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authorDalai Felinto <dfelinto@gmail.com>2018-08-21 19:27:06 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-08-22 15:59:56 +0300
commitdc00c330c52f060ac9c1027a4541212e8198e537 (patch)
treec48aefa45861010648e9104af09528768c5f847e /source/blender/editors/mesh/editmesh_path.c
parentc32cc3e43e49009892e3ecfe0f9e91c98592f98a (diff)
Improvement to MESH_OT_shortest_path_pick behaviour
Select a vertex/edge/face if there was nothing previously selected (if the click hit something, of course).
Diffstat (limited to 'source/blender/editors/mesh/editmesh_path.c')
-rw-r--r--source/blender/editors/mesh/editmesh_path.c10
1 files changed, 10 insertions, 0 deletions
diff --git a/source/blender/editors/mesh/editmesh_path.c b/source/blender/editors/mesh/editmesh_path.c
index 1f6a48b41b3..cbfb33af937 100644
--- a/source/blender/editors/mesh/editmesh_path.c
+++ b/source/blender/editors/mesh/editmesh_path.c
@@ -639,6 +639,16 @@ static int edbm_shortest_path_pick_invoke(bContext *C, wmOperator *op, const wmE
em = vc.em;
}
+ /* If nothing is selected, let's select the picked vertex/edge/face. */
+ if ((vc.em->bm->totvertsel == 0) && (eve || eed || efa)) {
+ /* TODO (dfelinto) right now we try to find the closest element twice.
+ * The ideal is to refactor EDBM_select_pick so it doesn't
+ * have to pick the nearest vert/edge/face again.
+ */
+ EDBM_select_pick(C, event->mval, true, false, false);
+ return OPERATOR_FINISHED;
+ }
+
BMElem *ele_src, *ele_dst;
if (!(ele_src = edbm_elem_active_elem_or_face_get(em->bm)) ||
!(ele_dst = edbm_elem_find_nearest(&vc, ele_src->head.htype)))