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authorMartin Poirier <theeth@yahoo.com>2008-01-14 01:20:18 +0300
committerMartin Poirier <theeth@yahoo.com>2008-01-14 01:20:18 +0300
commite4e66c9aa429dde5b38985f54af9e1336c4b6fa0 (patch)
tree3feb5f5fd38e56eeb6c875b3d9f88cdf37f560ef /source/blender/src/header_view3d.c
parentd660e293650d88e00009ad315fb00ade71239621 (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.c4
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) {