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2015-06-20Transform: UV islands were split by windingCampbell Barton
This meant front/back faces from a projection would be seen as separate islands.
2015-05-17BMesh: don't check winding for uv-vert-mapCampbell Barton
Made link-select separate front/back with projected UV's
2015-04-30Data transfer - Loop Islands Hell Fixes.Bastien Montagne
This commit fixes several issues: * island_store->items_to_islands_num was reset each time we added a new island, this is stupid! Harmless too, though, afaikt. * partial verts bvhtree (with several islands) was hugely over-allocated... * we would 'leak' in neighbor islands when geometry itself was contiguous. * best_nor_dot was used incorrectly, leading to smaller weights for better matching normal! All those fixes are related to T44522 (through personal communications with reporter).
2015-04-28Minor cleanup in comments.Bastien Montagne
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.
2015-04-09Seriously... Fix building!Bastien Montagne
2015-04-09Fix part of T44320 selecting islands can fail.Antony Riakiotakis
Issue here is simple and has been fixed in other places such as texpainting: Basically if face has different winding, do not calculate it as adjucent to the other face, even if UV is identical. This allows us to stack islands of symmetrical closed meshes on top of one another and still be able to select the two identical island halfs (provided the normals are correct of course).
2015-02-20Fix possible (unlikely) memory leakCampbell Barton
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!
2014-10-13Mesh calc smooth group: several fixes.Bastien Montagne
* Consider non-manifold edges as sharp, as in split normals handling. * Consider edges from sharp polys as sharp!!! * Fix returned number of groups (was off-by-one for non-bitflags grouping, could also be wrong in case of id overflow). Note about using sharp polys too to define groups: Only current use of this function (Obj exporter) does not need that, because it does its own check for sharp faces. However, we might reuse that func in other places in future (e.g. in custom split normals area), so better to get a consistent behavior!
2014-07-19Defines: replace ELEM3-16 with ELEM(...), that can take varargsCampbell Barton
2014-04-30Code cleanup: remove unused includesCampbell Barton
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-04-26Code cleanup: use 'const' for arrays (blenkernel)Campbell Barton
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