Age | Commit message (Collapse) | Author |
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since enough bmesh operations can also take advantage of direct index lookups on verts/edges/faces.
developers note:
- EDBM_index_arrays_init/ensure/free -> BM_mesh_elem_table_ensure/init/free
- EDBM_vert/edge/face_at_index -> BM_vert/edge/face_at_index
- EDBM_uv_element_map_create/free -> BM_uv_element_map_create/free
- ED_uv_element_get -> BM_uv_element_get
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side in some cases it gets a bit confusing.
also correct edge-rotate where bool->flag conversion worked by accident.
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inspecting the edit-selection inline was cumbersome.
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BKE_editmesh_bvh.h
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EditDerivedBMesh.tc -> em. ('tc' is odd name which isn't used elsewhere).
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operators) and moved extrude operators into their own file.
also move some selection operators from editmesh_tools.c into editmesh_select.c
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ED_object_editmode_load/enter/exit
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layer, rather then the layer of the source object(s).
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The operator names all show up in the Search button. As such is nicer if they
can all have the main words capitalized.
e.g. "Snap strips" should be "Snap Strips"
"Copy to clipboard" should be "Copy to Clipboard"
This was done with a mix of bash tools, regex, and manual work because I'm too rushed into regex :)
+ fix bge stereo eye separation tooltip
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Give useful reports when the 'MESH_OT_navmesh_make' fails too.
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filling it for verts/edges/faces on every redraw.
this may introduce bugs which I didn't catch, but they are very easy to identify in a debug build which has asserts to ensure the arrays are valid before use.
in my own test drawing ~98,304 quads - this gave an overall ~16% drawing speedup.
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files since its done throughout the code in some places.
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was not selected. Now changed it so that the active face must also have its
UVs shown in the image editor to be used as the source of the image shown.
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also stop numpy from being found in /usr/include with cmake.
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http://wiki.blender.org/index.php/Dev:Doc/CodeStyle#Braces_with_Macros
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to BLI_array macros.
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maceros had unused args in both cases).
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In fact there were several issues fixed (all of them regressions since bmesh merge):
- Creating navmesh crashed because creating new faces for mesh was trying to set
default values for all customdata layers in this face. This requires memory
pool created for this datablock.
Usually this pool is creating on creating datablock if there're some elements
to be stored in this block. In cases of regular primitive creating it wasn't
an issue because they doesn't create customdata layers, they only creates
geometry.
Navigation mesh creates geometry and customdata layers (CD_RECAST layer)
which used to confuse a bit custom data functions. Solved by ensuring there's
memory pool created for polygons datablock after adding new custom data layer.
Most probably it's better to be resolved on CD level (like smarter track on
changed amount of stored data and so) but prefer not to make such global changes
so close to the release.
- Toggling edit mode lead to loosing recast datalayer. Solved by adding recast
layer to bmesh mask so it'll be copied to/from edit mesh.
- Some part of code assumed raycast layer is in face datablock, some that it's in
polygon datablock. Made it to be in polygons datablock.
Kind of temporary solution to make navmesh working, probably it'll fail if one
will want to edit navmesh by hand after it was generated.
Proper way would be to ensure the whole navmesh things are using ngons.
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match BM_ function naming conventions
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else if's
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replace casts: '((Mesh *)ob->data)->edit_btmesh' with 'BMEdit_FromObject(ob)'
also minor style edits.
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- copy & rename EditMesh stricts for use with scanfill (remove unused members)
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for navmesh too, now editing funcs use polygons only.
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These changes are to make the bmesh api more consistent and easier to learn, grouping similar functions which is convenient for autocomplete.
This uses similar convention to RNA.
* use face/loop/edge/vert as a prefix for functions.
* use 'elem' as a prefix too for functions that can take any type with a BMHeader.
* changed from camel case to underscore separated (like RNA).
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these flags apply to bmesh elements.
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replace 0/1 with TRUE/FALSE define.
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(in keeping with most of blenders code)
also split some long lines in own code.
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* BM_Make_Quadtriangle --> BM_Make_Face_QuadTri_v
* BM_Make_QuadTri --> BM_Make_Face_QuadTri
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also fixed a small crasher in bridge.
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http://markmail.org/message/fp7ozcywxum3ar7n
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