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authorCampbell Barton <ideasman42@gmail.com>2012-12-10 11:53:20 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-12-10 11:53:20 +0400
commit26d6872ef8421ef22f51d585e5821f1e15a0552e (patch)
tree828213cccfaa204a03554a5563b88f59de4e779c /source/blender/editors/include
parentb0a361584a75f91dfbaa99220913349d4b05cccc (diff)
fix for knife tool when the mouse was moved outside the clipped area the mouse line would reset to 0/0/0
a few areas that use ED_view3d_win_to_segment_clip() didnt take into account the case where the segment was filly clipped, some callers even needed the segment not to be clipped. - added ED_view3d_win_to_segment() - ED_view3d_win_to_segment_clip() now returns FALSE if the segment is totally clipped, but the start/ends of the line are not zero'd as they were before.
Diffstat (limited to 'source/blender/editors/include')
-rw-r--r--source/blender/editors/include/ED_view3d.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/editors/include/ED_view3d.h b/source/blender/editors/include/ED_view3d.h
index b4679bd1c69..f15f2418707 100644
--- a/source/blender/editors/include/ED_view3d.h
+++ b/source/blender/editors/include/ED_view3d.h
@@ -193,7 +193,8 @@ void ED_view3d_global_to_vector(struct RegionView3D *rv3d, const float coord[3],
void ED_view3d_win_to_3d(struct ARegion *ar, const float depth_pt[3], const float mval[2], float out[3]);
void ED_view3d_win_to_delta(struct ARegion *ar, const float mval[2], float out[3]);
void ED_view3d_win_to_vector(struct ARegion *ar, const float mval[2], float out[3]);
-void ED_view3d_win_to_segment_clip(struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float ray_end[3]);
+void ED_view3d_win_to_segment(struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float ray_end[3]);
+int ED_view3d_win_to_segment_clip(struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float ray_end[3]);
void ED_view3d_ob_project_mat_get(struct RegionView3D *v3d, struct Object *ob, float pmat[4][4]);
void ED_view3d_unproject(struct bglMats *mats, float out[3], const float x, const float y, const float z);