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2018-07-16Cleanup: Use const qualifier for UV vertex mapSergey Sharybin
2018-07-16Cleanup: More clear naming in UV vertex/element mappingsSergey Sharybin
Also use unsigned short for loop index within a polygon for UV vertex mapping, which matches UV element mapping.
2016-07-21Add BKE_mesh_calc_islands_loop_poly_uvmap and use it in new OSD UV subdiv.Bastien Montagne
Also renamed BKE_mesh_calc_islands_loop_poly_uv to BKE_mesh_calc_islands_loop_poly_edgeseam, to avoid confusion...
2016-07-21BKE mesh mapping: add new BKE_mesh_edge_loop_map_create().Bastien Montagne
Maps edges to all their pair of loops.
2016-05-21BKE Mesh mapping: add 'vert to looptri' mapping generator.Bastien Montagne
2016-04-05Fix UV-Editor crashes w/ over SHRT_MAX UV'sCampbell Barton
2016-03-22Mesh API: add BKE_mesh_vert_edge_vert_map_createCampbell Barton
Handy when you need to reference connected verts directly.
2015-07-23Utility function to get poly -> looptri mappingCampbell Barton
2015-07-20Resolve compiler warning for clangCampbell Barton
2015-07-17Add macro BKE_MESH_TESSTRI_VINDEX_ORDERCampbell Barton
gives the index of a vertex in a looptri
2015-05-17BMesh: don't check winding for uv-vert-mapCampbell Barton
Made link-select separate front/back with projected UV's
2015-04-28Fix T44530 UV islands fail on subsurf after mirror modifier.Antony Riakiotakis
Caused by own commit that changed island detection code. In the case of modifiers we don't want to take winding information into account, but left the code since there are use cases (like painting) which could use this.
2015-01-09BKE: Add 'mesh remap' code.Bastien Montagne
This is the (big!) core of mesh transfer data, it defines a set of structures to represent a mapping of mesh elements (verts, edges, polys of loops) between two arbitrary meshes, and code to compute such mappings. No similarity is required between source and destination meshes (though results when using complete different meshes are rather unlikely to be useful!). This code is not bound to data transfer, it is defined to be as generic as possible, and easy to reuse or extend as needs arise. Several methods of mapping generation are defined for each element type, we probably will have to adjust that in future (remove useless ones, add new ones...). For loops, you can also define islands (for UVs e.g.) so that loops of a same destination polygon do not 'spread' across several source islands. Heavily reviewed and enhanced by Campbell, thanks a lot!
2014-06-18Correct casts for IS_EQ and other macro tweaksCampbell Barton
- ensure GET_INT_FROM_POINTER us only used to get values - rename STACK_POP_ELSE -> STACK_POP_DEFAULT
2014-01-21Optimize tessellation code (min 20% better, up to 300% with some CD layers ↵Bastien Montagne
to tessellate). The main idea is to store (during tessellation) or recreate (during tessdata update) a tessfaceverts-to-loops mapping, and then update all tessdata in one pass, instead of calling `BKE_mesh_loops_to_mface_corners` repeatedly for all tfaces! Differential Revision: https://developer.blender.org/D226 Reviewed by Campbell, thanks a lot!
2013-12-12Mesh API: Add BKE_mesh_origindex_map_createCampbell Barton
This API function lets original data loop over its derived data, Use for vertex paint, replacing custom function.
2013-12-12Code Cleanup: move mesh mapping functions into their own file/headerCampbell Barton