Welcome to mirror list, hosted at ThFree Co, Russian Federation.

bmesh_opdefines.c « intern « bmesh « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 362157ad71b83d1077bff56bb9fabdff0b2dee20 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
/*
 * ***** BEGIN GPL LICENSE BLOCK *****
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * Contributor(s): Joseph Eagar, Geoffrey Bantle, Campbell Barton
 *
 * ***** END GPL LICENSE BLOCK *****
 */

/** \file blender/bmesh/intern/bmesh_opdefines.c
 *  \ingroup bmesh
 *
 * BMesh operator definitions.
 *
 * This file defines (and documents) all bmesh operators (bmops).
 *
 * Do not rename any operator or slot names! otherwise you must go
 * through the code and find all references to them!
 *
 * A word on slot names:
 *
 * For geometry input slots, the following are valid names:
 * - verts
 * - edges
 * - faces
 * - edgefacein
 * - vertfacein
 * - vertedgein
 * - vertfacein
 * - geom
 *
 * The basic rules are, for single-type geometry slots, use the plural of the
 * type name (e.g. edges).  for double-type slots, use the two type names plus
 * "in" (e.g. edgefacein).  for three-type slots, use geom.
 *
 * for output slots, for single-type geometry slots, use the type name plus "out",
 * (e.g. vertout), for double-type slots, use the two type names plus "out",
 * (e.g. vertfaceout), for three-type slots, use geom.  note that you can also
 * use more esohteric names (e.g. skirtout) so long as the comment next to the
 * slot definition tells you what types of elements are in it.
 *
 */

#include "BLI_utildefines.h"

#include "bmesh.h"
#include "intern/bmesh_private.h"

/* ok, I'm going to write a little docgen script. so all
 * bmop comments must conform to the following template/rules:
 *
 * template (py quotes used because nested comments don't work
 * on all C compilers):
 *
 * """
 * Region Extend.
 *
 * paragraph1, Extends bleh bleh bleh.
 * Bleh Bleh bleh.
 *
 * Another paragraph.
 *
 * Another paragraph.
 * """
 *
 * so the first line is the "title" of the bmop.
 * subsequent line blocks separated by blank lines
 * are paragraphs.  individual descriptions of slots
 * would be extracted from comments
 * next to them, e.g.
 *
 * {BMO_OP_SLOT_ELEMENT_BUF, "geomout"}, //output slot, boundary region
 *
 * the doc generator would automatically detect the presence of "output slot"
 * and flag the slot as an output.  the same happens for "input slot".  also
 * note that "edges", "faces", "verts", "loops", and "geometry" are valid
 * substitutions for "slot".
 *
 * note that slots default to being input slots.
 */

/*
 * Vertex Smooth
 *
 * Smooths vertices by using a basic vertex averaging scheme.
 */
static BMOpDefine bmo_smooth_vert_def = {
	"smooth_vert",
	{{BMO_OP_SLOT_ELEMENT_BUF, "verts"}, /* input vertices */
	 {BMO_OP_SLOT_BOOL, "mirror_clip_x"}, /* set vertices close to the x axis before the operation to 0 */
	 {BMO_OP_SLOT_BOOL, "mirror_clip_y"}, /* set vertices close to the y axis before the operation to 0 */
	 {BMO_OP_SLOT_BOOL, "mirror_clip_z"}, /* set vertices close to the z axis before the operation to 0 */
	 {BMO_OP_SLOT_FLT, "clipdist"}, /* clipping threshod for the above three slots */
	 {BMO_OP_SLOT_BOOL, "use_axis_x"}, /* smooth vertices along X axis */
	 {BMO_OP_SLOT_BOOL, "use_axis_y"}, /* smooth vertices along Y axis */
	 {BMO_OP_SLOT_BOOL, "use_axis_z"}, /* smooth vertices along Z axis */
	{0} /* null-terminating sentinel */,
	},
	bmo_smooth_vert_exec,
	0
};

/*
 * Right-Hand Faces
 *
 * Computes an "outside" normal for the specified input faces.
 */

static BMOpDefine bmo_recalc_face_normals_def = {
	"recalc_face_normals",
	{{BMO_OP_SLOT_ELEMENT_BUF, "faces"},
	 {BMO_OP_SLOT_BOOL, "do_flip"}, /* internal flag, used by bmesh_rationalize_normals */
	 {0} /* null-terminating sentinel */,
	},
	bmo_recalc_face_normals_exec,
	BMO_OP_FLAG_UNTAN_MULTIRES,
};

/*
 * Region Extend
 *
 * used to implement the select more/less tools.
 * this puts some geometry surrounding regions of
 * geometry in geom into geomout.
 *
 * if usefaces is 0 then geomout spits out verts and edges,
 * otherwise it spits out faces.
 */
static BMOpDefine bmo_region_extend_def = {
	"region_extend",
	{{BMO_OP_SLOT_ELEMENT_BUF, "geom"}, /* input geometry */
	 {BMO_OP_SLOT_ELEMENT_BUF, "geomout"}, /* output slot, computed boundary geometry. */
	 {BMO_OP_SLOT_BOOL, "constrict"}, /* find boundary inside the regions, not outside. */
	 {BMO_OP_SLOT_BOOL, "use_faces"}, /* extend from faces instead of edges */
	 {0} /* null-terminating sentinel */,
	},
	bmo_region_extend_exec,
	0
};

/*
 * Edge Rotate
 *
 * Rotates edges topologically.  Also known as "spin edge" to some people.
 * Simple example: [/] becomes [|] then [\].
 */
static BMOpDefine bmo_rotate_edges_def = {
	"rotate_edges",
	{{BMO_OP_SLOT_ELEMENT_BUF, "edges"}, /* input edges */
	 {BMO_OP_SLOT_ELEMENT_BUF, "edgeout"}, /* newly spun edges */
	 {BMO_OP_SLOT_BOOL, "ccw"}, /* rotate edge counter-clockwise if true, othewise clockwise */
	 {0} /* null-terminating sentinel */,
	},
	bmo_rotate_edges_exec,
	BMO_OP_FLAG_UNTAN_MULTIRES
};

/*
 * Reverse Faces
 *
 * Reverses the winding (vertex order) of faces.  This has the effect of
 * flipping the normal.
 */
static BMOpDefine bmo_reverse_faces_def = {
	"reverse_faces",
	{{BMO_OP_SLOT_ELEMENT_BUF, "faces"}, /* input faces */
	 {0} /* null-terminating sentinel */,
	},
	bmo_reverse_faces_exec,
	BMO_OP_FLAG_UNTAN_MULTIRES,
};

/*
 * Edge Bisect
 *
 * Splits input edges (but doesn't do anything else).
 * This creates a 2-valence vert.
 */
static BMOpDefine bmo_bisect_edges_def = {
	"bisect_edges",
	{{BMO_OP_SLOT_ELEMENT_BUF, "edges"}, /* input edges */
	 {BMO_OP_SLOT_INT, "numcuts"}, /* number of cuts */
	 {BMO_OP_SLOT_ELEMENT_BUF, "outsplit"}, /* newly created vertices and edges */
	 {0} /* null-terminating sentinel */,
	},
	bmo_bisect_edges_exec,
	BMO_OP_FLAG_UNTAN_MULTIRES
};

/*
 * Mirror
 *
 * Mirrors geometry along an axis.  The resulting geometry is welded on using
 * mergedist.  Pairs of original/mirrored vertices are welded using the mergedist
 * parameter (which defines the minimum distance for welding to happen).
 */

static BMOpDefine bmo_mirror_def = {
	"mirror",
	{{BMO_OP_SLOT_ELEMENT_BUF, "geom"}, /* input geometry */
	 {BMO_OP_SLOT_MAT, "mat"}, /* matrix defining the mirror transformation */
	 {BMO_OP_SLOT_FLT, "mergedist"}, /* maximum distance for merging.  does no merging if 0. */
	 {BMO_OP_SLOT_ELEMENT_BUF, "newout"}, /* output geometry, mirrored */
	 {BMO_OP_SLOT_INT,         "axis"}, /* the axis to use, 0, 1, or 2 for x, y, z */
	 {BMO_OP_SLOT_BOOL,        "mirror_u"}, /* mirror UVs across the u axis */
	 {BMO_OP_SLOT_BOOL,        "mirror_v"}, /* mirror UVs across the v axis */
	 {0, /* null-terminating sentinel */}},
	bmo_mirror_exec,
	0,
};

/*
 * Find Doubles
 *
 * Takes input verts and find vertices they should weld to.  Outputs a
 * mapping slot suitable for use with the weld verts bmop.
 *
 * If keep_verts is used, vertices outside that set can only be merged
 * with vertices in that set.
 */
static BMOpDefine bmo_find_doubles_def = {
	"find_doubles",
	{{BMO_OP_SLOT_ELEMENT_BUF, "verts"}, /* input vertices */
	 {BMO_OP_SLOT_ELEMENT_BUF, "keep_verts"}, /* list of verts to keep */
	 {BMO_OP_SLOT_FLT,         "dist"}, /* minimum distance */
	 {BMO_OP_SLOT_MAPPING, "targetmapout"},
	 {0, /* null-terminating sentinel */}},
	bmo_find_doubles_exec,
	0,
};

/*
 * Remove Doubles
 *
 * Finds groups of vertices closer then dist and merges them together,
 * using the weld verts bmop.
 */
static BMOpDefine bmo_remove_doubles_def = {
	"remove_doubles",
	{{BMO_OP_SLOT_ELEMENT_BUF, "verts"}, /* input verts */
	 {BMO_OP_SLOT_FLT,         "dist"}, /* minimum distance */
	 {0, /* null-terminating sentinel */}},
	bmo_remove_doubles_exec,
	BMO_OP_FLAG_UNTAN_MULTIRES,
};

/*
 * Auto Merge
 *
 * Finds groups of vertices closer then dist and merges them together,
 * using the weld verts bmop.  The merges must go from a vert not in
 * verts to one in verts.
 */
static BMOpDefine bmo_automerge_def = {
	"automerge",
	{{BMO_OP_SLOT_ELEMENT_BUF, "verts"}, /* input verts */
	 {BMO_OP_SLOT_FLT,         "dist"}, /* minimum distance */
	 {0, /* null-terminating sentinel */}},
	bmo_automerge_exec,
	BMO_OP_FLAG_UNTAN_MULTIRES,
};

/*
 * Collapse Connected
 *
 * Collapses connected vertices
 */
static BMOpDefine bmo_collapse_def = {
	"collapse",
	{{BMO_OP_SLOT_ELEMENT_BUF, "edges"}, /* input edge */
	 {0, /* null-terminating sentinel */}},
	bmo_collapse_exec,
	BMO_OP_FLAG_UNTAN_MULTIRES,
};


/*
 * Facedata point Merge
 *
 * Merge uv/vcols at a specific vertex.
 */
static BMOpDefine bmo_pointmerge_facedata_def = {
	"pointmerge_facedata",
	{{BMO_OP_SLOT_ELEMENT_BUF, "verts"}, /* input vertice */
	 {BMO_OP_SLOT_ELEMENT_BUF, "snapv"}, /* snap verte */
	 {0, /* null-terminating sentinel */}},
	bmo_pointmerge_facedata_exec,
	0,
};

/*
 * Average Vertices Facevert Data
 *
 * Merge uv/vcols associated with the input vertices at
 * the bounding box center. (I know, it's not averaging but
 * the vert_snap_to_bb_center is just too long).
 */
static BMOpDefine bmo_average_vert_facedata_def = {
	"average_vert_facedata",
	{{BMO_OP_SLOT_ELEMENT_BUF, "verts"}, /* input vertice */
	 {0, /* null-terminating sentinel */}},
	bmo_average_vert_facedata_exec,
	0,
};

/*
 * Point Merge
 *
 * Merge verts together at a point.
 */
static BMOpDefine bmo_pointmerge_def = {
	"pointmerge",
	{{BMO_OP_SLOT_ELEMENT_BUF, "verts"}, /* input vertice */
	 {BMO_OP_SLOT_VEC,         "merge_co"},
	 {0, /* null-terminating sentinel */}},
	bmo_pointmerge_exec,
	BMO_OP_FLAG_UNTAN_MULTIRES,
};

/*
 * Collapse Connected UVs
 *
 * Collapses connected UV vertices.
 */
static BMOpDefine bmo_collapse_uvs_def = {
	"collapse_uvs",
	{{BMO_OP_SLOT_ELEMENT_BUF, "edges"}, /* input edge */
	 {0, /* null-terminating sentinel */}},
	bmo_collapse_uvs_exec,
	0,
};

/*
 * Weld Verts
 *
 * Welds verts together (kindof like remove doubles, merge, etc, all of which
 * use or will use this bmop).  You pass in mappings from vertices to the vertices
 * they weld with.
 */
static BMOpDefine bmo_weld_verts_def = {
	"weld_verts",
	{{BMO_OP_SLOT_MAPPING, "targetmap"}, /* maps welded vertices to verts they should weld to */
	 {0, /* null-terminating sentinel */}},
	bmo_weld_verts_exec,
	BMO_OP_FLAG_UNTAN_MULTIRES,
};

/*
 * Make Vertex
 *
 * Creates a single vertex; this bmop was necessary
 * for click-create-vertex.
 */
static BMOpDefine bmo_create_vert_def = {
	"create_vert",
	{{BMO_OP_SLOT_VEC, "co"},  /* the coordinate of the new vert */
	 {BMO_OP_SLOT_ELEMENT_BUF, "newvertout"},  /* the new vert */
	 {0, /* null-terminating sentinel */}},
	bmo_create_vert_exec,
	0,
};

/*
 * Join Triangles
 *
 * Tries to intelligently join triangles according
 * to various settings and stuff.
 */
static BMOpDefine bmo_join_triangles_def = {
	"join_triangles",
	{{BMO_OP_SLOT_ELEMENT_BUF, "faces"},    /* input geometry. */
	 {BMO_OP_SLOT_ELEMENT_BUF, "faceout"},  /* joined faces */
	 {BMO_OP_SLOT_BOOL, "cmp_sharp"},
	 {BMO_OP_SLOT_BOOL, "cmp_uvs"},
	 {BMO_OP_SLOT_BOOL, "cmp_vcols"},
	 {BMO_OP_SLOT_BOOL, "cmp_materials"},
	 {BMO_OP_SLOT_FLT, "limit"},
	 {0, /* null-terminating sentinel */}},
	bmo_join_triangles_exec,
	BMO_OP_FLAG_UNTAN_MULTIRES,
};

/*
 * Contextual Create
 *
 * This is basically fkey, it creates
 * new faces from vertices, makes stuff from edge nets,
 * makes wire edges, etc.  It also dissolves
 * faces.
 *
 * Three verts become a triangle, four become a quad.  Two
 * become a wire edge.
 */
static BMOpDefine bmo_contextual_create_def = {
	"contextual_create",
	{{BMO_OP_SLOT_ELEMENT_BUF, "geom"}, /* input geometry. */
	 {BMO_OP_SLOT_ELEMENT_BUF, "faceout"},     /* newly-made face(s) */
	/* note, this is for stand-alone edges only, not edges which are apart of newly created faces */
	 {BMO_OP_SLOT_ELEMENT_BUF, "edgeout"},     /* newly-made edge(s) */
	 {BMO_OP_SLOT_INT,         "mat_nr"},      /* material to use */
	 {BMO_OP_SLOT_BOOL,        "use_smooth"},  /* material to use */
	 {0, /* null-terminating sentinel */}},
	bmo_contextual_create_exec,
	BMO_OP_FLAG_UNTAN_MULTIRES,
};

/*
 * Bridge edge loops with faces
 */
static BMOpDefine bmo_bridge_loops_def = {
	"bridge_loops",
	{{BMO_OP_SLOT_ELEMENT_BUF, "edges"}, /* input edge */
	 {BMO_OP_SLOT_ELEMENT_BUF, "faceout"}, /* new face */
	 {BMO_OP_SLOT_BOOL,        "use_merge"},
	 {BMO_OP_SLOT_FLT,         "merge_factor"},
	 {0, /* null-terminating sentinel */}},
	bmo_bridge_loops_exec,
	0,
};

static BMOpDefine bmo_edgenet_fill_def = {
	"edgenet_fill",
	{{BMO_OP_SLOT_ELEMENT_BUF, "edges"}, /* input edge */
	 {BMO_OP_SLOT_MAPPING,     "restrict"}, /* restricts edges to groups.  maps edges to integer */
	 {BMO_OP_SLOT_BOOL,        "use_restrict"},
	 {BMO_OP_SLOT_BOOL,        "use_fill_check"},
	 {BMO_OP_SLOT_ELEMENT_BUF, "excludefaces"}, /* list of faces to ignore for manifold check */
	 {BMO_OP_SLOT_MAPPING,     "faceout_groupmap"}, /* maps new faces to the group numbers they came fro */
	 {BMO_OP_SLOT_ELEMENT_BUF, "faceout"},     /* new face */
	 {BMO_OP_SLOT_INT,         "mat_nr"},      /* material to use */
	 {BMO_OP_SLOT_BOOL,        "use_smooth"},  /* material to use */
	 {0, /* null-terminating sentinel */}},
	bmo_edgenet_fill_exec,
	0,
};

/*
 * Edgenet Prepare
 *
 * Identifies several useful edge loop cases and modifies them so
 * they'll become a face when edgenet_fill is called.  The cases covered are:
 *
 * - One single loop; an edge is added to connect the ends
 * - Two loops; two edges are added to connect the endpoints (based on the
 *   shortest distance between each endpont).
 */
static BMOpDefine bmo_edgenet_prepare_def = {
	"edgenet_prepare",
	{{BMO_OP_SLOT_ELEMENT_BUF, "edges"},    /* input edges */
	 {BMO_OP_SLOT_ELEMENT_BUF, "edgeout"},  /* new edges */
	 {0, /* null-terminating sentinel */}},
	bmo_edgenet_prepare,
	0,
};

/*
 * Rotate
 *
 * Rotate vertices around a center, using a 3x3 rotation
 * matrix.  Equivalent of the old rotateflag function.
 */
static BMOpDefine bmo_rotate_def = {
	"rotate",
	{{BMO_OP_SLOT_VEC, "cent"},  /* center of rotation */
	 {BMO_OP_SLOT_MAT, "mat"},   /* matrix defining rotation */
	 {BMO_OP_SLOT_ELEMENT_BUF, "verts"},  /* input vertices */
	 {0, /* null-terminating sentinel */}},
	bmo_rotate_exec,
	0,
};

/*
 * Translate
 *
 * Translate vertices by an offset.  Equivalent of the
 * old translateflag function.
 */
static BMOpDefine bmo_translate_def = {
	"translate",
	{{BMO_OP_SLOT_VEC, "vec"},  /* translation offset */
	 {BMO_OP_SLOT_ELEMENT_BUF, "verts"},  /* input vertices */
	 {0, /* null-terminating sentinel */}},
	bmo_translate_exec,
	0,
};

/*
 * Scale
 *
 * Scales vertices by an offset.
 */
static BMOpDefine bmo_scale_def = {
	"scale",
	{{BMO_OP_SLOT_VEC, "vec"},  /* scale factor */
	 {BMO_OP_SLOT_ELEMENT_BUF, "verts"},  /* input vertices */
	 {0, /* null-terminating sentinel */}},
	bmo_scale_exec,
	0,
};


/*
 * Transform
 *
 * Transforms a set of vertices by a matrix.  Multiplies
 * the vertex coordinates with the matrix.
 */
static BMOpDefine bmo_transform_def = {
	"transform",
	{{BMO_OP_SLOT_MAT, "mat"},  /* transform matrix */
	 {BMO_OP_SLOT_ELEMENT_BUF, "verts"},  /* input vertices */
	 {0, /* null-terminating sentinel */}},
	bmo_transform_exec,
	0,
};

/*
 * Object Load BMesh
 *
 * Loads a bmesh into an object/mesh.  This is a "private"
 * bmop.
 */
static BMOpDefine bmo_object_load_bmesh_def = {
	"object_load_bmesh",
	{{BMO_OP_SLOT_PTR, "scene"},
	 {BMO_OP_SLOT_PTR, "object"},
	 {0, /* null-terminating sentinel */}},
	bmo_object_load_bmesh_exec,
	0,
};


/*
 * BMesh to Mesh
 *
 * Converts a bmesh to a Mesh.  This is reserved for exiting editmode.
 */
static BMOpDefine bmo_bmesh_to_mesh_def = {
	"bmesh_to_mesh",
	{{BMO_OP_SLOT_PTR, "mesh"},    /* pointer to a mesh structure to fill in */
	 {BMO_OP_SLOT_PTR, "object"},  /* pointer to an object structure */
	 {BMO_OP_SLOT_BOOL, "notessellation"},  /* don't calculate mfaces */
	 {0, /* null-terminating sentinel */}},
	bmo_bmesh_to_mesh_exec,
	0,
};

/*
 * Mesh to BMesh
 *
 * Load the contents of a mesh into the bmesh.  this bmop is private, it's
 * reserved exclusively for entering editmode.
 */
static BMOpDefine bmo_mesh_to_bmesh_def = {
	"mesh_to_bmesh",
	{{BMO_OP_SLOT_PTR, "mesh"},    /* pointer to a Mesh structure */
	 {BMO_OP_SLOT_PTR, "object"},  /* pointer to an Object structure */
	 {BMO_OP_SLOT_BOOL, "set_shapekey"},  /* load active shapekey coordinates into verts */
	 {0, /* null-terminating sentinel */}},
	bmo_mesh_to_bmesh_exec,
	0
};

/*
 * Individual Face Extrude
 *
 * Extrudes faces individually.
 */
static BMOpDefine bmo_extrude_discrete_faces_def = {
	"extrude_discrete_faces",
	{{BMO_OP_SLOT_ELEMENT_BUF, "faces"},     /* input faces */
	 {BMO_OP_SLOT_ELEMENT_BUF, "faceout"},   /* output faces */
	 {BMO_OP_SLOT_ELEMENT_BUF, "skirtout"},  /* output skirt geometry, faces and edges */
	 {0} /* null-terminating sentinel */},
	bmo_extrude_discrete_faces_exec,
	0
};

/*
 * Extrude Only Edges
 *
 * Extrudes Edges into faces, note that this is very simple, there's no fancy
 * winged extrusion.
 */
static BMOpDefine bmo_extrude_edge_only_def = {
	"extrude_edge_only",
	{{BMO_OP_SLOT_ELEMENT_BUF, "edges"},    /* input vertices */
	 {BMO_OP_SLOT_ELEMENT_BUF, "geomout"},  /* output geometry */
	 {0} /* null-terminating sentinel */},
	bmo_extrude_edge_only_exec,
	0
};

/*
 * Individual Vertex Extrude
 *
 * Extrudes wire edges from vertices.
 */
static BMOpDefine bmo_extrude_vert_indiv_def = {
	"extrude_vert_indiv",
	{{BMO_OP_SLOT_ELEMENT_BUF, "verts"},    /* input vertices */
	 {BMO_OP_SLOT_ELEMENT_BUF, "edgeout"},  /* output wire edges */
	 {BMO_OP_SLOT_ELEMENT_BUF, "vertout"},  /* output vertices */
	 {0} /* null-terminating sentinel */},
	bmo_extrude_vert_indiv_exec,
	0
};

static BMOpDefine bmo_connect_verts_def = {
	"connect_verts",
	{{BMO_OP_SLOT_ELEMENT_BUF, "verts"},
	 {BMO_OP_SLOT_ELEMENT_BUF, "edgeout"},
	 {0} /* null-terminating sentinel */},
	bmo_connect_verts_exec,
	BMO_OP_FLAG_UNTAN_MULTIRES
};

static BMOpDefine bmo_extrude_face_region_def = {
	"extrude_face_region",
	{{BMO_OP_SLOT_ELEMENT_BUF, "edgefacein"},
	 {BMO_OP_SLOT_MAPPING, "exclude"},
	 {BMO_OP_SLOT_BOOL, "alwayskeeporig"},
	 {BMO_OP_SLOT_ELEMENT_BUF, "geomout"},
	 {0} /* null-terminating sentinel */},
	bmo_extrude_face_region_exec,
	0
};

static BMOpDefine bmo_dissolve_verts_def = {
	"dissolve_verts",
	{{BMO_OP_SLOT_ELEMENT_BUF, "verts"},
	 {0} /* null-terminating sentinel */},
	bmo_dissolve_verts_exec,
	BMO_OP_FLAG_UNTAN_MULTIRES
};

static BMOpDefine bmo_dissolve_edges_def = {
	"dissolve_edges",
	{{BMO_OP_SLOT_ELEMENT_BUF, "edges"},
	 {BMO_OP_SLOT_ELEMENT_BUF, "regionout"},
	 {BMO_OP_SLOT_BOOL, "use_verts"},  /* dissolve verts left between only 2 edges. */
	 {0} /* null-terminating sentinel */},
	bmo_dissolve_edges_exec,
	BMO_OP_FLAG_UNTAN_MULTIRES
};

static BMOpDefine bmo_dissolve_edge_loop_def = {
	"dissolve_edge_loop",
	{{BMO_OP_SLOT_ELEMENT_BUF, "edges"},
	 {BMO_OP_SLOT_ELEMENT_BUF, "regionout"},
	 {0} /* null-terminating sentinel */},
	bmo_dissolve_edgeloop_exec,
	BMO_OP_FLAG_UNTAN_MULTIRES
};

static BMOpDefine bmo_dissolve_faces_def = {
	"dissolve_faces",
	{{BMO_OP_SLOT_ELEMENT_BUF, "faces"},
	 {BMO_OP_SLOT_ELEMENT_BUF, "regionout"},
	 {BMO_OP_SLOT_BOOL, "use_verts"},  /* dissolve verts left between only 2 edges. */
	 {0} /* null-terminating sentinel */},
	bmo_dissolve_faces_exec,
	BMO_OP_FLAG_UNTAN_MULTIRES
};

static BMOpDefine bmo_dissolve_limit_def = {
	"dissolve_limit",
	{{BMO_OP_SLOT_FLT, "angle_limit"}, /* total rotation angle (degrees) */
	 {BMO_OP_SLOT_ELEMENT_BUF, "verts"},
	 {BMO_OP_SLOT_ELEMENT_BUF, "edges"},
	 {0} /* null-terminating sentinel */},
	bmo_dissolve_limit_exec,
	BMO_OP_FLAG_UNTAN_MULTIRES
};

static BMOpDefine bmo_triangulate_def = {
	"triangulate",
	{{BMO_OP_SLOT_ELEMENT_BUF, "faces"},
	 {BMO_OP_SLOT_ELEMENT_BUF, "edgeout"},
	 {BMO_OP_SLOT_ELEMENT_BUF, "faceout"},
	 {BMO_OP_SLOT_MAPPING, "facemap"},
	 {BMO_OP_SLOT_BOOL, "use_beauty"},
	 {0} /* null-terminating sentinel */},
	bmo_triangulate_exec,
	BMO_OP_FLAG_UNTAN_MULTIRES
};

static BMOpDefine bmo_subdivide_edges_def = {
	"subdivide_edges",
	{{BMO_OP_SLOT_ELEMENT_BUF, "edges"},
	 {BMO_OP_SLOT_FLT, "smooth"},
	 {BMO_OP_SLOT_FLT, "fractal"},
	 {BMO_OP_SLOT_FLT, "along_normal"},
	 {BMO_OP_SLOT_INT, "numcuts"},
	 {BMO_OP_SLOT_INT, "seed"},
	 {BMO_OP_SLOT_MAPPING, "custompatterns"},
	 {BMO_OP_SLOT_MAPPING, "edgepercents"},

	/* these next three can have multiple types of elements in them */
	 {BMO_OP_SLOT_ELEMENT_BUF, "outinner"},
	 {BMO_OP_SLOT_ELEMENT_BUF, "outsplit"},
	 {BMO_OP_SLOT_ELEMENT_BUF, "geomout"}, /* contains all output geometr */

	 {BMO_OP_SLOT_INT,  "quadcornertype"}, /* quad corner type, see bmesh_operators.h */
	 {BMO_OP_SLOT_BOOL, "use_gridfill"},   /* fill in fully-selected faces with a grid */
	 {BMO_OP_SLOT_BOOL, "use_singleedge"}, /* tessellate the case of one edge selected in a quad or triangle */
	 {BMO_OP_SLOT_BOOL, "use_sphere"},     /* for making new primitives only */

	 {0} /* null-terminating sentinel */,
	},
	bmo_subdivide_edges_exec,
	BMO_OP_FLAG_UNTAN_MULTIRES
};

static BMOpDefine bmo_delete_def = {
	"delete",
	{{BMO_OP_SLOT_ELEMENT_BUF, "geom"},
	 {BMO_OP_SLOT_INT, "context"},
	 {0} /* null-terminating sentinel */},
	bmo_delete_exec,
	0
};

static BMOpDefine bmo_duplicate_def = {
	"duplicate",
	{{BMO_OP_SLOT_ELEMENT_BUF, "geom"},
	 {BMO_OP_SLOT_ELEMENT_BUF, "origout"},
	 {BMO_OP_SLOT_ELEMENT_BUF, "newout"},
	/* facemap maps from source faces to dupe
	 * faces, and from dupe faces to source faces */
	 {BMO_OP_SLOT_MAPPING, "facemap"},
	 {BMO_OP_SLOT_MAPPING, "boundarymap"},
	 {BMO_OP_SLOT_MAPPING, "isovertmap"},
	 {BMO_OP_SLOT_PTR, "dest"}, /* destination bmesh, if NULL will use current on */
	 {0} /* null-terminating sentinel */},
	bmo_duplicate_exec,
	0
};

static BMOpDefine bmo_split_def = {
	"split",
	{{BMO_OP_SLOT_ELEMENT_BUF, "geom"},
	 {BMO_OP_SLOT_ELEMENT_BUF, "geomout"},
	 {BMO_OP_SLOT_MAPPING, "boundarymap"},
	 {BMO_OP_SLOT_MAPPING, "isovertmap"},
	 {BMO_OP_SLOT_PTR, "dest"}, /* destination bmesh, if NULL will use current on */
	 {BMO_OP_SLOT_BOOL, "use_only_faces"}, /* when enabled. don't duplicate loose verts/edges */
	 {0} /* null-terminating sentinel */},
	bmo_split_exec,
	0
};

/*
 * Spin
 *
 * Extrude or duplicate geometry a number of times,
 * rotating and possibly translating after each step
 */
static BMOpDefine bmo_spin_def = {
	"spin",
	{{BMO_OP_SLOT_ELEMENT_BUF, "geom"},
	 {BMO_OP_SLOT_ELEMENT_BUF, "lastout"}, /* result of last step */
	 {BMO_OP_SLOT_VEC, "cent"}, /* rotation center */
	 {BMO_OP_SLOT_VEC, "axis"}, /* rotation axis */
	 {BMO_OP_SLOT_VEC, "dvec"}, /* translation delta per step */
	 {BMO_OP_SLOT_FLT, "ang"}, /* total rotation angle (degrees) */
	 {BMO_OP_SLOT_INT, "steps"}, /* number of steps */
	 {BMO_OP_SLOT_BOOL, "do_dupli"}, /* duplicate or extrude? */
	 {0} /* null-terminating sentinel */},
	bmo_spin_exec,
	0
};


/*
 * Similar faces search
 *
 * Find similar faces (area/material/perimeter, ...).
 */
static BMOpDefine bmo_similar_faces_def = {
	"similar_faces",
	{{BMO_OP_SLOT_ELEMENT_BUF, "faces"}, /* input faces */
	 {BMO_OP_SLOT_ELEMENT_BUF, "faceout"}, /* output faces */
	 {BMO_OP_SLOT_INT, "type"},			/* type of selection */
	 {BMO_OP_SLOT_FLT, "thresh"},		/* threshold of selection */
	 {0} /* null-terminating sentinel */},
	bmo_similar_faces_exec,
	0
};

/*
 * Similar edges search
 *
 *  Find similar edges (length, direction, edge, seam, ...).
 */
static BMOpDefine bmo_similar_edges_def = {
	"similar_edges",
	{{BMO_OP_SLOT_ELEMENT_BUF, "edges"}, /* input edges */
	 {BMO_OP_SLOT_ELEMENT_BUF, "edgeout"}, /* output edges */
	 {BMO_OP_SLOT_INT, "type"},			/* type of selection */
	 {BMO_OP_SLOT_FLT, "thresh"},		/* threshold of selection */
	 {0} /* null-terminating sentinel */},
	bmo_similar_edges_exec,
	0
};

/*
 * Similar vertices search
 *
 * Find similar vertices (normal, face, vertex group, ...).
 */
static BMOpDefine bmo_similar_verts_def = {
	"similar_verts",
	{{BMO_OP_SLOT_ELEMENT_BUF, "verts"}, /* input vertices */
	 {BMO_OP_SLOT_ELEMENT_BUF, "vertout"}, /* output vertices */
	 {BMO_OP_SLOT_INT, "type"},			/* type of selection */
	 {BMO_OP_SLOT_FLT, "thresh"},		/* threshold of selection */
	 {0} /* null-terminating sentinel */},
	bmo_similar_verts_exec,
	0
};

/*
 * uv rotation
 * cycle the uvs
 */
static BMOpDefine bmo_rotate_uvs_def = {
	"rotate_uvs",
	{{BMO_OP_SLOT_ELEMENT_BUF, "faces"}, /* input faces */
	 {BMO_OP_SLOT_INT, "dir"},			/* direction */
	 {0} /* null-terminating sentinel */},
	bmo_rotate_uvs_exec,
	0
};

/*
 * uv reverse
 * reverse the uvs
 */
static BMOpDefine bmo_reverse_uvs_def = {
	"reverse_uvs",
	{{BMO_OP_SLOT_ELEMENT_BUF, "faces"}, /* input faces */
	 {0} /* null-terminating sentinel */},
	bmo_reverse_uvs_exec,
	0
};

/*
 * color rotation
 * cycle the colors
 */
static BMOpDefine bmo_rotate_colors_def = {
	"rotate_colors",
	{{BMO_OP_SLOT_ELEMENT_BUF, "faces"}, /* input faces */
	 {BMO_OP_SLOT_INT, "dir"},			/* direction */
	 {0} /* null-terminating sentinel */},
	bmo_rotate_colors_exec,
	0
};

/*
 * color reverse
 * reverse the colors
 */
static BMOpDefine bmo_reverse_colors_def = {
	"reverse_colors",
	{{BMO_OP_SLOT_ELEMENT_BUF, "faces"}, /* input faces */
	 {0} /* null-terminating sentinel */},
	bmo_reverse_colors_exec,
	0
};

/*
 * Similar vertices search
 *
 * Find similar vertices (normal, face, vertex group, ...).
 */
static BMOpDefine bmo_shortest_path_def = {
	"shortest_path",
	{{BMO_OP_SLOT_ELEMENT_BUF, "startv"}, /* start vertex */
	 {BMO_OP_SLOT_ELEMENT_BUF, "endv"}, /* end vertex */
	 {BMO_OP_SLOT_ELEMENT_BUF, "vertout"}, /* output vertices */
	 {BMO_OP_SLOT_INT, "type"},			/* type of selection */
	 {0} /* null-terminating sentinel */},
	bmo_shortest_path_exec,
	0
};

/*
 * Edge Split
 *
 * Disconnects faces along input edges.
 */
static BMOpDefine bmo_split_edges_def = {
	"split_edges",
	{{BMO_OP_SLOT_ELEMENT_BUF, "edges"}, /* input edges */
	 {BMO_OP_SLOT_ELEMENT_BUF, "edgeout"}, /* old output disconnected edges */
	 /* needed for vertex rip so we can rip only half an edge at a boundary wich would otherwise split off */
	 {BMO_OP_SLOT_ELEMENT_BUF, "verts"}, /* optional tag verts, use to have greater control of splits */
	 {BMO_OP_SLOT_BOOL,        "use_verts"}, /* use 'verts' for splitting, else just find verts to split from edges */
	 {0} /* null-terminating sentinel */},
	bmo_split_edges_exec,
	BMO_OP_FLAG_UNTAN_MULTIRES
};

/*
 * Create Grid
 *
 * Creates a grid with a variable number of subdivisions
 */
static BMOpDefine bmo_create_grid_def = {
	"create_grid",
	{{BMO_OP_SLOT_ELEMENT_BUF, "vertout"}, /* output verts */
	 {BMO_OP_SLOT_INT,         "xsegments"}, /* number of x segments */
	 {BMO_OP_SLOT_INT,         "ysegments"}, /* number of y segments */
	 {BMO_OP_SLOT_FLT,         "size"}, /* size of the grid */
	 {BMO_OP_SLOT_MAT,         "mat"}, /* matrix to multiply the new geometry with */
	 {0, /* null-terminating sentinel */}},
	bmo_create_grid_exec,
	0,
};

/*
 * Create UV Sphere
 *
 * Creates a grid with a variable number of subdivisions
 */
static BMOpDefine bmo_create_uvsphere_def = {
	"create_uvsphere",
	{{BMO_OP_SLOT_ELEMENT_BUF, "vertout"}, /* output verts */
	 {BMO_OP_SLOT_INT,         "segments"}, /* number of u segments */
	 {BMO_OP_SLOT_INT,         "revolutions"}, /* number of v segment */
	 {BMO_OP_SLOT_FLT,         "diameter"}, /* diameter */
	 {BMO_OP_SLOT_MAT,         "mat"}, /* matrix to multiply the new geometry with-- */
	 {0, /* null-terminating sentinel */}},
	bmo_create_uvsphere_exec,
	0,
};

/*
 * Create Ico Sphere
 *
 * Creates a grid with a variable number of subdivisions
 */
static BMOpDefine bmo_create_icosphere_def = {
	"create_icosphere",
	{{BMO_OP_SLOT_ELEMENT_BUF, "vertout"}, /* output verts */
	 {BMO_OP_SLOT_INT,         "subdivisions"}, /* how many times to recursively subdivide the sphere */
	 {BMO_OP_SLOT_FLT,         "diameter"}, /* diameter */
	 {BMO_OP_SLOT_MAT,         "mat"}, /* matrix to multiply the new geometry with */
	 {0, /* null-terminating sentinel */}},
	bmo_create_icosphere_exec,
	0,
};

/*
 * Create Suzanne
 *
 * Creates a monkey.  Be wary.
 */
static BMOpDefine bmo_create_monkey_def = {
	"create_monkey",
	{{BMO_OP_SLOT_ELEMENT_BUF, "vertout"}, /* output verts */
	 {BMO_OP_SLOT_MAT, "mat"}, /* matrix to multiply the new geometry with-- */
	 {0, /* null-terminating sentinel */}},
	bmo_create_monkey_exec,
	0,
};

/*
 * Create Cone
 *
 * Creates a cone with variable depth at both ends
 */
static BMOpDefine bmo_create_cone_def = {
	"create_cone",
	{{BMO_OP_SLOT_ELEMENT_BUF, "vertout"}, /* output verts */
	 {BMO_OP_SLOT_BOOL, "cap_ends"}, /* wheter or not to fill in the ends with faces */
	 {BMO_OP_SLOT_BOOL, "cap_tris"}, /* fill ends with triangles instead of ngons */
	 {BMO_OP_SLOT_INT, "segments"},
	 {BMO_OP_SLOT_FLT, "diameter1"}, /* diameter of one end */
	 {BMO_OP_SLOT_FLT, "diameter2"}, /* diameter of the opposite */
	 {BMO_OP_SLOT_FLT, "depth"}, /* distance between ends */
	 {BMO_OP_SLOT_MAT, "mat"}, /* matrix to multiply the new geometry with-- */
	 {0, /* null-terminating sentinel */}},
	bmo_create_cone_exec,
	0,
};

/*
 * Creates a circle
 */
static BMOpDefine bmo_create_circle_def = {
	"create_circle",
	{{BMO_OP_SLOT_ELEMENT_BUF, "vertout"}, /* output verts */
	 {BMO_OP_SLOT_BOOL, "cap_ends"}, /* wheter or not to fill in the ends with faces */
	 {BMO_OP_SLOT_BOOL, "cap_tris"}, /* fill ends with triangles instead of ngons */
	 {BMO_OP_SLOT_INT, "segments"},
	 {BMO_OP_SLOT_FLT, "diameter"}, /* diameter of one end */
	 {BMO_OP_SLOT_MAT, "mat"}, /* matrix to multiply the new geometry with-- */
	 {0, /* null-terminating sentinel */}},
	bmo_create_circle_exec,
	0,
};

/*
 * Create Cone
 *
 * Creates a cone with variable depth at both ends
 */
static BMOpDefine bmo_create_cube_def = {
	"create_cube",
	{{BMO_OP_SLOT_ELEMENT_BUF, "vertout"}, /* output verts */
	 {BMO_OP_SLOT_FLT, "size"}, /* size of the cube */
	 {BMO_OP_SLOT_MAT, "mat"}, /* matrix to multiply the new geometry with-- */
	 {0, /* null-terminating sentinel */}},
	bmo_create_cube_exec,
	0,
};

/*
 * Bevel
 *
 * Bevels edges and vertices
 */
static BMOpDefine bmo_bevel_def = {
	"bevel",
	{{BMO_OP_SLOT_ELEMENT_BUF, "geom"}, /* input edges and vertices */
	 {BMO_OP_SLOT_ELEMENT_BUF, "face_spans"}, /* new geometry */
	 {BMO_OP_SLOT_ELEMENT_BUF, "face_holes"}, /* new geometry */
	 {BMO_OP_SLOT_BOOL, "use_lengths"}, /* grab edge lengths from a PROP_FLT customdata layer */
	 {BMO_OP_SLOT_BOOL, "use_even"}, /* corner vert placement: use shell/angle calculations  */
	 {BMO_OP_SLOT_BOOL, "use_dist"}, /* corner vert placement: evaluate percent as a distance,
	                                  * modifier uses this. We could do this as another float setting */
	 {BMO_OP_SLOT_INT, "lengthlayer"}, /* which PROP_FLT layer to us */
	 {BMO_OP_SLOT_FLT, "percent"}, /* percentage to expand beveled edge */
	 {0} /* null-terminating sentinel */},
	bmo_bevel_exec,
	BMO_OP_FLAG_UNTAN_MULTIRES
};

/*
 * Beautify Fill
 *
 * Makes triangle a bit nicer
 */
static BMOpDefine bmo_beautify_fill_def = {
	"beautify_fill",
	{{BMO_OP_SLOT_ELEMENT_BUF, "faces"}, /* input faces */
	 {BMO_OP_SLOT_ELEMENT_BUF, "constrain_edges"}, /* edges that can't be flipped */
	 {BMO_OP_SLOT_ELEMENT_BUF, "geomout"}, /* new flipped faces and edges */
	 {0} /* null-terminating sentinel */},
	bmo_beautify_fill_exec,
	BMO_OP_FLAG_UNTAN_MULTIRES
};

/*
 * Triangle Fill
 *
 * Fill edges with triangles
 */
static BMOpDefine bmo_triangle_fill_def = {
	"triangle_fill",
	{{BMO_OP_SLOT_ELEMENT_BUF, "edges"}, /* input edges */
	 {BMO_OP_SLOT_ELEMENT_BUF, "geomout"}, /* new faces and edges */
	 {0} /* null-terminating sentinel */},
	bmo_triangle_fill_exec,
	BMO_OP_FLAG_UNTAN_MULTIRES
};

/*
 * Solidify
 *
 * Turns a mesh into a shell with thickness
 */
static BMOpDefine bmo_solidify_def = {
	"solidify",
	{{BMO_OP_SLOT_ELEMENT_BUF, "geom"},
	 {BMO_OP_SLOT_FLT, "thickness"},
	 {BMO_OP_SLOT_ELEMENT_BUF, "geomout"},
	 {0}},
	bmo_solidify_face_region_exec,
	0
};

/*
 * Face Inset
 *
 * Extrudes faces individually.
 */
static BMOpDefine bmo_inset_def = {
	"inset",
	{{BMO_OP_SLOT_ELEMENT_BUF, "faces"},   /* input faces */
	 {BMO_OP_SLOT_ELEMENT_BUF, "faceout"}, /* output faces */
	 {BMO_OP_SLOT_BOOL, "use_boundary"},
	 {BMO_OP_SLOT_BOOL, "use_even_offset"},
	 {BMO_OP_SLOT_BOOL, "use_relative_offset"},
	 {BMO_OP_SLOT_FLT, "thickness"},
	 {BMO_OP_SLOT_FLT, "depth"},
	 {BMO_OP_SLOT_BOOL, "use_outset"},
	 {0} /* null-terminating sentinel */},
	bmo_inset_exec,
	0
};

/*
 * Wire Frame
 *
 * Makes a wire copy of faces.
 */
static BMOpDefine bmo_wireframe_def = {
	"wireframe",
	{{BMO_OP_SLOT_ELEMENT_BUF, "faces"},   /* input faces */
	 {BMO_OP_SLOT_ELEMENT_BUF, "faceout"}, /* output faces */
	 {BMO_OP_SLOT_BOOL, "use_boundary"},
	 {BMO_OP_SLOT_BOOL, "use_even_offset"},
	 {BMO_OP_SLOT_BOOL, "use_crease"},
	 {BMO_OP_SLOT_FLT, "thickness"},
	 {BMO_OP_SLOT_BOOL, "use_relative_offset"},
	 {BMO_OP_SLOT_FLT, "depth"},
	 {0} /* null-terminating sentinel */},
	bmo_wireframe_exec,
	0
};

/*
 * Vertex Slide
 *
 * Translates vertes along an edge
 */
static BMOpDefine bmo_slide_vert_def = {
	"slide_vert",
	{{BMO_OP_SLOT_ELEMENT_BUF, "vert"},
	 {BMO_OP_SLOT_ELEMENT_BUF, "edge"},
	 {BMO_OP_SLOT_ELEMENT_BUF, "vertout"},
	 {BMO_OP_SLOT_FLT, "distance_t"},
	 {0} /* null-terminating sentinel */},
	bmo_slide_vert_exec,
	BMO_OP_FLAG_UNTAN_MULTIRES
};

/*
 * Convex Hull
 *
 * Builds a convex hull from the vertices in 'input'.
 *
 * If 'use_existing_faces' is true, the hull will not output triangles
 * that are covered by a pre-existing face.
 *
 * All hull vertices, faces, and edges are added to 'geomout'. Any
 * input elements that end up inside the hull (i.e. are not used by an
 * output face) are added to the 'interior_geom' slot. The
 * 'unused_geom' slot will contain all interior geometry that is
 * completely unused. Lastly, 'holes_geom' contains edges and faces
 * that were in the input and are part of the hull.
 */
static BMOpDefine bmo_convex_hull_def = {
	"convex_hull",
	{{BMO_OP_SLOT_ELEMENT_BUF, "input"},
	 {BMO_OP_SLOT_BOOL, "use_existing_faces"},

	 /* Outputs */
	 {BMO_OP_SLOT_ELEMENT_BUF, "geomout"},
	 {BMO_OP_SLOT_ELEMENT_BUF, "interior_geom"},
	 {BMO_OP_SLOT_ELEMENT_BUF, "unused_geom"},
	 {BMO_OP_SLOT_ELEMENT_BUF, "holes_geom"},
	 {0} /* null-terminating sentinel */},
	bmo_convex_hull_exec,
	0
};

BMOpDefine *opdefines[] = {
	&bmo_automerge_def,
	&bmo_average_vert_facedata_def,
	&bmo_beautify_fill_def,
	&bmo_bevel_def,
	&bmo_bisect_edges_def,
	&bmo_bmesh_to_mesh_def,
	&bmo_bridge_loops_def,
	&bmo_collapse_def,
	&bmo_collapse_uvs_def,
	&bmo_connect_verts_def,
	&bmo_contextual_create_def,
	&bmo_convex_hull_def,
	&bmo_create_circle_def,
	&bmo_create_cone_def,
	&bmo_create_cube_def,
	&bmo_create_grid_def,
	&bmo_create_icosphere_def,
	&bmo_create_monkey_def,
	&bmo_create_uvsphere_def,
	&bmo_create_vert_def,
	&bmo_delete_def,
	&bmo_dissolve_edge_loop_def,
	&bmo_dissolve_edges_def,
	&bmo_dissolve_faces_def,
	&bmo_dissolve_limit_def,
	&bmo_dissolve_verts_def,
	&bmo_duplicate_def,
	&bmo_edgenet_fill_def,
	&bmo_edgenet_prepare_def,
	&bmo_extrude_discrete_faces_def,
	&bmo_extrude_edge_only_def,
	&bmo_extrude_face_region_def,
	&bmo_extrude_vert_indiv_def,
	&bmo_find_doubles_def,
	&bmo_inset_def,
	&bmo_join_triangles_def,
	&bmo_mesh_to_bmesh_def,
	&bmo_mirror_def,
	&bmo_object_load_bmesh_def,
	&bmo_pointmerge_def,
	&bmo_pointmerge_facedata_def,
	&bmo_recalc_face_normals_def,
	&bmo_region_extend_def,
	&bmo_remove_doubles_def,
	&bmo_reverse_colors_def,
	&bmo_reverse_faces_def,
	&bmo_reverse_uvs_def,
	&bmo_rotate_colors_def,
	&bmo_rotate_def,
	&bmo_rotate_edges_def,
	&bmo_rotate_uvs_def,
	&bmo_scale_def,
	&bmo_shortest_path_def,
	&bmo_similar_edges_def,
	&bmo_similar_faces_def,
	&bmo_similar_verts_def,
	&bmo_slide_vert_def,
	&bmo_smooth_vert_def,
	&bmo_solidify_def,
	&bmo_spin_def,
	&bmo_split_def,
	&bmo_split_edges_def,
	&bmo_subdivide_edges_def,
	&bmo_transform_def,
	&bmo_translate_def,
	&bmo_triangle_fill_def,
	&bmo_triangulate_def,
	&bmo_weld_verts_def,
	&bmo_wireframe_def,

};

int bmesh_total_ops = (sizeof(opdefines) / sizeof(void *));