November 25, 2015, 22:37 (GMT) |
Merge branch 'master' into bmesh-boolean-experiment |
October 29, 2015, 07:34 (GMT) |
Tessellate faces before transforming vertices Without this, ngons were tessellated with their old normals & transformed vertices. |
October 29, 2015, 01:30 (GMT) |
Support union & difference boolean operations |
October 29, 2015, 01:24 (GMT) |
Rename vars to be less confusing |
October 29, 2015, 00:59 (GMT) |
Merge branch 'master' into bmesh-boolean-experiment |
October 28, 2015, 09:59 (GMT) |
Use BVH-Tree overlap to detect inside/outside Possibly alternative to ray-casting, seems to give less flickering. will keep both options open for now. (ifdef'd) |
October 28, 2015, 09:59 (GMT) |
Fix error using diced faces, doing bvh lookups Was accessing face loops of faces which were already cut, this made the coordinates mismatch with the original faces (and the BVH tree). |
October 28, 2015, 09:08 (GMT) |
Draw ray-casting lines to help debugging These linkes are used to detect if the mesh is inside the other, colored by number of hits. |
October 28, 2015, 08:56 (GMT) |
Postpone removing faces until ray-casting is done |
October 28, 2015, 08:51 (GMT) |
Use relative object transformations. Also bmesh boolean when WITH_MOD_BOOLEAN disabled. |
October 27, 2015, 17:44 (GMT) |
Use watertight intersection test |
October 27, 2015, 16:49 (GMT) |
basic intersection boolean now works |
October 27, 2015, 16:48 (GMT) |
BMesh intersect: Add function to check whether the point is inside the mesh It gets the BVH tree and loop triangles as an input and checks whether the given point is inside of the mesh represented by those data or not. It is not optimized for speed yet and could have some numerical instabilities which we'll improve later. P.S. This function is currently unused. |
October 27, 2015, 16:43 (GMT) |
Initial bmesh-boolean experiment Currently only intersect |
October 27, 2015, 16:43 (GMT) |
remove bmesh islands quick test until we have proper test for which parts to remove. |
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