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author | Howard Trickey <howard.trickey@gmail.com> | 2014-02-17 20:39:03 +0400 |
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committer | Howard Trickey <howard.trickey@gmail.com> | 2014-02-17 20:43:31 +0400 |
commit | 6de3a8a4fe8f4eab2d2c285f11714312cfd9437e (patch) | |
tree | 4453544ae49831be26d239eb56a4eed31567bf95 | |
parent | 266e1b3b4f67ba320af16f4a1f806e49c3f9de25 (diff) |
Bevel fix for T38675, bad bevel on slanted L.
The test for a reflex angle used the vertex normal,
which was not a good test for a saddle point vertex.
Switched to using the face normal, if available, for that test.
Also added test for this in svn bevel_regression.blend.
-rw-r--r-- | source/blender/bmesh/tools/bmesh_bevel.c | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/source/blender/bmesh/tools/bmesh_bevel.c b/source/blender/bmesh/tools/bmesh_bevel.c index 13de07a2b7b..d6a758bb059 100644 --- a/source/blender/bmesh/tools/bmesh_bevel.c +++ b/source/blender/bmesh/tools/bmesh_bevel.c @@ -601,10 +601,12 @@ static void offset_meet(EdgeHalf *e1, EdgeHalf *e2, BMVert *v, BMFace *f, float else { /* Get normal to plane where meet point should be, * using cross product instead of f->no in case f is non-planar. - * If e1-v-e2 is a reflex angle (viewed from vertex normal side), need to flip*/ + * If e1-v-e2 is a reflex angle (viewed from vertex normal side), need to flip. + * Use f->no to figure out which side to look at angle from, as even if + * f is non-planar, will be more accurate than vertex normal */ cross_v3_v3v3(norm_v, dir2, dir1); normalize_v3(norm_v); - if (dot_v3v3(norm_v, v->no) < 0.0f) + if (dot_v3v3(norm_v, f ? f->no : v->no) < 0.0f) negate_v3(norm_v); /* get vectors perp to each edge, perp to norm_v, and pointing into face */ |