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2009-12-11Snap options were reset too often, discarding all user options.Martin Poirier
2009-12-09Fix for bug #20307: snapping in uv editor is related to objects origin.Brecht Van Lommel
Also updated image window header to use snap element property.
2009-12-03Make toggle and hold snap method cohabit nicely.Martin Poirier
Shift-Tab toggles the global toolsetting snap settings (both in and out of transform). Holding down Ctrl inverts the snap setting in transform (turns it on when global snap is off and vice versa). Ctrl-Shift-Tab to select snap mode (only outside of transform for now). For old (pre 2.5) behavior, just keep global snap off and use Ctrl. NOTE: transform modal events for snap have change a bit, saved keymap might not work anymore.
2009-12-02Bugfix: crash when no active objectMartin Poirier
Misc fixes.
2009-12-01Additive snap for Transform. Easy snapping between two vertices, in the ↵Martin Poirier
middle of three faces, ... A to add the current snapping point to the list Alt-A to remove the last one The resulting snapping point is the average of all snap points in the list (and the one under the mouse pointer, if valid). Snapping between two verts is a matter of moving over the first, pressing A, moving over the other, confirming transform.
2009-11-27Add missing snap properties to transform operator.Martin Poirier
This is used to force snap on and off when needed. Also, when transform is not run modal, it will use default values for PET and snap properties (False) instead of scene settings. No need to force them off when calling transform with Exec.
2009-11-26First changes to implement the 2.5 snapping proposal (discussed back in May ↵Martin Poirier
and recently on IRC). http://wiki.blender.org/index.php/User:Theeth/Snapping The new widget isn't there yet, but the rest works, including: Increment (gears) is now a snap mode Ctrl click to toggle snap on or off (in transform and 3d view) Shift+Ctrl click to select snap mode (3d view only) Snap status (on/off) is persisted in tool settings, no need to always turn it back on when entering transform. It's still possible to have something resembling the old system by editing the transform modal keymap to snap on on ctrl press and snap off on key release.
2009-11-26Decrease snap delay to 10 msMartin Poirier
2009-11-12Project snapping is too slow for sintel's head at subsurf level 2, ifdef'd ↵Campbell Barton
out per face snapping and added BVH raycasting. adjust epsilon value for isect_ray_tri_v3() from the comment... /* note: these values were 0.000001 in 2.4x but for projection snapping on * a human head (1BU==1m), subsurf level 2, this gave many errors */ - 0.000001 -> 0.00000001
2009-11-10Math LibBrecht Van Lommel
* Convert all code to use new functions. * Branch maintainers may want to skip this commit, and run this conversion script instead, if they use a lot of math functions in new code: http://www.pasteall.org/9052/python
2009-10-21Make compiler happy, remove doubtful non init usage.Guillermo S. Romero
2009-10-19Some cleanup for particle edit snap.Martin Poirier
Update comment to point at the root of the problem.
2009-10-19- enable snap to work for particle editmode so you can snap onto the emitter.Campbell Barton
theeth: maybe there needs to be a new SnapMode for this? - SNAP_SELF?, like editmode but without setting t->editob - dont run special_aftertrans_update on scene objects when after sequencer transform
2009-10-13Enable snapping for curve edit mode.Martin Poirier
It's still not possible to snap TO a curve, but at least curves control points can be snapped (or projected) to mesh geometry.
2009-10-13Project option for snap to faces.Martin Poirier
This is similar to the old retopo all option but uses the snapping code and not the openGL depth buffer (it's thus more precise). Not sure if making it available as a snap option is sensible, this is up for discussion. NOTE: it will get slow fast on large meshes, we need to plug in an acceleration structure into snapping. This will need an icon too.
2009-10-01Bug fixMartin Poirier
Snapping: transform snap in editmode couldn't snap to data in the same mesh.
2009-07-082.5: code consistencyBrecht Van Lommel
* Rename BIF_transform/retopo.h to ED_transform/retopo.h for consistency. * Move MESH_OT_duplicate_add to editmesh_add.c. * Remove some code from BIF_gl.h which is not needed there anymore.
2009-06-232.5: Tool SettingsBrecht Van Lommel
* Moved proportional edit, snap, autokey mode, and a few others from Scene to ToolSettings. * RNA wrapped properties in ToolSettings for the UV editor: proportional edit, snap settings, selection modes.
2009-04-202.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r19323:HEAD Notes: * blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2009-03-29Add snapping parameters to transform operators (only Translation, Resize and ↵Martin Poirier
Rotation, since those are the one ones that support it).
2009-03-28Correctly cancel operator is there's no transform data.Martin Poirier
Don't access RegionView3D if region is of the wrong type. Correctly draw extra transform stuff (like snap and pet circles) in multiple 3d regions.
2009-03-20merge more etch-a-ton code. nothing works, but it compiles. Will try to get ↵Martin Poirier
it working this week end.
2009-03-182.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r18677:19317 Notes: * Sequence transform strip uses G.scene global, this is commented out now, should be fixed. * Etch-a-ton code was most difficult to merge. The files already in 2.5 got merged, but no new files were added. Calls to these files are commented out with "XXX etch-a-ton". editarmature.c and transform_snap.c were complex to merge. Martin, please check? * Game engine compiles and links again here for scons/make/cmake (player still fails to link).
2009-01-292.5:Brecht Van Lommel
* UV Editor Transform, translate, rotate, scale, live unwrap, snap, gesture, etc work. * Also for selection operators, used OPERATOR_FINISHED|OPERATOR_PASS_THROUGH instead of just OPERATOR_PASS_THROUGH to make gestures work, seems more correct to me.
2009-01-262.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r17853:HEAD
2009-01-202.5Martin Poirier
EditMesh snap still had stubs instead of proper editmesh calls Misc correction for 2D edit with NDOF (not testable without ndof support)
2009-01-192.5Ton Roosendaal
View3D has been split now in a local part (RegionView3D) and a per-area part (old View3D). Currently local is: - view transform - camera zoom/offset - gpencil (todo) - custom clipping planes Rest is in Area still, like active camera, draw type, layers, localview, custom centers, around-settings, transform widget, gridlines, and so on (mostly stuff as available in header). To see it work; also added new feature for region split, press SHIFT+ALT+CTRL+S for four-split. The idea is to make a preset 4-split, configured to stick to top/right/front views for three views. Another cool idea to explore is to then box-clip all drawing based on these 3 views. Note about the code: - currently view3d still stores some depricated settings, to convert from older files. Not all settings are copied over though, like custom clip planes or the 'lock view to object'. - since some view3d ops are now on area level, the operators for it should keep track of that. Bugfix in transform: quat initialize in operator-invoke missed one zero. Als brought back GE to compile for missing Ipos and channels.
2009-01-102.5Martin Poirier
Transform draw callback: constraints, snapping, prop circle
2009-01-042.5Ton Roosendaal
Think global, act local! The old favorite G.scene gone! Man... that took almost 2 days. Also removed G.curscreen and G.edbo. Not everything could get solved; here's some notes. - modifiers now store current scene in ModifierData. This is not meant for permanent, but it can probably stick there until we cleaned the anim system and depsgraph to cope better with timing issues. - Game engine G.scene should become an argument for staring it. Didn't solve this yet. - Texture nodes should get scene cfra, but the current implementation is too tightly wrapped to do it easily.
2009-01-042.5Martin Poirier
Transform operator replay Basic support working. Only saves mode and values, not constraint setup. Removed event pointer from TransInfo (it's not available in operator exec). Replaced checks to event->modifiers to a functional modifier bitfield in TransInfo (that is, instead of checking for Shift, it checks for MOD_PRECISION) to make it remappable later. Misc: X-Mirror for mesh now working with transform
2009-01-032.5Martin Poirier
Snapping for editmesh remove a silly bug and make it work with PET. In that case, you can only snap to other object, not to the edit mesh.
2009-01-022.5Ton Roosendaal
From the anti-globalization department: G.obedit terminated! Wherever possible, use CTX_data_edit_object(C) to get this now. It's stored in scene now, and the screen context has it defined.
2009-01-012.5Martin Poirier
- Transform for editmesh (including PET and editmesh snap) X-Mirror doesn't seem to work, but the option isn't accessible in the UI, so... - Replacing G.obedit with obedit from context in view3d_header (other files will have to be done too, I just happened to stumble on that one while fixing other things).
2008-12-292.5Martin Poirier
Transform: First working port of the transform code: - Object mode only (other conversions need to be ported) - Contraints (global and local only) working - Snap (no edit mode, obviously) working - Numinput working - Gears (Ctrl and Shift) working - Only grap, rotate, scale, shear, warp and to sphere have been added as hotkey, but the rest should work too once accessible - No manipulator - No drawn feedback other than moving stuff and header print (no constraint line, snap circle, ...) - No NDOF support I've only tested Scons support, though Makefil *should* work, I *think*. Misc: -QuatIsNull function in arith -Exporting project_* and view[line|ray] functions from view3d