Quads: Beauty, Fixed, Fixed Alternate, Shortest Diagonal
Ngons: Beauty, Scanfill
* Shortest Diagonal is the default method in the modifier (popular
elsewhere), but beauty is the default in Ctrl+T).
* Remove the need for output slot and beauty operator to be called
after Clt+T
Patch with collaborations and reviewed by Campbell Barton
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
changing the ot->name only, not the ot->idname
(to avoid breaking scripts)
The tool requires the selection to be fill previously,
the original name was confusing if we consider we have
"Fill" with the "Beauty" option.
Discussed with Bastien Montagne and Brecht van Lommel.
was regression in r59665 (fix for [#35002]).
now when checking a segment that lies on the same plane as the triangle intersects,
clip the segment by the triangle bounds so we know the points remain inside the triangle.
(which is also "[#36749] Joining objects with more than one uv map depends on list order")
Thanks Bastien Montagne and Brecht van Lommel for reviewing and some advice.
A crash was reported but without info to reproduce.
This is a likely crash introduced by previous fix
to allow linehits to snap to vertices.
The function to find connected linehits can't
assume all linehits have edges any more.
fix as suggested by Ton Roosendaal in tracker:
"the knife tool has a "MODE_PANNING" state, it could be nice to set this
in the modal map as well, to define the shortcut(s) that have to be passed on."
I caught this while looking at:
[#34663] Cannot rotate view while using Knife tool with Maya preset
(though it's not the original report).
I'll look at the other operators, there are probably a few in the same
situation as knife.
curves and metaballs now behave the same as meshes wrt grid scaling.
remove WM_operator_view3d_distance_invoke(), and replace with a function called from exec which initializes defaults, this way operators can have their own invoke functions.
don't give up too early finding unique geometry by keeping track of edges with matching vertex hashes and keep checking for unique topology as long as the total of these edges keeps increasing.
- use 4 weights for vertex customdata blending (was previously only using 2)
- option for simple blending, which blends locations using weights too and doesn't attempt to maintain the shape,
useful for flat surfaces or times when keeping the shape gives odd results.