forked from bartvdbraak/blender
This patch makes the vertex loop select tool only select edges which are part of 2 faces, this cleans up some incorrect selections the tool was making around areas in the mesh where faces had been deleted.
closes bug 1343 guitarGeek
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@ -9442,6 +9442,20 @@ void selectrandom_mesh(void) /* randomly selects a user-set % of vertices */
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}
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}
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}
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}
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short edgeFaces(EditEdge *e){
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EditMesh *em = G.editMesh;
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EditVlak *search=NULL;
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short count = 0;
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search = em->faces.first;
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while(search){
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if((search->e1 == e || search->e2 == e) || (search->e3 == e || search->e4 == e))
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count++;
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search = search->next;
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}
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return count;
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}
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/* this utility function checks to see if 2 edit edges share a face,
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/* this utility function checks to see if 2 edit edges share a face,
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returns 1 if they do
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returns 1 if they do
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returns 0 if they do not, or if the function is passed the same edge 2 times
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returns 0 if they do not, or if the function is passed the same edge 2 times
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@ -9493,7 +9507,7 @@ void vertex_loop_select()
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scrarea_do_windraw(curarea);
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scrarea_do_windraw(curarea);
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nearest = findnearestedge();
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nearest = findnearestedge();
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if (nearest) {
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if (nearest && edgeFaces(nearest)==2) {
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for(search = em->edges.first;search;search=search->next)
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for(search = em->edges.first;search;search=search->next)
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search->f &= ~32;
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search->f &= ~32;
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@ -9505,6 +9519,7 @@ void vertex_loop_select()
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looking = 1;
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looking = 1;
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while(looking){
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while(looking){
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if(protect++ > numEdges) break;
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if(protect++ > numEdges) break;
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if(edgeFaces(compEdge) != 2) break;
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/*Find Edges that have v1*/
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/*Find Edges that have v1*/
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edgeValCount = -1;
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edgeValCount = -1;
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EdgeVal[0] = EdgeVal[1] = EdgeVal[2] = NULL;
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EdgeVal[0] = EdgeVal[1] = EdgeVal[2] = NULL;
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@ -9513,11 +9528,13 @@ void vertex_loop_select()
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if(valSearch->v1 == v1 || valSearch->v2 == v1){
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if(valSearch->v1 == v1 || valSearch->v2 == v1){
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if(valSearch != compEdge){
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if(valSearch != compEdge){
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if((valSearch->v1->h == 0) && (valSearch->v2->h == 0)){
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if((valSearch->v1->h == 0) && (valSearch->v2->h == 0)){
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if(edgeFaces(valSearch) == 2){
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edgeValCount++;
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edgeValCount++;
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EdgeVal[edgeValCount] = valSearch;
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EdgeVal[edgeValCount] = valSearch;
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}
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}
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}
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}
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}
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}
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}
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if(edgeValCount == 3)break;
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if(edgeValCount == 3)break;
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}
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}
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/* Check that there was a valance of 4*/
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/* Check that there was a valance of 4*/
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@ -9555,7 +9572,7 @@ void vertex_loop_select()
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protect = 0;
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protect = 0;
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while(looking/* && !looped*/){
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while(looking/* && !looped*/){
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if(protect++ > numEdges) break;
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if(protect++ > numEdges) break;
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if(edgeFaces(compEdge) != 2) break;
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/*Find Edges that have v1*/
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/*Find Edges that have v1*/
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edgeValCount = -1;
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edgeValCount = -1;
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EdgeVal[0] = EdgeVal[1] = EdgeVal[2] = NULL;
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EdgeVal[0] = EdgeVal[1] = EdgeVal[2] = NULL;
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@ -9564,11 +9581,13 @@ void vertex_loop_select()
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if(valSearch->v1 == v2 || valSearch->v2 == v2){
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if(valSearch->v1 == v2 || valSearch->v2 == v2){
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if(valSearch != compEdge){
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if(valSearch != compEdge){
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if((valSearch->v1->h == 0) && (valSearch->v2->h == 0)){
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if((valSearch->v1->h == 0) && (valSearch->v2->h == 0)){
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if(edgeFaces(valSearch) == 2){
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edgeValCount++;
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edgeValCount++;
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EdgeVal[edgeValCount] = valSearch;
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EdgeVal[edgeValCount] = valSearch;
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}
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}
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}
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}
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}
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}
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}
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if(edgeValCount == 3)break;
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if(edgeValCount == 3)break;
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}
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}
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/* Check that there was a valance of 4*/
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/* Check that there was a valance of 4*/
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