[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [23976] trunk/blender/source/blender/ editors/transform: - enable snap to work for particle editmode so you can snap onto the emitter .
Campbell Barton
ideasman42 at gmail.com
Mon Oct 19 19:20:09 CEST 2009
Revision: 23976
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=23976
Author: campbellbarton
Date: 2009-10-19 19:20:09 +0200 (Mon, 19 Oct 2009)
Log Message:
-----------
- enable snap to work for particle editmode so you can snap onto the emitter.
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
Modified Paths:
--------------
trunk/blender/source/blender/editors/transform/transform_conversions.c
trunk/blender/source/blender/editors/transform/transform_snap.c
Modified: trunk/blender/source/blender/editors/transform/transform_conversions.c
===================================================================
--- trunk/blender/source/blender/editors/transform/transform_conversions.c 2009-10-19 17:18:31 UTC (rev 23975)
+++ trunk/blender/source/blender/editors/transform/transform_conversions.c 2009-10-19 17:20:09 UTC (rev 23976)
@@ -4572,6 +4572,10 @@
}
}
}
+ else if (t->spacetype == SPACE_SEQ) {
+ /* freeSeqData in transform_conversions.c does this
+ * keep here so the else at the end wont run... */
+ }
else if (t->spacetype == SPACE_ACTION) {
SpaceAction *saction= (SpaceAction *)t->sa->spacedata.first;
Scene *scene;
Modified: trunk/blender/source/blender/editors/transform/transform_snap.c
===================================================================
--- trunk/blender/source/blender/editors/transform/transform_snap.c 2009-10-19 17:18:31 UTC (rev 23975)
+++ trunk/blender/source/blender/editors/transform/transform_snap.c 2009-10-19 17:20:09 UTC (rev 23976)
@@ -1453,9 +1453,19 @@
if (mode == SNAP_ALL && obedit)
{
Object *ob = obedit;
-
+
retval |= snapObject(scene, ar, ob, 1, ob->obmat, ray_start, ray_normal, mval, loc, no, dist, &depth);
}
+
+ /* This isn't so great, particles only need to snap with the mesh object
+ * that emits them, but this doesnt fit into a current snap mode
+ * */
+ if(BASACT->object && BASACT->object->mode & OB_MODE_PARTICLE_EDIT)
+ {
+ Object *ob = BASACT->object;
+
+ retval |= snapObject(scene, ar, ob, 0, ob->obmat, ray_start, ray_normal, mval, loc, no, dist, &depth);
+ }
base= FIRSTBASE;
for ( base = FIRSTBASE; base != NULL; base = base->next ) {
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