[Bf-committers] patch 19239: branches/bmesh/blender face selection similar face selection
Wael EL ORAIBY
wael.eloraiby at gmail.com
Fri Aug 21 18:32:33 CEST 2009
This is the final patch 19242: similar face selection, everything
should be working now: coplanar, normal, area, perimeter, material and
I have corrected a glitch in the previous code.
Could you please keep the comments ? :)
So now, what to do?
On Fri, Aug 21, 2009 at 10:02 AM, Wael EL ORAIBY<wael.eloraiby at gmail.com> wrote:
> That's a great news, :) I ll try to work on similar area selection
> now. For textured faces, I need to do more tests, blender seems to
> crash when I load a textured + material texture object (a blender
> 2.49a file). Since, the unwrap UV is not working yet :-/ , we might
> need to discuss this further. I ll keep you informed.
> On Fri, Aug 21, 2009 at 6:54 AM, joe<joeedh at gmail.com> wrote:
>> The patch is looking good. I don't really have any real issues with
>> it. In bmops, output slots don't have the plural 's' in them, so e.g.
>> faceout is correct while facesout is not. That was the only thing;
>> I'm very happy with your patch (don't worry about fixing facesout,
>> I'll do that when I commit the final patch).
>> On Thu, Aug 20, 2009 at 2:44 PM, joe<joeedh at gmail.com> wrote:
>>> Awesome, I'll take a look at this later today when I have time.
>>> Anyway, the proper method is MTexPoly *mtpoly =
>>> CustomData_bmesh_get(&bm->pdata, face->head.data, CD_MTEXPOLY);
>>> To check if te mesh has uv layers at all, use
>>> CustomData_has_layer(&bm->pdata, CD_MTEXPOLY);
>>> On Thu, Aug 20, 2009 at 2:23 PM, Wael EL ORAIBY<wael.eloraiby at gmail.com> wrote:
>>>> This patch resolves a bug in the previous one (BM_FACE was misused)
>>>> and adds the similar perimeter/coplanar face selection.
>>>> A note, for area of the polygons, I am going to fake the area
>>>> computation, since polygons can be non planar. An exact solution would
>>>> be having the polygons triangulated the same way (like using a CDT)
>>>> that guarantee a unique triangulation and that is independent of
>>>> rotation/translation and uniform scaling. Of course this requires a
>>>> lot of performance, so, we are going to compute the centroid and then
>>>> compute the areas of the polygon using triangles around this centroid
>>>> (again, we are faking it).
>>>> For the similar texture selection, I assume I should use
>>>> CustomData_number_of_layers(&bm->pdata, CD_MTEXPOLY), for the moment I
>>>> didn't figure it, can someone tell me how to get the texture (ACTIVE
>>>> ONE) of a face in bmesh plz?
>>>> Wael El Oraiby
>>>> Laboratoire MIA
>>>> Université de Haute Alsace
>>>> Bf-committers mailing list
>>>> Bf-committers at blender.org
>> Bf-committers mailing list
>> Bf-committers at blender.org
> Wael El Oraiby
> Laboratoire MIA
> Université de Haute Alsace
Wael El Oraiby
Université de Haute Alsace
More information about the Bf-committers