diff options
author | Martin Poirier <theeth@yahoo.com> | 2008-01-14 01:20:18 +0300 |
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committer | Martin Poirier <theeth@yahoo.com> | 2008-01-14 01:20:18 +0300 |
commit | e4e66c9aa429dde5b38985f54af9e1336c4b6fa0 (patch) | |
tree | 3feb5f5fd38e56eeb6c875b3d9f88cdf37f560ef /source/blender/src/header_view3d.c | |
parent | d660e293650d88e00009ad315fb00ade71239621 (diff) |
=== Transform Snap ===
Snapping for object mode
Changes:
- Transform snap now working in object mode and not just mesh edit mode
- Shift-Tab can be used to toggle snap on/off inside transform too (no more Esc,toggle,restart)
- Object mode snap: Closest uses the bounding box corners of all selected objects, Median uses object center and Center uses transform center (same as edit mode).
- Object mode snap: all visible meshes can be used to get the snapping point (unlike edit mode snap which is limited to selected mesh: this might be adjusted to make edit mode snap use all visible too).
To Do:
- Add "Active" snap target method: use active object (or mesh element) as snap target
- Add snapping capabilities to Scale
- (Maybe) Add "Near pointer" snap target method: use selected element that is closest to mouse pointer as snap target. Active could probably accomplish that already in a less confusing manner, so I might skip this.
Diffstat (limited to 'source/blender/src/header_view3d.c')
-rw-r--r-- | source/blender/src/header_view3d.c | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/src/header_view3d.c b/source/blender/src/header_view3d.c index dbfbaf9d30b..8102e60c7fb 100644 --- a/source/blender/src/header_view3d.c +++ b/source/blender/src/header_view3d.c @@ -1818,7 +1818,7 @@ static uiBlock *view3d_transformmenu(void *arg_unused) uiDefIconTextBut(block, BUTM, 1, ICON_BLANK1, "Center Cursor", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, 12, ""); } - if (G.obedit != NULL && G.obedit->type==OB_MESH) + if (BIF_snappingSupported()) { uiDefBut(block, SEPR, 0, "", 0, yco-=6, menuwidth, 6, NULL, 0.0, 0.0, 0, 0, ""); @@ -5476,7 +5476,7 @@ void view3d_buttons(void) } /* Snap */ - if(G.obedit && (G.obedit->type == OB_MESH)) { // Only Mesh for now + if (BIF_snappingSupported()) { uiBlockBeginAlign(block); if (G.scene->snap_flag & SCE_SNAP) { |