Animation: Add in Parent space alignment option to the Transform Orientation gizmo #104724
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@ -580,13 +580,7 @@ void ED_transform_calc_orientation_from_type(const bContext *C, float r_mat[3][3
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scene, view_layer, v3d, rv3d, ob, obedit, orient_index, pivot_point, r_mat);
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}
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static void handle_armature_parent_orientation(const Scene *scene,
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ViewLayer *view_layer,
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const View3D *v3d,
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Object *ob,
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Object *obedit,
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const int pivot_point,
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float r_mat[3][3])
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static void handle_armature_parent_orientation(Object *ob, float r_mat[3][3])
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{
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bPoseChannel *active_pchan = BKE_pose_channel_active(ob, false);
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@ -598,15 +592,8 @@ static void handle_armature_parent_orientation(const Scene *scene,
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return;
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}
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// If root, and "Local Location" isn't set, use local transform of armature object.
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if (active_pchan->bone->flag & BONE_NO_LOCAL_LOCATION) {
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transform_orientations_create_from_axis(r_mat, UNPACK3(ob->object_to_world));
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return;
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}
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// If root has "Local Location" set, use bone local.
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ED_getTransformOrientationMatrix(scene, view_layer, v3d, ob, obedit, pivot_point, r_mat);
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return;
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// For root, use local transform of armature object.
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transform_orientations_create_from_axis(r_mat, UNPACK3(ob->object_to_world));
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}
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static void handle_object_parent_orientation(Object *ob, float r_mat[3][3])
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@ -653,8 +640,7 @@ short ED_transform_calc_orientation_from_type_ex(const Scene *scene,
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case V3D_ORIENT_PARENT: {
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if (ob) {
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if (ob->mode & OB_MODE_POSE) {
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handle_armature_parent_orientation(
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scene, view_layer, v3d, ob, obedit, pivot_point, r_mat);
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handle_armature_parent_orientation(ob, r_mat);
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break;
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}
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else {
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