diff options
author | Ton Roosendaal <ton@blender.org> | 2006-03-08 14:07:49 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2006-03-08 14:07:49 +0300 |
commit | 2db9b8fe7f423d4662af557f6144452610a8073d (patch) | |
tree | f20331f6521c48a993336dea0f69e0ded2497859 /source/blender/src/transform.c | |
parent | d51a6020c898a1ceeaf1ad7e4b71026fba045602 (diff) |
Quick feature: "Around Individual Centers" now works in editmode mesh, but
only in Face-Select mode. It then uses for rotate and scaling the face
center itself as reference.
Code uses a loop-in-loop to find the face that belongs to the vertex...
means it will be slow with operations on 10k or more faces. Acceptable
for now, will make it nicer later. :)
Diffstat (limited to 'source/blender/src/transform.c')
-rwxr-xr-x | source/blender/src/transform.c | 23 |
1 files changed, 19 insertions, 4 deletions
diff --git a/source/blender/src/transform.c b/source/blender/src/transform.c index cd9a837d63c..202f5e8f6b2 100755 --- a/source/blender/src/transform.c +++ b/source/blender/src/transform.c @@ -1407,10 +1407,19 @@ static void ElementResize(TransInfo *t, TransData *td, float mat[3][3]) { /* local constraint shouldn't alter center */ if (t->around == V3D_LOCAL) { if (t->flag & T_OBJECT) { - VECCOPY(center, td->center); // not supported in editmode yet + VECCOPY(center, td->center); + } + else if (t->flag & T_EDIT) { + + if(G.vd->around==V3D_LOCAL && (G.scene->selectmode & SCE_SELECT_FACE)) { + VECCOPY(center, td->center); + } + else { + VECCOPY(center, t->center); + } } else { - VECCOPY(center, t->center); // Editmode needs to define center too... + VECCOPY(center, t->center); } } else { @@ -1789,8 +1798,14 @@ static void applyRotation(TransInfo *t, float angle, float axis[3]) /* local constraint shouldn't alter center */ if (t->around == V3D_LOCAL) { - if (t->flag & (T_OBJECT|T_POSE)) - VECCOPY(t->center, td->center); // not supported in editmode yet + if (t->flag & (T_OBJECT|T_POSE)) { + VECCOPY(t->center, td->center); + } + else { + if(G.vd->around==V3D_LOCAL && (G.scene->selectmode & SCE_SELECT_FACE)) { + VECCOPY(t->center, td->center); + } + } } if (t->con.applyRot) { |