bugfix [#20038] Vertex path selection not working in Vertex/Face mode

- disable this tool if edge mode isnt enabled using its poll function. Also fixed a bug where it would de-select the last active edge.
- made view3d grid drawing use GL_LINES's for less context switching.
This commit is contained in:
2010-07-30 08:43:22 +00:00
parent 648f40f409
commit 477c924f50
2 changed files with 44 additions and 19 deletions

View File

@@ -2150,7 +2150,7 @@ static void mouse_mesh_shortest_path(bContext *C, short mval[2])
if(ese && ese->type == EDITEDGE) {
eed_act = (EditEdge*)ese->data;
if (eed_act != eed) {
if (edgetag_shortest_path(vc.scene, em, eed_act, eed)) {
if (edgetag_shortest_path(vc.scene, em, eed_act, eed)) { /* <- this is where the magic happens */
EM_remove_selection(em, eed_act, EDITEDGE);
path = 1;
}
@@ -2163,13 +2163,19 @@ static void mouse_mesh_shortest_path(bContext *C, short mval[2])
}
/* even if this is selected it may not be in the selection list */
if(edgetag_context_check(vc.scene, eed)==EDGE_MODE_SELECT)
if(edgetag_context_check(vc.scene, eed)==0) {
EM_remove_selection(em, eed, EDITEDGE);
}
else {
/* other modes need to keep the last edge tagged */
if(eed_act)
EM_select_edge(eed_act, 0);
if(eed_act) {
if(vc.scene->toolsettings->edge_mode!=EDGE_MODE_SELECT) {
/* for non-select modes, always de-select the previous active edge */
EM_select_edge(eed_act, 0);
}
}
/* set the new edge active */
EM_select_edge(eed, 1);
EM_store_selection(em, eed, EDITEDGE);
}
@@ -2208,6 +2214,16 @@ static int mesh_shortest_path_select_invoke(bContext *C, wmOperator *op, wmEvent
return OPERATOR_FINISHED;
}
static int mesh_shortest_path_select_poll(bContext *C)
{
if(ED_operator_editmesh_view3d(C)) {
Object *obedit= CTX_data_edit_object(C);
EditMesh *em= BKE_mesh_get_editmesh(obedit->data);
return (em->selectmode & SCE_SELECT_EDGE);
}
return 0;
}
void MESH_OT_select_shortest_path(wmOperatorType *ot)
{
@@ -2218,7 +2234,7 @@ void MESH_OT_select_shortest_path(wmOperatorType *ot)
/* api callbacks */
ot->invoke= mesh_shortest_path_select_invoke;
ot->poll= ED_operator_editmesh_view3d;
ot->poll= mesh_shortest_path_select_poll;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;

View File

@@ -211,28 +211,37 @@ int view3d_test_clipping(RegionView3D *rv3d, float *vec, int local)
static void drawgrid_draw(ARegion *ar, float wx, float wy, float x, float y, float dx)
{
float fx, fy;
{
float v1[2], v2[2];
x+= (wx);
y+= (wy);
fx= x/dx;
fx= x-dx*floor(fx);
v1[1]= 0.0f;
v2[1]= (float)ar->winy;
v1[0] = v2[0] = x-dx*floor(x/dx);
while(fx< ar->winx) {
fdrawline(fx, 0.0, fx, (float)ar->winy);
fx+= dx;
glBegin(GL_LINES);
while(v1[0] < ar->winx) {
glVertex2fv(v1);
glVertex2fv(v2);
v1[0] = v2[0] = v1[0] + dx;
}
fy= y/dx;
fy= y-dx*floor(fy);
v1[0]= 0.0f;
v2[0]= (float)ar->winx;
while(fy< ar->winy) {
fdrawline(0.0, fy, (float)ar->winx, fy);
fy+= dx;
v1[1]= v2[1]= y-dx*floor(y/dx);
while(v1[1] < ar->winy) {
glVertex2fv(v1);
glVertex2fv(v2);
v1[1] = v2[1] = v1[1] + dx;
}
glEnd();
}
#define GRID_MIN_PX 6.0f