If these layers didn't exist on the original mesh, they would be created from scratch and transferred anyway. That is inefficient because all the work is pointless, and because creating these layers could slow down subsequent sculpt operations.
38 lines
1.3 KiB
C++
38 lines
1.3 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2019 Blender Foundation. All rights reserved. */
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#pragma once
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/** \file
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* \ingroup bke
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*/
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct Mesh;
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struct Mesh *BKE_mesh_remesh_voxel_fix_poles(const struct Mesh *mesh);
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struct Mesh *BKE_mesh_remesh_voxel(const struct Mesh *mesh,
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float voxel_size,
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float adaptivity,
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float isovalue);
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struct Mesh *BKE_mesh_remesh_quadriflow(const struct Mesh *mesh,
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int target_faces,
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int seed,
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bool preserve_sharp,
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bool preserve_boundary,
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bool adaptive_scale,
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void (*update_cb)(void *, float progress, int *cancel),
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void *update_cb_data);
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/* Data reprojection functions */
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void BKE_mesh_remesh_reproject_paint_mask(struct Mesh *target, const struct Mesh *source);
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void BKE_remesh_reproject_vertex_paint(struct Mesh *target, const struct Mesh *source);
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void BKE_remesh_reproject_sculpt_face_sets(struct Mesh *target, const struct Mesh *source);
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#ifdef __cplusplus
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}
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#endif
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