forked from bartvdbraak/blender
bmesh: Fkey now creates faces from 5 or more disconnected vertices.
Added function: BM_face_create_ngon_vcloud creating quads and tris use this too since it finds the best face winding direction based on surrounding face (if any)
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ea79c470d2
@ -263,9 +263,197 @@ err:
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return NULL;
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}
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typedef struct AngleIndexPair {
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float angle;
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int index;
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} AngleIndexPair;
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/* bmesh_make_face_from_face(BMesh *bm, BMFace *source, BMFace *target) */
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static int angle_index_pair_cmp(const void *e1, const void *e2)
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{
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const AngleIndexPair *p1 = e1, *p2 = e2;
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if (p1->angle > p2->angle) return 1;
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else if (p1->angle < p2->angle) return -1;
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else return 0;
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}
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/**
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* Makes an NGon from an un-ordered set of verts
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*
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* assumes...
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* - that verts are only once in the list.
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* - that the verts have roughly planer bounds
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* - that the verts are roughly circular
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* there can be concave areas but overlapping folds from the center point will fail.
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*
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* a brief explanation of the method used
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* - find the center point
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* - find the normal of the vcloud
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* - order the verts around the face based on their angle to the normal vector at the center point.
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*
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* \note Since this is a vcloud there is no direction.
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*/
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BMFace *BM_face_create_ngon_vcloud(BMesh *bm, BMVert **vert_arr, int totv, int nodouble)
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{
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BMFace *f;
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float totv_inv = 1.0f / (float)totv;
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int i = 0;
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float cent[3], nor[3];
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float *far = NULL, *far_cross = NULL;
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float far_vec[3];
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float far_cross_vec[3];
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float sign_vec[3]; /* work out if we are pos/neg angle */
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float far_dist, far_best;
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float far_cross_dist, far_cross_best = 0.0f;
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AngleIndexPair *vang;
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BMVert **vert_arr_map;
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BMEdge **edge_arr;
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int i_prev;
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unsigned int winding[2] = {0, 0};
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/* get the center point and collect vector array since we loop over these a lot */
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zero_v3(cent);
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for (i = 0; i < totv; ++i) {
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madd_v3_v3fl(cent, vert_arr[i]->co, totv_inv);
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}
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/* find the far point from cent */
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far_best = 0.0f;
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for (i = 0; i < totv; ++i) {
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far_dist = len_squared_v3v3(vert_arr[i]->co, cent);
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if (far_dist > far_best || far == NULL) {
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far = vert_arr[i]->co;
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far_best = far_dist;
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}
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}
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sub_v3_v3v3(far_vec, far, cent);
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far_dist = len_v3(far_vec); /* real dist */
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/* --- */
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/* find a point 90deg about to compare with */
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far_cross_best = 0.0f;
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for (i = 0; i < totv; ++i) {
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if (far == vert_arr[i]->co) {
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continue;
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}
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sub_v3_v3v3(far_cross_vec, vert_arr[i]->co, cent);
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far_cross_dist = normalize_v3(far_cross_vec);
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/* more of a weight then a distance */
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far_cross_dist = (/* first we want to have a value close to zero mapped to 1 */
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1.0 - fabsf(dot_v3v3(far_vec, far_cross_vec)) *
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/* second we multiply by the distance
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* so points close to the center are not preferred */
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far_cross_dist);
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if (far_cross_dist > far_cross_best || far_cross == NULL) {
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far_cross = vert_arr[i]->co;
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far_cross_best = far_cross_dist;
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}
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}
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sub_v3_v3v3(far_cross_vec, far_cross, cent);
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/* --- */
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/* now we have 2 vectors we can have a cross product */
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cross_v3_v3v3(nor, far_vec, far_cross_vec);
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normalize_v3(nor);
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cross_v3_v3v3(sign_vec, far_vec, nor); /* this vector should match 'far_cross_vec' closely */
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/* --- */
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/* now calcualte every points angle around the normal (signed) */
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vang = MEM_mallocN(sizeof(AngleIndexPair) * totv, __func__);
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for (i = 0; i < totv; ++i) {
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float co[3];
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float proj_vec[3];
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float angle;
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/* center relative vec */
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sub_v3_v3v3(co, vert_arr[i]->co, cent);
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/* align to plane */
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project_v3_v3v3(proj_vec, co, nor);
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sub_v3_v3(co, proj_vec);
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/* now 'co' is valid - we can compare its angle against the far vec */
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angle = angle_v3v3(far_vec, co);
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if (dot_v3v3(co, sign_vec) < 0.0f) {
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angle = -angle;
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}
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vang[i].angle = angle;
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vang[i].index = i;
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}
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/* sort by angle and magic! - we have our ngon */
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qsort(vang, totv, sizeof(AngleIndexPair), angle_index_pair_cmp);
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/* --- */
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/* create edges and find the winding (if faces are attached to any existing edges) */
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vert_arr_map = MEM_mallocN(sizeof(BMVert **) * totv, __func__);
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edge_arr = MEM_mallocN(sizeof(BMEdge **) * totv, __func__);
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for (i = 0; i < totv; ++i) {
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vert_arr_map[i] = vert_arr[vang[i].index];
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}
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MEM_freeN(vang);
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i_prev = totv - 1;
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for (i = 0; i < totv; ++i) {
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edge_arr[i] = BM_edge_create(bm, vert_arr_map[i_prev], vert_arr_map[i], NULL, TRUE);
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/* the edge may exist already and be attached to a face
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* in this case we can find the best winding to use for the new face */
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if (edge_arr[i]->l) {
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BMVert *test_v1, *test_v2;
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/* we want to use the reverse winding to the existing order */
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BM_edge_ordered_verts(edge_arr[i], &test_v2, &test_v1);
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winding[(vert_arr_map[i_prev] == test_v2)]++;
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}
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i_prev = i;
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}
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/* --- */
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if (winding[0] < winding[1]) {
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winding[0] = 1;
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winding[1] = 0;
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}
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else {
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winding[0] = 0;
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winding[1] = 1;
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}
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/* --- */
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/* create the face */
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f = BM_face_create_ngon(bm, vert_arr_map[winding[0]], vert_arr_map[winding[1]], edge_arr, totv, nodouble);
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MEM_freeN(edge_arr);
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MEM_freeN(vert_arr_map);
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return f;
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}
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/**
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* Called by operators to remove elements that they have marked for
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@ -38,6 +38,8 @@ void BM_face_copy_shared(BMesh *bm, BMFace *f);
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BMFace *BM_face_create_ngon(BMesh *bm, BMVert *v1, BMVert *v2, BMEdge **edges, int len, int nodouble);
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BMFace *BM_face_create_ngon_vcloud(BMesh *bm, BMVert **vert_arr, int len, int nodouble);
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void BMO_remove_tagged_faces(BMesh *bm, const short oflag);
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void BMO_remove_tagged_edges(BMesh *bm, const short oflag);
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void BMO_remove_tagged_verts(BMesh *bm, const short oflag);
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@ -1390,45 +1390,8 @@ void bmo_contextual_create_exec(BMesh *bm, BMOperator *op)
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e = BM_edge_create(bm, verts[0], verts[1], NULL, TRUE);
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BMO_elem_flag_enable(bm, e, ELE_OUT);
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}
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else if (amount == 3) {
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/* create triangle */
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f = BM_face_create_quad_tri(bm, verts[0], verts[1], verts[2], NULL, NULL, TRUE);
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else if (0) { /* nice feature but perhaps it should be a different tool? */
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if (f) {
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BMO_elem_flag_enable(bm, f, ELE_OUT);
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}
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}
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else if (amount == 4) {
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f = NULL;
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/* the order of vertices can be anything, 6 cases to check */
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if (is_quad_convex_v3(verts[0]->co, verts[1]->co, verts[2]->co, verts[3]->co)) {
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f = BM_face_create_quad_tri(bm, verts[0], verts[1], verts[2], verts[3], NULL, TRUE);
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}
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else if (is_quad_convex_v3(verts[0]->co, verts[2]->co, verts[3]->co, verts[1]->co)) {
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f = BM_face_create_quad_tri(bm, verts[0], verts[2], verts[3], verts[1], NULL, TRUE);
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}
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else if (is_quad_convex_v3(verts[0]->co, verts[2]->co, verts[1]->co, verts[3]->co)) {
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f = BM_face_create_quad_tri(bm, verts[0], verts[2], verts[1], verts[3], NULL, TRUE);
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}
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else if (is_quad_convex_v3(verts[0]->co, verts[1]->co, verts[3]->co, verts[2]->co)) {
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f = BM_face_create_quad_tri(bm, verts[0], verts[1], verts[3], verts[2], NULL, TRUE);
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}
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else if (is_quad_convex_v3(verts[0]->co, verts[3]->co, verts[2]->co, verts[1]->co)) {
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f = BM_face_create_quad_tri(bm, verts[0], verts[3], verts[2], verts[1], NULL, TRUE);
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}
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else if (is_quad_convex_v3(verts[0]->co, verts[3]->co, verts[1]->co, verts[2]->co)) {
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f = BM_face_create_quad_tri(bm, verts[0], verts[3], verts[1], verts[2], NULL, TRUE);
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}
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else {
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printf("cannot find nice quad from concave set of vertices\n");
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}
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if (f) {
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BMO_elem_flag_enable(bm, f, ELE_OUT);
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}
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}
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else {
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/* tricky feature for making a line/edge from selection history...
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*
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* Rather then do nothing, when 5+ verts are selected, check if they are in our history,
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@ -1473,4 +1436,24 @@ void bmo_contextual_create_exec(BMesh *bm, BMOperator *op)
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}
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/* done creating edges */
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}
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else {
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/* TODO, all these verts may be connected by edges.
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* we should check on this before assuming they are a random set of verts */
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BMVert **vert_arr = MEM_mallocN(sizeof(BMVert **) * totv, __func__);
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int i = 0;
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BMO_ITER(v, &oiter, bm, op, "geom", BM_VERT) {
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vert_arr[i] = v;
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i++;
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}
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f = BM_face_create_ngon_vcloud(bm, vert_arr, totv, TRUE);
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if (f) {
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BMO_elem_flag_enable(bm, f, ELE_OUT);
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}
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MEM_freeN(vert_arr);
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}
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}
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