Add functionality to select all UV faces which are overlapping each other. The algorithm is optimized: before doing any serious computations it checks overlapping of bounding boxes on two levels: first UV islands bounding boxes are checked and after that individual UV faces bounding boxes.
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This is a useful feature, however we already have code to check for overlapping geometry. See: source/blender/blenlib/BLI_kdopbvh.h and calls to BLI_bvhtree_overlap.
Instead of setting up regions this creates a tree structure which can be traversed to check for self-intersection, you can pass same tree twice to BLI_bvhtree_overlap, this is what BM_mesh_intersect does when use_self is set.
Steps to get this working:
- Create a new BVHTree by triangulating each faces UV's with BLI_polyfill_calc and adding it to the tree, passing the original faces index instead of the triangulated faces index (the Z value can be left at zero)
- Calling BLI_bvhtree_overlap, selecting the faces that intersect.
There are some details to resolve - such as when to ignore triangles that overlap within the same face, however this shouldn't be too much hassle.