fc6c283271
code cleanup: use bool for imbuf allocation functions.
2013-09-10 01:00:03 +00:00
ea94411db6
Enable vertex snapping to bundle positions
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This means it's possible now to snap stuff to
reconstructed tracks positions.
2013-09-09 11:37:37 +00:00
f008a4c551
edit to object center snapping, exit early if unsupported.
2013-08-19 04:23:54 +00:00
43e9913ba3
add support for snapping to empty centers during transform.
2013-08-19 04:22:05 +00:00
aea5114633
editmesh draw optimizations: use customdata offsets rather then per-element lookups.
2013-06-20 11:18:19 +00:00
972c01ac0c
remove NULL checks for return values from EDBM_***_at_index calls.
2013-06-20 07:00:57 +00:00
a25703eb36
ruler snap adjustments
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- when in wireframe mode: don't snap to faces, instead snap to the closest edge/vertex.
- when not in wireframe mode: snap to the front-most element (was a problem that it could snap to an edge/vert behind the face)
- reduce the distance for selecting ruler points, was too easy to accidentally drag a ruler.
2013-04-25 09:39:03 +00:00
00d04e1924
rna api function scene.ray_cast now returns the object and its matrix (incase its a dupli).
2013-04-24 17:49:13 +00:00
3b8221045f
simple optimizations for bvhtree_from_mesh_faces() for editmesh, was quite inefficient (unneeded loops, not breaking out of face loop early).
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also correct own oversight - use TRANSFORM_DIST_MAX_RAY rather then when checking for max value in snapDerivedMesh.
2013-04-24 00:25:12 +00:00
b64ec6c51e
alternate fix for [ #24887 ] - r33294.
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Casting a ray onto an editmesh was building a derivedMesh, raytree, then freeing for every ray-cast.
Noticed while using ruler+snapping in editmode.
Instead of attempting to align the MFace and edit-mesh tessfaces, just use editmesh for ray-casting.
2013-04-23 23:57:27 +00:00
36e7a98459
fix [ #35007 ] clipping border error
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add clip option to ED_view3d_win_to_ray(), ED_view3d_win_to_segment()
2013-04-22 20:00:37 +00:00
37e73aa368
code cleanup: use BKE naming conventions for functions in BKE_editmesh.h and BKE_editmesh_bvh.h
2013-04-16 05:59:48 +00:00
ba283d6c9b
modify snapObjectsRayEx() to use a pointer to 'ray_dist' rather then passing the dist, this is to better support multiple calls to ray-cast where only closer distances are accepted.
2013-04-14 05:37:43 +00:00
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