Mesh: Tag no loose vertices for Manifold Boolean output
Saves a tiny amount of time computing the loose vertices cache after a boolean operation. Since the boolean output is just created from faces, there are no loose vertices (there are also no loose edges because of the call to `mesh_calc_edges`, which itself tags the loose edge cache).
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@@ -714,7 +714,7 @@ static Array<Vector<int, face_group_inline>> get_face_groups(const MeshGL &mgl,
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* Return 1 if \a group is just the same as the original face \a face_index
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* in \a mesh.
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* Return 2 if it is the same but with the normal reversed.
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* Return 0 otherwise.
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* Return 0 otherwise.
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*/
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static uchar check_original_face(const Vector<int, face_group_inline> &group,
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const MeshGL &mgl,
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@@ -1606,6 +1606,10 @@ static Mesh *meshgl_to_mesh(MeshGL &mgl,
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get_intersecting_edges(r_intersecting_edges, mesh, out_to_in, mesh_offsets);
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}
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}
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mesh->tag_loose_verts_none();
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mesh->tag_overlapping_none();
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return mesh;
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}
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