[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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