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authorMartin Poirier <theeth@yahoo.com>2009-10-13 02:33:32 +0400
committerMartin Poirier <theeth@yahoo.com>2009-10-13 02:33:32 +0400
commit3a1216a2f299025c992561f55c0bb29034c79bdf (patch)
treefa8248f553582e5442810853a8e7f084c28bd947 /source/blender/editors/include/ED_transform.h
parent1fc616351ba8ead153c0c951a91cfadcd740cc17 (diff)
Project option for snap to faces.
This is similar to the old retopo all option but uses the snapping code and not the openGL depth buffer (it's thus more precise). Not sure if making it available as a snap option is sensible, this is up for discussion. NOTE: it will get slow fast on large meshes, we need to plug in an acceleration structure into snapping. This will need an icon too.
Diffstat (limited to 'source/blender/editors/include/ED_transform.h')
-rw-r--r--source/blender/editors/include/ED_transform.h8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/editors/include/ED_transform.h b/source/blender/editors/include/ED_transform.h
index a7ffefba8df..e07cbff429a 100644
--- a/source/blender/editors/include/ED_transform.h
+++ b/source/blender/editors/include/ED_transform.h
@@ -166,10 +166,10 @@ typedef enum SnapMode
#define SNAP_MIN_DISTANCE 30
-int peelObjectsTransForm(struct TransInfo *t, struct ListBase *depth_peels, short mval[2]);
-int peelObjectsContext(struct bContext *C, struct ListBase *depth_peels, short mval[2]);
-int snapObjectsTransform(struct TransInfo *t, short mval[2], int *dist, float *loc, float *no, SnapMode mode);
-int snapObjectsContext(struct bContext *C, short mval[2], int *dist, float *loc, float *no, SnapMode mode);
+int peelObjectsTransForm(struct TransInfo *t, struct ListBase *depth_peels, float mval[2]);
+int peelObjectsContext(struct bContext *C, struct ListBase *depth_peels, float mval[2]);
+int snapObjectsTransform(struct TransInfo *t, float mval[2], int *dist, float *loc, float *no, SnapMode mode);
+int snapObjectsContext(struct bContext *C, float mval[2], int *dist, float *loc, float *no, SnapMode mode);
#endif