transform_snap_object: return type of element snapped.
This can be useful for filtering some of the returns.
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@@ -121,7 +121,7 @@ bool ED_transform_snap_object_project_ray_all(SnapObjectContext *sctx,
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bool sort,
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struct ListBase *r_hit_list);
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bool ED_transform_snap_object_project_view3d_ex(struct SnapObjectContext *sctx,
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short ED_transform_snap_object_project_view3d_ex(struct SnapObjectContext *sctx,
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const unsigned short snap_to,
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const struct SnapObjectParams *params,
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const float mval[2],
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@@ -4944,7 +4944,7 @@ void ED_view3d_cursor3d_position_rotation(bContext *C,
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ray_no,
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NULL,
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&ob_dummy,
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obmat)) {
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obmat) != 0) {
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if (use_depth) {
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copy_v3_v3(cursor_co, ray_co);
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}
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@@ -2820,7 +2820,7 @@ static short transform_snap_context_project_view3d_mixed_impl(
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return 0;
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}
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bool ED_transform_snap_object_project_view3d_ex(SnapObjectContext *sctx,
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short ED_transform_snap_object_project_view3d_ex(SnapObjectContext *sctx,
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const unsigned short snap_to,
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const struct SnapObjectParams *params,
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const float mval[2],
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@@ -2856,7 +2856,7 @@ bool ED_transform_snap_object_project_view3d(SnapObjectContext *sctx,
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float r_no[3])
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{
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return ED_transform_snap_object_project_view3d_ex(
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sctx, snap_to, params, mval, dist_px, r_loc, r_no, NULL, NULL, NULL);
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sctx, snap_to, params, mval, dist_px, r_loc, r_no, NULL, NULL, NULL) != 0;
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}
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/**
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