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authorGermano Cavalcante <mano-wii>2022-05-03 16:09:22 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2022-05-04 18:08:17 +0300
commitd2271cf939261b2515f3bb075eed03303584ce74 (patch)
treed56561e3d844109b5015419a85b125e0433ca685 /source/blender/editors/include/ED_uvedit.h
parent08daeb947218caa3ffc68e7803621bfbc5fb0145 (diff)
Transform: use a threshold for UV snapping
Unlike 3Dview snapping, UV snapping is always done to the UV closest to the mouse cursor, no matter the distance. From the user's point of view, this appears to be an inconsistency (See {T93538}). Therefore, set a minimum distance for snapping and, as in 3D View and highlight the snap with a drawing of a circle. Release Note: https://wiki.blender.org/wiki/Reference/Release_Notes/3.3/Modeling Reviewed By: #uv_editing, campbellbarton Maniphest Tasks: T93538 Differential Revision: https://developer.blender.org/D13873
Diffstat (limited to 'source/blender/editors/include/ED_uvedit.h')
-rw-r--r--source/blender/editors/include/ED_uvedit.h12
1 files changed, 5 insertions, 7 deletions
diff --git a/source/blender/editors/include/ED_uvedit.h b/source/blender/editors/include/ED_uvedit.h
index 4c01c75e06c..54d36f44f82 100644
--- a/source/blender/editors/include/ED_uvedit.h
+++ b/source/blender/editors/include/ED_uvedit.h
@@ -24,6 +24,7 @@ struct Object;
struct Scene;
struct SpaceImage;
struct ToolSettings;
+struct View2D;
struct ViewLayer;
struct bContext;
struct bNode;
@@ -242,15 +243,12 @@ void uvedit_deselect_flush(const struct Scene *scene, struct BMEditMesh *em);
*/
void uvedit_select_flush(const struct Scene *scene, struct BMEditMesh *em);
-bool ED_uvedit_nearest_uv(const struct Scene *scene,
- struct Object *obedit,
- const float co[2],
- float *dist_sq,
- float r_uv[2]);
-bool ED_uvedit_nearest_uv_multi(const struct Scene *scene,
+bool ED_uvedit_nearest_uv_multi(const struct View2D *v2d,
+ const struct Scene *scene,
struct Object **objects,
uint objects_len,
- const float co[2],
+ const int mval[2],
+ const bool ignore_selected,
float *dist_sq,
float r_uv[2]);