25 float bmin[3], bmax[3];
30 float bmin[3], bmax[3], bcentroid[3];
203 const float ray_normal[3],
211 const float ray_normal[3],
222 const float ray_start[3],
223 const float ray_normal[3],
227 int *r_active_vertex_index,
228 float *r_face_normal);
230 const float ray_start[3],
231 const float ray_normal[3],
typedef float(TangentPoint)[2]
@ PBVH_DYNTOPO_SMOOTH_SHADING
bool pbvh_bmesh_node_nearest_to_ray(PBVHNode *node, const float ray_start[3], const float ray_normal[3], float *depth, float *dist_sq, bool use_original)
void BB_expand_with_bb(BB *bb, BB *bb2)
int BB_widest_axis(const BB *bb)
void pbvh_grow_nodes(PBVH *bvh, int totnode)
struct PBVHBMeshLog PBVHBMeshLog
bool ray_face_intersection_tri(const float ray_start[3], struct IsectRayPrecalc *isect_precalc, const float *t0, const float *t1, const float *t2, float *depth)
bool ray_face_nearest_tri(const float ray_start[3], const float ray_normal[3], const float *t0, const float *t1, const float *t2, float *r_depth, float *r_dist_sq)
void pbvh_bmesh_normals_update(PBVHNode **nodes, int totnode)
void pbvh_update_BB_redraw(PBVH *bvh, PBVHNode **nodes, int totnode, int flag)
void BBC_update_centroid(BBC *bbc)
bool pbvh_bmesh_node_raycast(PBVHNode *node, const float ray_start[3], const float ray_normal[3], struct IsectRayPrecalc *isect_precalc, float *dist, bool use_original, int *r_active_vertex_index, float *r_face_normal)
bool ray_face_intersection_quad(const float ray_start[3], struct IsectRayPrecalc *isect_precalc, const float *t0, const float *t1, const float *t2, const float *t3, float *depth)
bool ray_face_nearest_quad(const float ray_start[3], const float ray_normal[3], const float *t0, const float *t1, const float *t2, const float *t3, float *r_depth, float *r_dist_sq)
void BB_expand(BB *bb, const float co[3])
const int(* face_vert_indices)[3]
struct GPU_PBVH_Buffers * draw_buffers
PBVHColorBufferNode color_buffer
const DMFlagMat * grid_flag_mats
BLI_bitmap ** grid_hidden
struct SubdivCCG * subdiv_ccg
int face_sets_color_default