Cleanup: Use 'r_' prefix for return value
Make it obvious which values are written to.
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@ -130,8 +130,8 @@ bool BIF_createTransformOrientation(struct bContext *C,
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void BIF_selectTransformOrientation(struct bContext *C, struct TransformOrientation *target);
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void ED_getTransformOrientationMatrix(const struct bContext *C,
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float orientation_mat[3][3],
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const short around);
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const short around,
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float r_orientation_mat[3][3]);
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int BIF_countTransformOrientation(const struct bContext *C);
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@ -3950,7 +3950,7 @@ static int view_axis_exec(bContext *C, wmOperator *op)
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if (obact != NULL) {
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float twmat[3][3];
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/* same as transform gizmo when normal is set */
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ED_getTransformOrientationMatrix(C, twmat, V3D_AROUND_ACTIVE);
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ED_getTransformOrientationMatrix(C, V3D_AROUND_ACTIVE, twmat);
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align_quat = align_quat_buf;
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mat3_to_quat(align_quat, twmat);
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invert_qt_normalized(align_quat);
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@ -475,7 +475,7 @@ short ED_transform_calc_orientation_from_type_ex(const bContext *C,
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}
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case V3D_ORIENT_NORMAL: {
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if (obedit || (ob && ob->mode & OB_MODE_POSE)) {
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ED_getTransformOrientationMatrix(C, r_mat, pivot_point);
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ED_getTransformOrientationMatrix(C, pivot_point, r_mat);
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return V3D_ORIENT_NORMAL;
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}
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/* no break we define 'normal' as 'local' in Object mode */
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@ -488,7 +488,7 @@ short ED_transform_calc_orientation_from_type_ex(const bContext *C,
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* use the active pones axis for display [#33575], this works as expected on a single
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* bone and users who select many bones will understand what's going on and what local
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* means when they start transforming */
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ED_getTransformOrientationMatrix(C, r_mat, pivot_point);
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ED_getTransformOrientationMatrix(C, pivot_point, r_mat);
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}
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else {
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copy_m3_m4(r_mat, ob->obmat);
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@ -1225,8 +1225,8 @@ int getTransformOrientation(const bContext *C, float normal[3], float plane[3])
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}
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void ED_getTransformOrientationMatrix(const bContext *C,
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float orientation_mat[3][3],
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const short around)
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const short around,
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float r_orientation_mat[3][3])
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{
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float normal[3] = {0.0, 0.0, 0.0};
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float plane[3] = {0.0, 0.0, 0.0};
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@ -1242,22 +1242,22 @@ void ED_getTransformOrientationMatrix(const bContext *C,
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switch (type) {
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case ORIENTATION_NORMAL:
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if (createSpaceNormalTangent(orientation_mat, normal, plane) == 0) {
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if (createSpaceNormalTangent(r_orientation_mat, normal, plane) == 0) {
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type = ORIENTATION_NONE;
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}
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break;
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case ORIENTATION_VERT:
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if (createSpaceNormal(orientation_mat, normal) == 0) {
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if (createSpaceNormal(r_orientation_mat, normal) == 0) {
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type = ORIENTATION_NONE;
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}
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break;
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case ORIENTATION_EDGE:
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if (createSpaceNormalTangent(orientation_mat, normal, plane) == 0) {
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if (createSpaceNormalTangent(r_orientation_mat, normal, plane) == 0) {
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type = ORIENTATION_NONE;
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}
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break;
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case ORIENTATION_FACE:
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if (createSpaceNormalTangent(orientation_mat, normal, plane) == 0) {
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if (createSpaceNormalTangent(r_orientation_mat, normal, plane) == 0) {
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type = ORIENTATION_NONE;
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}
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break;
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@ -1267,6 +1267,6 @@ void ED_getTransformOrientationMatrix(const bContext *C,
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}
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if (type == ORIENTATION_NONE) {
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unit_m3(orientation_mat);
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unit_m3(r_orientation_mat);
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}
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}
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