t->draw_handle_apply = ED_region_draw_cb_activate(
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@ -912,7 +912,7 @@ void transform_data_ext_rotate(TransData *td, float mat[3][3], bool use_drot);
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/*********************** Transform Orientations ******************************/
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void initTransformOrientation(struct bContext *C, TransInfo *t);
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void initTransformOrientation(struct bContext *C, TransInfo *t, short orientation);
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/* Those two fill in mat and return non-zero on success */
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bool createSpaceNormal(float mat[3][3], const float normal[3]);
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@ -996,7 +996,7 @@ void initSelectConstraint(TransInfo *t, bool force_global)
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else {
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if (t->orientation.index == 0) {
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t->orientation.index = 1;
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initTransformOrientation(t->context, t);
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initTransformOrientation(t->context, t, t->orientation.types[t->orientation.index]);
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}
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orientation = t->orientation.types[t->orientation.index];
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}
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@ -438,16 +438,11 @@ static int armature_bone_transflags_update_recursive(bArmature *arm,
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return total;
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}
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void initTransformOrientation(bContext *C, TransInfo *t)
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void initTransformOrientation(bContext *C, TransInfo *t, short orientation)
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{
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Object *ob = CTX_data_active_object(C);
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Object *obedit = CTX_data_active_object(C);
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/* Use the custom orientation when it is set. */
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short orientation = t->orientation.types[0] == V3D_ORIENT_CUSTOM_MATRIX ?
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V3D_ORIENT_CUSTOM_MATRIX :
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t->orientation.types[t->orientation.index];
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switch (orientation) {
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case V3D_ORIENT_GLOBAL:
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unit_m3(t->spacemtx);
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