Animation: Weight Paint select more/less for faces #105607
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@ -370,29 +370,31 @@ void paintface_select_more(bContext *C, Object *ob, const bool face_step)
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const Span<MLoop> loops = mesh->loops();
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const Span<MEdge> edges = mesh->edges();
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for (const int i : select_poly.span.index_range()) {
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if (select_poly.span[i] || hide_poly[i]) {
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continue;
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}
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const MPoly &poly = polys[i];
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threading::parallel_for(select_poly.span.index_range(), 1024, [&](const IndexRange range) {
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for (const int i : range) {
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if (select_poly.span[i] || hide_poly[i]) {
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continue;
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}
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const MPoly &poly = polys[i];
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for (const MLoop &loop : loops.slice(poly.loopstart, poly.totloop)) {
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const MEdge &edge = edges[loop.e];
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/* If a poly is selected, all of its verts are selected too, meaning that neighboring faces
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* will have some vertices selected. */
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bool selected_neighbor = false;
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if (face_step) {
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selected_neighbor = select_vert.span[edge.v1] || select_vert.span[edge.v2];
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}
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else {
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selected_neighbor = select_vert.span[edge.v1] && select_vert.span[edge.v2];
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}
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if (selected_neighbor) {
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select_poly.span[i] = true;
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break;
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for (const MLoop &loop : loops.slice(poly.loopstart, poly.totloop)) {
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const MEdge &edge = edges[loop.e];
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/* If a poly is selected, all of its verts are selected too, meaning that neighboring faces
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* will have some vertices selected. */
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bool selected_neighbor = false;
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if (face_step) {
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selected_neighbor = select_vert.span[edge.v1] || select_vert.span[edge.v2];
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}
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else {
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selected_neighbor = select_vert.span[edge.v1] && select_vert.span[edge.v2];
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}
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if (selected_neighbor) {
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select_poly.span[i] = true;
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break;
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}
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}
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}
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}
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});
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select_poly.finish();
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select_vert.finish();
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@ -430,29 +432,31 @@ void paintface_select_less(bContext *C, Object *ob, const bool face_step)
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}
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}
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for (const int i : select_poly.span.index_range()) {
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if (!select_poly.span[i] || hide_poly[i]) {
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continue;
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}
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const MPoly &poly = polys[i];
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threading::parallel_for(select_poly.span.index_range(), 1024, [&](const IndexRange range) {
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for (const int i : range) {
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if (!select_poly.span[i] || hide_poly[i]) {
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continue;
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}
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const MPoly &poly = polys[i];
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for (const MLoop &loop : loops.slice(poly.loopstart, poly.totloop)) {
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const MEdge &edge = edges[loop.e];
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bool unselected_neighbor = false;
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if (face_step) {
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unselected_neighbor = verts_of_unselected_faces[edge.v1] ||
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verts_of_unselected_faces[edge.v2];
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}
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else {
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unselected_neighbor = verts_of_unselected_faces[edge.v1] &&
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verts_of_unselected_faces[edge.v2];
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}
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if (unselected_neighbor) {
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select_poly.span[i] = false;
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break;
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for (const MLoop &loop : loops.slice(poly.loopstart, poly.totloop)) {
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ChrisLend marked this conversation as resolved
Hans Goudey
commented
`poly_loops` is generally the name for a span containing the loops of a single polygon. The `poly` argument could be removed by slicing the `loops` span before passing it to the function.
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const MEdge &edge = edges[loop.e];
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bool unselected_neighbor = false;
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if (face_step) {
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unselected_neighbor = verts_of_unselected_faces[edge.v1] ||
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verts_of_unselected_faces[edge.v2];
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}
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else {
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unselected_neighbor = verts_of_unselected_faces[edge.v1] &&
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verts_of_unselected_faces[edge.v2];
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}
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if (unselected_neighbor) {
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select_poly.span[i] = false;
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break;
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}
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}
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}
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}
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});
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select_poly.finish();
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paintface_flush_flags(C, ob, true, false);
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Reference in New Issue
The condition can be avoided by doing something like:
Not sure if it's worth it though, you choose @ChrisLend. Could be applied below as well.
had a look at it but I think it's a bit clearer if the bool is set explicitly so I left it as is