Proper fix for camera transform with snap.

Please email me or report a bug when such problem arise, it's simpler if done properly the first time.
This commit is contained in:
Martin Poirier 2008-04-08 13:40:05 +00:00
parent 589e641f97
commit ca982d2a23
2 changed files with 3 additions and 2 deletions

@ -245,7 +245,7 @@ static void applyAxisConstraintVec(TransInfo *t, TransData *td, float in[3], flo
Mat3MulVecfl(t->con.pmtx, out);
// With snap, a projection is alright, no need to correct for view alignment
if (((t->tsnap.status & SNAP_ON) && (G.qual & LR_CTRLKEY)) == 0 ) {
if ((t->tsnap.status & SNAP_ON) == 0) {
if (getConstraintSpaceDimension(t) == 2) {
if (out[0] != 0.0f || out[1] != 0.0f || out[2] != 0.0f) {
planeProjection(t, in, out);

@ -231,7 +231,8 @@ void initSnapping(TransInfo *t)
{
resetSnapping(t);
if (t->spacetype == SPACE_VIEW3D || t->spacetype == SPACE_IMAGE) { // Only 3D view or UV
if ((t->spacetype == SPACE_VIEW3D || t->spacetype == SPACE_IMAGE) && // Only 3D view or UV
(t->flag & T_CAMERA) == 0) { // Not with camera selected
setSnappingCallback(t);
/* Edit mode */