- "Seperate loose parts" is an option in the new pkey popup (in mesh editmode) that seperates a mesh based on objects in it that are not connected. - "Select same uv" is an option in the wkey popup (in facemode) that selects all faces in the mesh that have the same uv texture assigned as the current active face. ps. first commit! I hope I can live up to expectations...but don't expect too much! :D
59 lines
1.8 KiB
C++
59 lines
1.8 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef BDR_EDITFACE_H
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#define BDR_EDITFACE_H
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struct TFace;
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struct Mesh;
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void set_lasttface(void);
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void default_uv(float uv[][2], float size);
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void default_tface(struct TFace *tface);
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void make_tfaces(struct Mesh *me);
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void reveal_tface(void);
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void hide_tface(void);
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void select_linked_tfaces(void);
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void deselectall_tface(void);
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void rotate_uv_tface(void);
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struct TFace* face_pick(struct Mesh *me, short x, short y);
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void face_select(void);
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void face_borderselect(void);
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float CalcNormUV(float *a, float *b, float *c);
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void uv_autocalc_tface(void);
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void set_faceselect(void);
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void face_draw(void);
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void get_same_uv(void);
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#endif /* BDR_EDITFACE_H */
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