Got the walker API to work, for safely recursing the mesh.
authorJoseph Eagar <joeedh@gmail.com>
Sun, 8 Mar 2009 15:02:49 +0000 (15:02 +0000)
committerJoseph Eagar <joeedh@gmail.com>
Sun, 8 Mar 2009 15:02:49 +0000 (15:02 +0000)
commitf23b4bc2a1d65286c9e519e2709f63c0aa0e0f95
treeb66cf19c77845b0d099b311487dc7ee045291126
parent662230a14c1dfbd58c273047aa150aba134de54e
Got the walker API to work, for safely recursing the mesh.
Used it to implement the dissolve faces operation (previous
incarnation was just a debugging hack).  The code works by
creating one giant new face per region of faces.

The dissolve verts (xkey->collapse, heh need to rename it)
operator now invokes dissolve faces on the faces around verts.
This is less error-prone then a pure topological/euler based
solution.
source/blender/bmesh/bmesh.h
source/blender/bmesh/bmesh_iterators.h
source/blender/bmesh/bmesh_operators.h
source/blender/bmesh/bmesh_queries.h
source/blender/bmesh/bmesh_walkers.h
source/blender/bmesh/intern/bmesh_eulers.c
source/blender/bmesh/intern/bmesh_iterators.c
source/blender/bmesh/intern/bmesh_operators.c
source/blender/bmesh/intern/bmesh_queries.c
source/blender/bmesh/intern/bmesh_walkers.c
source/blender/bmesh/operators/dissolveops.c