Bring back "Sort Faces" command.
This was the old Ctrl + FKEY in object mode, now it's in edit mode and is part of the Ctrl + FKEY menu (Faces). I also assing this to the Ctrl + Alt + FKEY, but Matt please check this and feel free to change (or tell me and I will change). Still there is no "reverse" function, but I commit now to finish in my home.
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@@ -601,153 +601,6 @@ int join_mesh_shapes_exec(bContext *C, wmOperator *op)
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return OPERATOR_FINISHED;
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}
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/* ********************** SORT FACES ******************* */
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static void permutate(void *list, int num, int size, int *index)
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{
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void *buf;
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int len;
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int i;
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len = num * size;
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buf = MEM_mallocN(len, "permutate");
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memcpy(buf, list, len);
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for (i = 0; i < num; i++) {
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memcpy((char *)list + (i * size), (char *)buf + (index[i] * size), size);
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}
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MEM_freeN(buf);
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}
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/* sort faces on view axis */
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static float *face_sort_floats;
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static int float_sort(const void *v1, const void *v2)
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{
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float x1, x2;
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x1 = face_sort_floats[((int *) v1)[0]];
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x2 = face_sort_floats[((int *) v2)[0]];
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if( x1 > x2 ) return 1;
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else if( x1 < x2 ) return -1;
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return 0;
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}
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void sort_faces(Scene *scene, View3D *v3d)
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{
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RegionView3D *rv3d= NULL; // get from context
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Object *ob= OBACT;
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Mesh *me;
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CustomDataLayer *layer;
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int i, *index;
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short event;
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float reverse = 1;
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int ctrl= 0; // XXX
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if(!ob) return;
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if(scene->obedit) return;
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if(ob->type!=OB_MESH) return;
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if (!v3d) return;
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me= ob->data;
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if(me->totface==0) return;
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event = pupmenu(
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"Sort Faces (Ctrl to reverse)%t|"
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"View Axis%x1|"
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"Cursor Distance%x2|"
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"Material%x3|"
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"Selection%x4|"
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"Randomize%x5");
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if (event==-1) return;
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if(ctrl)
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reverse = -1;
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/* create index list */
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index = (int *) MEM_mallocN(sizeof(int) * me->totface, "sort faces");
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for (i = 0; i < me->totface; i++) {
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index[i] = i;
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}
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face_sort_floats = (float *) MEM_mallocN(sizeof(float) * me->totface, "sort faces float");
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/* sort index list instead of faces itself
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and apply this permutation to all face layers */
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if (event == 5) {
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/* Random */
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for(i=0; i<me->totface; i++) {
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face_sort_floats[i] = BLI_frand();
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}
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qsort(index, me->totface, sizeof(int), float_sort);
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} else {
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MFace *mf;
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float vec[3];
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float mat[4][4];
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float cur[3];
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if (event == 1)
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mul_m4_m4m4(mat, OBACT->obmat, rv3d->viewmat); /* apply the view matrix to the object matrix */
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else if (event == 2) { /* sort from cursor */
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if( v3d && v3d->localvd ) {
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VECCOPY(cur, v3d->cursor);
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} else {
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VECCOPY(cur, scene->cursor);
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}
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invert_m4_m4(mat, OBACT->obmat);
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mul_m4_v3(mat, cur);
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}
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mf= me->mface;
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for(i=0; i<me->totface; i++, mf++) {
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if (event==3) {
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face_sort_floats[i] = ((float)mf->mat_nr)*reverse;
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} else if (event==4) {
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/*selected first*/
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if (mf->flag & ME_FACE_SEL) face_sort_floats[i] = 0.0;
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else face_sort_floats[i] = reverse;
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} else {
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/* find the faces center */
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add_v3_v3v3(vec, (me->mvert+mf->v1)->co, (me->mvert+mf->v2)->co);
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if (mf->v4) {
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add_v3_v3(vec, (me->mvert+mf->v3)->co);
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add_v3_v3(vec, (me->mvert+mf->v4)->co);
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mul_v3_fl(vec, 0.25f);
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} else {
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add_v3_v3(vec, (me->mvert+mf->v3)->co);
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mul_v3_fl(vec, 1.0f/3.0f);
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} /* done */
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if (event == 1) { /* sort on view axis */
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mul_m4_v3(mat, vec);
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face_sort_floats[i] = vec[2] * reverse;
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} else if(event == 2) { /* distance from cursor*/
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face_sort_floats[i] = len_v3v3(cur, vec) * reverse; /* back to front */
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}
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}
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}
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qsort(index, me->totface, sizeof(int), float_sort);
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}
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MEM_freeN(face_sort_floats);
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for(i = 0; i < me->fdata.totlayer; i++) {
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layer = &me->fdata.layers[i];
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permutate(layer->data, me->totface, CustomData_sizeof(layer->type), index);
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}
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MEM_freeN(index);
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DAG_id_flush_update(ob->data, OB_RECALC_DATA);
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}
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/* ********************* MESH VERTEX OCTREE LOOKUP ************* */
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/* important note; this is unfinished, needs better API for editmode, and custom threshold */
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