6da961775f
code cleanup: rename BKE_tessmesh -> BKE_editmesh, rename EditDerivedBMesh.tc -> em. ('tc' is odd name which isn't used elsewhere).
2013-04-13 20:31:52 +00:00
94c9010e24
make scene.ray_cast() behave like object.ray_cast(), add distance arg to snapObjectsRayEx().
2013-04-11 10:17:06 +00:00
bf77ad00b3
py api:
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ray cast function, very useful to be able to cast rays into the scene for scripts.
hit_co, hit_no, success = scene.ray_cast(start_co, end_co)
2013-04-11 09:57:26 +00:00
ef1af9f9c4
fix [ #34802 ] Individual Transformation Confusing in Edit Mode
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Individual transformation now works in editmode mesh faces/edge, armature bones and metaballs.
2013-04-04 09:20:46 +00:00
9a901691ee
pass snap arguments so the ruler doesn't have to temp overwrite scene vars.
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also expose snapObjectsRayEx() for more convenient ray-casting about the scene.
2013-04-03 09:48:21 +00:00
beb4d385bb
use floats for transform snapping distance comparisons
2013-04-03 07:36:37 +00:00
b0ef03565d
fix [ #34698 ] Axis Locking works incorrect
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don't do projection when constraints are used.
2013-03-26 03:36:18 +00:00
aaa8a13c49
code cleanup: use const events for modal and invoke operators.
2013-03-13 09:03:46 +00:00
d695d7c2ff
code cleanup: use bool's for snapping functions.
2013-03-08 18:28:26 +00:00
f43153dd93
avoid floating point exceptions in snapObjects(), was attempting to scale up FLT_MAX.
2013-03-08 15:10:57 +00:00
c36f20a7d2
style cleanup
2013-03-08 04:00:06 +00:00
dfa8540cdf
use bool for rna funcs.
2013-03-07 02:44:55 +00:00
6adb526f31
change to proportional editing suggested by Jeroen Hoolmans,
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don't interpolate projection, just project all points within the PET radius.
2013-02-20 00:44:18 +00:00
3d41532554
fix [ #34244 ] Snap to face projection - Entire mesh is affected by projection when Proportional Editing mode is active, regardless of influence radius
2013-02-19 16:57:04 +00:00
44b634bcb1
make EDBM_index_arrays's stay in memory, blender was allocating an array and filling it for verts/edges/faces on every redraw.
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this may introduce bugs which I didn't catch, but they are very easy to identify in a debug build which has asserts to ensure the arrays are valid before use.
in my own test drawing ~98,304 quads - this gave an overall ~16% drawing speedup.
2012-12-12 06:53:39 +00:00
cf723e5e7c
use htype flags as arguments to EDBM_index_arrays_init(), no functional changes.
2012-12-12 05:27:52 +00:00
7c699a217a
define the size of matrix args for both rows/cols.
2012-12-11 14:29:01 +00:00
46d4d7559f
Image Editor / UV:
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* Bring back "Snap to Vertex", own regression introduced in r39460.
Patch by Brecht (DNA, Transform) and myself (RNA, Script).
2012-12-03 12:03:16 +00:00
76ba8f017e
code cleanup: remove unused transform snapping code (only use the BVH accelerated version now).
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and quiet narrowing conversion warning between signed/unsigned int.
2012-10-30 19:27:15 +00:00
f3ece5a108
style cleanup: trailing tabs & expand some non prefix tabs into spaces.
2012-10-21 05:46:41 +00:00
ccd9f1491a
style cleanup: line length,
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rename V3D_PROJ_RET_SUCCESS -> V3D_PROJ_RET_OK
2012-10-07 14:00:18 +00:00
b9113f205c
replace ED_view3d_project_float with ED_view3d_project_float_global
2012-10-05 03:20:14 +00:00
61ce7926d3
code cleanup: quiet warnings and use define for transform snap max distance.
2012-10-05 01:34:47 +00:00
fedc8e1722
Cycles: add "From Dupli" option for texture coordinate node. This gets the
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Generated and UV coordinates from the duplicator of instance instead of the
object itself.
This was used in e.g. Big Buck Bunny for texturing instanced feathers with
a UV map on the bird. Many files changed, mainly to do some refactoring to
get rid of G.rendering global in duplilist code.
2012-10-04 21:40:39 +00:00
e77004157e
make ED_view3d_project_int equivalent to ED_view3d_project_short functions.
2012-10-04 17:52:12 +00:00
edb78d090c
code cleanup:
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- make view3d project names more consistent.
- remove apply_project_float() its not needed.
- update comments referencing an old function name.
- move doxygen docs into the C file, prefer they are kept here to avoid getting out of sync with code.
2012-09-20 04:56:24 +00:00
232571c61a
code cleanup: replace macro for BLI_rect size/center with inline functions.
2012-09-15 11:48:20 +00:00
f9bccc069c
Fix #32405 : snapping in UV editor does not work if snapping in 3D view is set
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to "snap to face" with "project individual ..." enabled.
2012-08-30 17:41:59 +00:00
c92ab5c3ef
code cleanup: use rect size macros
2012-08-21 20:34:05 +00:00
28ab27a49a
allow editing masks in an image space when there is no image.
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also simplify image listener.
2012-08-03 22:33:45 +00:00
179d00fb9c
make node select_all consistent with other select operators, also add Ctrl+I, select inverse to node space.
2012-08-01 13:28:19 +00:00
927af4ccc9
mask transform now works in the image space
2012-07-25 19:36:59 +00:00
7fba5779ed
match function names for clip/image spaces
2012-07-25 16:30:53 +00:00
62a73381a7
use fabsf when using floats.
2012-07-21 15:27:40 +00:00
250cdd5e52
code cleanup: remove commented includes - mostly from 2.4x
2012-07-18 23:07:07 +00:00
9f22750422
style cleanup
2012-07-04 20:47:12 +00:00
Lukas Toenne
83093d6770
Extended modes for snapping in the node editor.
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The transform operators in nodes will now use the unselected nodes to generate snapping points. Unlike object snapping, node snapping works for the x/y axes separately and snaps node borders to same borders of unselected nodes. The sensitive area for node borders extends over the whole view2D range, to enable simple alignment of nodes in both x and y direction.
For snap points in the node editor an additional enum value is stored to indicate the type of node border (left/right/top/bottom). This works as a constraint on possible node alignments: only same border types align with each other.
2012-06-29 14:34:46 +00:00
Lukas Toenne
855b6391ea
Basic snapping in node transform operator.
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Snapping actually was working already, but grid spacing was set to 1.0, which is basically pixel size in the node editor. Increased this to 1x grid step for fine snapping and 5x grid step for rough snapping.
Grid drawing in node editor now draws 2 levels in slightly different shades to indicate the different snapping modes better.
Node editor also supports the general use_snap tool setting to enable automatic snapping during transform. For now only the incremental snapping is supported, in future could be extended to enable alignment between nodes in a number of ways.
2012-06-28 08:47:22 +00:00
f5f25b81e8
style cleanup:
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also fix for building ghost test and fix double free in one of the tests
2012-06-17 09:58:26 +00:00
869efe927c
style cleanup
2012-06-10 22:13:17 +00:00
da710b3e14
style cleanup: brace placement/newlines
2012-05-24 16:35:45 +00:00
2d2d36fe3b
code cleanup:
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- style - multi-line ifs move braces onto new lines.
- iterators - convert some to macros, other split up and move brace.
2012-05-20 19:49:27 +00:00
ed679693c9
style cleanup: whitespace/indentation
2012-05-19 13:55:54 +00:00
a731e13043
code cleanup: function naming, use BKE_*type* prefix.
2012-05-05 14:03:12 +00:00
343edf2722
style cleanup: function calls & whitespace.
2012-04-29 17:11:40 +00:00
e701f9b670
style cleanup: whitespace / commas
2012-04-29 15:47:02 +00:00
b340f930ec
style cleanup: changes to brace placement / newlines - for/while/if/switch
2012-04-28 06:31:57 +00:00
a72076a2da
bmesh todo: snap to volume with dupli's works again
2012-04-16 10:09:26 +00:00
09f29c0b70
style/name cleanup: have EDBM_* functions match our style guide and also match BM_ function naming conventions
2012-03-27 04:46:52 +00:00
ab4a2aaf4a
style cleanup: follow style guide for formatting of if/for/while loops, and else if's
2012-03-24 06:38:07 +00:00