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authorAntony Riakiotakis <kalast@gmail.com>2012-10-22 11:29:38 +0400
committerAntony Riakiotakis <kalast@gmail.com>2012-10-22 11:29:38 +0400
commitffd98941b5d6ef1ba8523f5c3c50bd1cf046a57f (patch)
tree3d522da53f366ecf3c9a73028588a5ee113fda71 /source/blender/editors/uvedit
parent492518f5e4ccc29975b2f376fb87af723f62142f (diff)
Support for connected style proportional editing in UV editor. Now when connected proportional editing is on, only UVs on the same island will be proportionally moved. The implementation simply rejects UVs whose island does not belong to islands of selected vertices and decrements the total count of transform elements appropriately. Memory usage could be better but it would require some more preprocessing.
Diffstat (limited to 'source/blender/editors/uvedit')
-rw-r--r--source/blender/editors/uvedit/uvedit_intern.h1
-rw-r--r--source/blender/editors/uvedit/uvedit_ops.c13
2 files changed, 0 insertions, 14 deletions
diff --git a/source/blender/editors/uvedit/uvedit_intern.h b/source/blender/editors/uvedit/uvedit_intern.h
index 3a89d6ce892..b42875f20c2 100644
--- a/source/blender/editors/uvedit/uvedit_intern.h
+++ b/source/blender/editors/uvedit/uvedit_intern.h
@@ -72,7 +72,6 @@ void uv_find_nearest_edge(struct Scene *scene, struct Image *ima, struct BMEditM
/* utility tool functions */
-struct UvElement *ED_uv_element_get(struct UvElementMap *map, struct BMFace *efa, struct BMLoop *l);
void uvedit_live_unwrap_update(struct SpaceImage *sima, struct Scene *scene, struct Object *obedit);
/* operators */
diff --git a/source/blender/editors/uvedit/uvedit_ops.c b/source/blender/editors/uvedit/uvedit_ops.c
index 0d7a31eb8da..4b008d9a30f 100644
--- a/source/blender/editors/uvedit/uvedit_ops.c
+++ b/source/blender/editors/uvedit/uvedit_ops.c
@@ -895,19 +895,6 @@ int ED_uvedit_nearest_uv(Scene *scene, Object *obedit, Image *ima, const float c
return found;
}
-UvElement *ED_uv_element_get(UvElementMap *map, BMFace *efa, BMLoop *l)
-{
- UvElement *element;
-
- element = map->vert[BM_elem_index_get(l->v)];
-
- for (; element; element = element->next)
- if (element->face == efa)
- return element;
-
- return NULL;
-}
-
/*********************** loop select ***********************/
static void select_edgeloop_uv_vertex_loop_flag(UvMapVert *first)