Cleanup: improve BMEditMesh docstrings
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@ -44,34 +44,39 @@ struct Scene;
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/**
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* This structure is used for mesh edit-mode.
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*
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* through this, you get access to both the edit #BMesh,
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* its tessellation, and various stuff that doesn't belong in the BMesh
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* struct itself.
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* Through this, you get access to both the edit #BMesh, its tessellation,
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* and various data that doesn't belong in the #BMesh struct itself
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* (mostly related to mesh evaluation).
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*
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* the entire derivedmesh and modifier system works with this structure,
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* and not BMesh. Mesh->edit_bmesh stores a pointer to this structure. */
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* The entire modifier system works with this structure, and not #BMesh.
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* #Mesh.edit_bmesh stores a pointer to this structure. */
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typedef struct BMEditMesh {
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struct BMesh *bm;
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/* we store tessellations as triplets of three loops,
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* which each define a triangle. */
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/**
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* Face triangulation (tessellation) is stored as triplets of three loops,
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* which each define a triangle.
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*
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* \see #MLoopTri as the documentation gives useful hints that apply to this data too.
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*/
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struct BMLoop *(*looptris)[3];
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int tottri;
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struct Mesh *mesh_eval_final, *mesh_eval_cage;
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/** Cached cage bounding box for selection. */
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/** Cached cage bounding box of `mesh_eval_cage` for selection. */
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struct BoundBox *bb_cage;
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/** Evaluated mesh data-mask. */
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CustomData_MeshMasks lastDataMask;
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/* Selection mode. */
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/** Selection mode (#SCE_SELECT_VERTEX, #SCE_SELECT_EDGE & #SCE_SELECT_FACE). */
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short selectmode;
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/** The active material (assigned to newly created faces). */
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short mat_nr;
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/* Temp variables for x-mirror editing. */
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int mirror_cdlayer; /* -1 is invalid */
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/** Temp variables for x-mirror editing (-1 when the layer does not exist). */
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int mirror_cdlayer;
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/**
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* ID data is older than edit-mode data.
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@ -531,7 +531,6 @@ struct uiBlockInteraction_Params {
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* (user clicking on a number button arrows or pasting a value for example).
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*/
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bool is_click;
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/**
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* Array of unique event ID's (values from #uiBut.retval).
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* There may be more than one for multi-button editing (see #UI_BUT_DRAG_MULTI).
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