Cleanup: make BKE_mesh_loops_to_tessdata a static function
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@ -274,13 +274,6 @@ void BKE_mesh_vert_normals_apply(struct Mesh *mesh, const short (*vert_normals)[
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/* *** mesh_tessellate.c *** */
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void BKE_mesh_loops_to_tessdata(struct CustomData *fdata,
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struct CustomData *ldata,
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struct MFace *mface,
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const int *polyindices,
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unsigned int (*loopindices)[4],
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const int num_faces);
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int BKE_mesh_tessface_calc_ex(struct CustomData *fdata,
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struct CustomData *ldata,
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struct CustomData *pdata,
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@ -1970,7 +1970,7 @@ const CustomData_MeshMasks CD_MASK_BMESH = {
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CD_MASK_SCULPT_FACE_SETS),
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};
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/**
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* cover values copied by #BKE_mesh_loops_to_tessdata
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* cover values copied by #mesh_loops_to_tessdata
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*/
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const CustomData_MeshMasks CD_MASK_FACECORNERS = {
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.vmask = 0,
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@ -62,12 +62,12 @@
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* \note when mface is not NULL, mface[face_index].v4
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* is used to test quads, else, loopindices[face_index][3] is used.
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*/
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void BKE_mesh_loops_to_tessdata(CustomData *fdata,
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CustomData *ldata,
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MFace *mface,
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const int *polyindices,
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uint (*loopindices)[4],
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const int num_faces)
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static void mesh_loops_to_tessdata(CustomData *fdata,
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CustomData *ldata,
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MFace *mface,
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const int *polyindices,
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uint (*loopindices)[4],
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const int num_faces)
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{
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/* NOTE(mont29): performances are sub-optimal when we get a NULL #MFace,
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* we could be ~25% quicker with dedicated code.
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@ -391,9 +391,9 @@ int BKE_mesh_tessface_calc_ex(CustomData *fdata,
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* Currently, our tfaces' fourth vertex index might be 0 even for a quad.
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* However, we know our fourth loop index is never 0 for quads
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* (because they are sorted for polygons, and our quads are still mere copies of their polygons).
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* So we pass NULL as MFace pointer, and #BKE_mesh_loops_to_tessdata
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* So we pass NULL as MFace pointer, and #mesh_loops_to_tessdata
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* will use the fourth loop index as quad test. */
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BKE_mesh_loops_to_tessdata(fdata, ldata, NULL, mface_to_poly_map, lindices, totface);
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mesh_loops_to_tessdata(fdata, ldata, NULL, mface_to_poly_map, lindices, totface);
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/* NOTE: quad detection issue - fourth vertidx vs fourth loopidx:
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* ...However, most TFace code uses 'MFace->v4 == 0' test to check whether it is a tri or quad.
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