Quick feature: "Around Individual Centers" now works in editmode mesh, but
only in Face-Select mode. It then uses for rotate and scaling the face center itself as reference. Code uses a loop-in-loop to find the face that belongs to the vertex... means it will be slow with operations on 10k or more faces. Acceptable for now, will make it nicer later. :)
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@@ -1407,10 +1407,19 @@ static void ElementResize(TransInfo *t, TransData *td, float mat[3][3]) {
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/* local constraint shouldn't alter center */
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if (t->around == V3D_LOCAL) {
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if (t->flag & T_OBJECT) {
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VECCOPY(center, td->center); // not supported in editmode yet
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VECCOPY(center, td->center);
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}
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else if (t->flag & T_EDIT) {
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if(G.vd->around==V3D_LOCAL && (G.scene->selectmode & SCE_SELECT_FACE)) {
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VECCOPY(center, td->center);
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}
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else {
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VECCOPY(center, t->center);
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}
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}
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else {
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VECCOPY(center, t->center); // Editmode needs to define center too...
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VECCOPY(center, t->center);
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}
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}
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else {
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@@ -1789,8 +1798,14 @@ static void applyRotation(TransInfo *t, float angle, float axis[3])
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/* local constraint shouldn't alter center */
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if (t->around == V3D_LOCAL) {
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if (t->flag & (T_OBJECT|T_POSE))
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VECCOPY(t->center, td->center); // not supported in editmode yet
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if (t->flag & (T_OBJECT|T_POSE)) {
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VECCOPY(t->center, td->center);
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}
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else {
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if(G.vd->around==V3D_LOCAL && (G.scene->selectmode & SCE_SELECT_FACE)) {
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VECCOPY(t->center, td->center);
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}
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}
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}
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if (t->con.applyRot) {
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