Transform Orientation Refactor
- Use `t->spacemtx` as the orientation matrix instead `t->orient_matrix`. - Unify constraint behavior between modal and non-modal. - Simplify code to remove old workarounds and rearrange struct members. This fix T66142 since the actual `orient_type` (in the case `V3D_ORIENT_NORMAL`) is used during Redo instead of always using `V3D_ORIENT_CUSTOM_MATRIX`). Differential Revision: https://developer.blender.org/D7469
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@@ -529,7 +529,7 @@ void headerRotation(TransInfo *t, char str[UI_MAX_DRAW_STR], float final)
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void postInputRotation(TransInfo *t, float values[3])
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{
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float axis_final[3];
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copy_v3_v3(axis_final, t->orient_matrix[t->orient_axis]);
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copy_v3_v3(axis_final, t->spacemtx[t->orient_axis]);
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if ((t->con.mode & CON_APPLY) && t->con.applyRot) {
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t->con.applyRot(t, NULL, NULL, axis_final, values);
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}
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