- Draw Faces in the UV editor - Draw Faces, selected in the UV editor, in the 3D view - Draw Shadow Mesh in the UV editor (for faces unselected in the 3D view) - Select Linked UVs (LKEY) - Unlink Selection (Alt+LKEY) - Stick (Local) UVs to Mesh Vertex on selection - Active Face Select - Reload Image - Show / Hide Faces in the UV editor (H, Shift+H, Alt+H) - Proportional Editing (O, Shift+O) - Stitch, Limit Stitch UVs (snap by mesh vertex) - Weld / Align UVs (WKEY) - UVs Snap to Pixels on/off switch - RMB in Texture Paint or Vertex Paint mode picks color - Select Inverse in Faceselect mode I hope these are all the features that were commited. The new UV Mapping panel (and code) will follow later.
60 lines
1.8 KiB
C
60 lines
1.8 KiB
C
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef BDR_EDITFACE_H
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#define BDR_EDITFACE_H
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struct TFace;
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struct Mesh;
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void set_lasttface(void);
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void default_uv(float uv[][2], float size);
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void default_tface(struct TFace *tface);
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void make_tfaces(struct Mesh *me);
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void reveal_tface(void);
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void hide_tface(void);
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void select_linked_tfaces(void);
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void deselectall_tface(void);
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void selectswap_tface(void);
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void rotate_uv_tface(void);
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unsigned int face_pick(struct Mesh *me, short x, short y);
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void face_select(void);
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void face_borderselect(void);
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float CalcNormUV(float *a, float *b, float *c);
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void uv_autocalc_tface(void);
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void set_faceselect(void);
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void face_draw(void);
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void get_same_uv(void);
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#endif /* BDR_EDITFACE_H */
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