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Blender V4.3
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#include <fstream>#include <optional>#include "BLI_array.hh"#include "BLI_map.hh"#include "BLI_math_matrix_types.hh"#include "BLI_math_vector_types.hh"#include "BLI_offset_indices.hh"#include "BLI_rect.h"#include "BLI_vector.hh"#include "BLI_vector_list.hh"#include "BLI_virtual_array.hh"Go to the source code of this file.
Namespaces | |
| namespace | blender |
| namespace | blender::bke |
| namespace | blender::bke::pbvh |
| namespace | blender::bke::pbvh::uv_islands |
UV Islands for pbvh::Tree Pixel extraction. When primitives share an edge they belong to the same UV Island.
uvedit_islands.cc, but optimized for pbvh::Tree painting without using BMesh for performance reasons. Non-manifold meshes only (i.e. edges must have less than 3 faces).Polygons (face with more than 3 edges) are supported as they are split up to primitives.
Definition in file pbvh_uv_islands.hh.