[Bf-taskforce25] How to translate this into operators?

Ton Roosendaal ton at blender.org
Thu Jan 8 20:41:02 CET 2009


Hi Shul,

Looks very good! Tomorrow I've time in irc to talk things over more,  
and give you svn access, then you can commit the work yourself. :)

Here's a quick list for more:

editmesh_mods.c:
selectconnected_mesh, selectconnected_mesh_all, righthandfaces,
select_linked_flat_faces, select_sharp_edges

The latter two should get a float property where "button()" was used  
for input. For now just default the value to something. This is going  
to be handled by a new operators/tools buttons panel later.

-Ton-

------------------------------------------------------------------------
Ton Roosendaal  Blender Foundation   ton at blender.org    www.blender.org
Blender Institute BV  Entrepotdok 57A  1018AD Amsterdam The Netherlands

On 8 Jan, 2009, at 4:28, Shaul Kedem wrote:

> ok, more mesh ops at:
> https://projects.blender.org/tracker/index.php? 
> func=detail&aid=18149&group_id=9&atid=127
>
> still have problems with hide_mesh. if anyone knows how I should do
> this please advise/point to the right direction (see michael's foxx
> code, its a big enum, not a bolean)
>
> Regards,
> shul
>
> On Mon, Jan 5, 2009 at 10:05 PM, Shaul Kedem <shaul.kedem at gmail.com>  
> wrote:
>> Hi,
>>
>>  How should I translate the following into operators? I created ones
>> for selectconnected_mesh_all(); and selectconnected_mesh(); but I'm a
>> bit worried about the whole (G.scene->selectmode & SCE_SELECT_FACE) ==
>> 0 thing...
>>
>>                        case LKEY:
>>                                if(G.obedit) {
>>                                        if(G.obedit->type==OB_MESH) {
>>                                                if (G.qual &  
>> LR_CTRLKEY) {
>>                                                        if  
>> ((G.scene->selectmode & SCE_SELECT_FACE) == 0) {
>>                                                                 
>> selectconnected_mesh_all(); /* normal select linked */
>>                                                        } else {
>>                                                                 
>> selectconnected_delimit_mesh_all(); /* select linked with edge
>> crease delimiting */
>>                                                        }
>>                                                } else {
>>                                                        if  
>> ((G.scene->selectmode & SCE_SELECT_FACE) == 0) {
>>                                                                 
>> selectconnected_mesh();
>>                                                        } else {
>>                                                                 
>> selectconnected_delimit_mesh();
>>                                                        }
>>                                                }
>>                                        }
>>
>>
>>
>> Thanks,
>> Shaul
>>
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