diff --git a/source/blender/editors/transform/transform_snap.c b/source/blender/editors/transform/transform_snap.c index dfb75bb9a35..307f30f3bc7 100644 --- a/source/blender/editors/transform/transform_snap.c +++ b/source/blender/editors/transform/transform_snap.c @@ -337,6 +337,46 @@ void applyProject(TransInfo *t) mul_m3_v3(td->smtx, tvec); add_v3_v3(td->loc, tvec); + + if (t->tsnap.align) { + /* handle alignment as well */ + const float *original_normal; + float axis[3]; + float mat[3][3]; + float angle; + float totmat[3][3], smat[3][3]; + float eul[3], fmat[3][3], quat[4]; + float obmat[3][3]; + + /* In pose mode, we want to align normals with Y axis of bones... */ + original_normal = td->axismtx[2]; + + cross_v3_v3v3(axis, original_normal, no); + angle = saacos(dot_v3v3(original_normal, no)); + + axis_angle_to_quat(quat, axis, angle); + + quat_to_mat3(mat, quat); + + mul_m3_m3m3(totmat, mat, td->mtx); + mul_m3_m3m3(smat, td->smtx, totmat); + + /* calculate the total rotatation in eulers */ + add_v3_v3v3(eul, td->ext->irot, td->ext->drot); /* we have to correct for delta rot */ + eulO_to_mat3(obmat, eul, td->ext->rotOrder); + /* mat = transform, obmat = object rotation */ + mul_m3_m3m3(fmat, smat, obmat); + + mat3_to_compatible_eulO(eul, td->ext->rot, td->ext->rotOrder, fmat); + + /* correct back for delta rot */ + sub_v3_v3v3(eul, eul, td->ext->drot); + + /* and apply */ + copy_v3_v3(td->ext->rot, eul); + + /* TODO support constraints for rotation too? see ElementRotation */ + } } }