Age | Commit message (Collapse) | Author |
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Six years ago, Bug T44961 about unwanted spikes had me not do a loop
slide if the angle was too extreme, to avoid unwanted spikes.
The current bug showed that that angle was much too big, and limited
desired behavior in many cases. Changing the angle from 0.25 radians
to 0.0001 radians (about 0.006 degrees) still fixes the original bug
and seems very unlikely to be limiting desired behavior now.
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This shows the text as part of the assertion message.
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Also use doxy style function reference `#` prefix chars when
referencing identifiers.
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This patch fixes many minor spelling mistakes, all in comments or
console output. Mostly contractions like can't, won't, don't, its/it's,
etc.
Differential Revision: https://developer.blender.org/D11663
Reviewed by Harley Acheson
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Invalid face normals were used for tessellation.
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`bm_face_len_cmp` incorrectly interpreted its arguments as `BMFace *`
instead of `BMFace **`, causing an out-of-bounds read.
Ref D11637
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These were limited to obvious cases. Some less obvious cases
were kept as refactoring might make them necessary in future.
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BMesh intersect could leave invalid items in the selection list,
causing a crash. The list is now cleared since boolean is such a
destructive operation, it's unlikely the selection order would be useful.
Thanks to @lukastoenne for finding the root cause.
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Differential Revision: https://developer.blender.org/D11115
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Logic for bisect handled edges in the face crossing the plane,
but not concave N-gons containing multiple edges that lie on the plane.
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Add argument to BM_vert_collapse_faces to remove any faces that become
duplicate as result of the collapse.
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The main goal here is to remove the need for a C API to the code in
`mesh_boolean_convert.cc`. This is achieved by moving `MOD_boolean.c`
to C++ and making the necessary changes for it to compile. On top of
that there are some other slight simplifications possible to the
direct mesh boolean code: it doesn't need to copy the material
remaps, and the modifier code can use some other C++ types directly.
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The commit rB6f63417b500d that made exact boolean work on meshes
with holes (like Suzanne) unfortunately dramatically slowed things
down on other non-manifold meshes that don't have holes and didn't
need the per-triangle insideness test.
This adds a hole_tolerant parameter, false by default, that the user
can enable to get good results on non-manifold meshes with holes.
Using false for this parameter speeds up the time from 90 seconds
to 10 seconds on an example with 1.2M triangles.
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When polygons around a bevel are rebuilt, sometimes UVs are merged
around a new vertex in the case of the face opposite a single edge
being beveled on a 3-edge vertex. This should not have been done
if any of the edges at that vertex were a seam.
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While Boolean is not guaranteed to work if the operands are not
volume-enclosing (technically: PWN - piecewise constant winding number),
it needs to do something in those cases. This change makes
more cases meet user expectations in T84493, T64544, T83403,
T82642 (though very slow on that one).
The original new boolean code used "generalized winding number"
for this fallback; replaced this with code that uses raycasting.
Raycasting would have been faster, but for unfortunately also
switchd to per-triangle tests rather than per-patch tests since
it is possible (e.g., with Suzanne) to have patches that are
both inside and outside the other shape. That can make it much
slower in some cases, sadly.
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The previous fix to the width modes Percent and Absolute did
not take into account that with limit mode Weight, the amount
needs to be scaled by the bevel weight of the beveled edge in
question. (Sometimes there are two beveled edges in question,
in which case an average is used.)
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Comment blocks not conforming to convention.
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This makes the exact boolean have zero weights for any vertex groups
on any newly created vertices, which is what the fast solver does.
The exact boolean solver was interpolating vertex data when interpolating
loop data in newly created faces. Not sure why I chose that. The Fast
boolean solver doesn't do that, so I stopped doing it too.
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The existing hash function didn't work well with Set's method of
masking to the lower bits, because many verts have zeros in the
lower bits.
Also, replaced VectorSet with Set for Vert deduping.
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Add an optional callback to check source/destination loops for
BM_mesh_calc_face_groups.
This is needed so it can be used to calculate UV islands.
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Needed a better normal to for plane to offset into when there are
non in-plane edges between two beveled edges. It was using the vertex
normal, which is just wrong.
Differential Revision: https://developer.blender.org/D9508
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readability-inconsistent-declaration-parameter-name
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The code was trying to ignore hidden geometry when doing boolean,
which is correct when used as a tool, but not when a modifier.
Added a "keep_hidden" argument to bmesh_boolean to distinguish the
two cases.
Also fixed a bug when the tool is used with hidden geometry that
is attached to unhidden geometry that is deleted by the operation.
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The code was trying to ignore hidden geometry when doing boolean,
which is correct when used as a tool, but not when a modifier.
Added a "keep_hidden" argument to bmesh_boolean to distinguish the
two cases.
Also fixed a bug when the tool is used with hidden geometry that
is attached to unhidden geometry that is deleted by the operation.
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Replace `NULL` with `nullptr` in C++ code.
No functional changes.
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