Age | Commit message (Collapse) | Author |
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This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
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Clang Tidy reported a couple of false positives. I disabled
those `NOLINTNEXTLINE`.
Differential Revision: https://developer.blender.org/D8199
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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Done using:
source/tools/utils_maintenance/c_sort_blocks.py
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Also use unsigned short for loop index within a polygon for UV vertex
mapping, which matches UV element mapping.
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Also renamed BKE_mesh_calc_islands_loop_poly_uv to BKE_mesh_calc_islands_loop_poly_edgeseam,
to avoid confusion...
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Maps edges to all their pair of loops.
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Handy when you need to reference connected verts directly.
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gives the index of a vertex in a looptri
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Made link-select separate front/back with projected UV's
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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.
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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!
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- ensure GET_INT_FROM_POINTER us only used to get values
- rename STACK_POP_ELSE -> STACK_POP_DEFAULT
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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!
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This API function lets original data loop over its derived data,
Use for vertex paint, replacing custom function.
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