Edge snap should bring vertex 'in line' when rotating
Currently edge-snapping is almost entirely useless for rotations:
As you can see, the vertex doesn't actually snap to the edge at all. The snap marker just highlights whichever point on the edge is closest to the cursor.
This is in contrast to how edge snap behaves when moving (move Y axis):
No matter where the cursor is along the edge, the vertex ends up 'in line' with the edge. This is useful, expected behavior.
5 Comments
Interesting because it is equivalent to searching intersections between some lines and some circles and very often there is none. So to make it work in 3D I guess the best option is to project everything on a plane perpendicular to the rotation axis.
I think it should be togglable, not all cases would need it
I'm not sure I follow what you mean. What -other- kind of behavior should edge snap on rotation take? Because currently it does nothing at all. What would the toggle be between, other than turning edge snap on and off?
Here's a video that demonstrates it :)
streamable.com/y7oyql
Gotcha. This is actually an example of the one case where edge snap on rotation does actually work: The edge is perfectly radial to the axis of rotation. In your example, it is even a subgroup of this, where the edge is parallel to the axis of rotation.
In both of these cases, the edge is behaving essentially like a vertex, and vertex snapping would achieve the same result. It works because snapping anywhere on the edge produces the same exact rotation. None of the changes I proposed above would actually affect this, since it's already what happens in this specific case.