UV: add Snap Cursor to Origin
Similar to snapping to the world origin in the 3D viewport. This can be found in the Shift+S pie menu and UV > Snap menu. Differential Revision: https://developer.blender.org/D15055
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@ -306,6 +306,7 @@ class IMAGE_MT_uvs_snap(Menu):
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layout.operator("uv.snap_cursor", text="Cursor to Pixels").target = 'PIXELS'
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layout.operator("uv.snap_cursor", text="Cursor to Selected").target = 'SELECTED'
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layout.operator("uv.snap_cursor", text="Cursor to Origin").target = 'ORIGIN'
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class IMAGE_MT_uvs_mirror(Menu):
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@ -572,6 +573,11 @@ class IMAGE_MT_uvs_snap_pie(Menu):
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text="Selected to Adjacent Unselected",
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icon='RESTRICT_SELECT_OFF',
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).target = 'ADJACENT_UNSELECTED'
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pie.operator(
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"uv.snap_cursor",
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text="Cursor to Origin",
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icon='PIVOT_CURSOR',
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).target = 'ORIGIN'
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class IMAGE_MT_view_pie(Menu):
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@ -1036,6 +1036,12 @@ static bool uv_snap_cursor_to_selection(Scene *scene,
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return ED_uvedit_center_multi(scene, objects_edit, objects_len, sima->cursor, sima->around);
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}
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static void uv_snap_cursor_to_origin(float uvco[2])
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{
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uvco[0] = 0;
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uvco[1] = 0;
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}
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static int uv_snap_cursor_exec(bContext *C, wmOperator *op)
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{
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SpaceImage *sima = CTX_wm_space_image(C);
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@ -1058,6 +1064,10 @@ static int uv_snap_cursor_exec(bContext *C, wmOperator *op)
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MEM_freeN(objects);
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break;
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}
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case 2:
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uv_snap_cursor_to_origin(sima->cursor);
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changed = true;
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break;
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}
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if (!changed) {
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@ -1074,6 +1084,7 @@ static void UV_OT_snap_cursor(wmOperatorType *ot)
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static const EnumPropertyItem target_items[] = {
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{0, "PIXELS", 0, "Pixels", ""},
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{1, "SELECTED", 0, "Selected", ""},
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{2, "ORIGIN", 0, "Origin", ""},
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{0, NULL, 0, NULL, NULL},
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};
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