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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2019-10-08 18:07:18 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2019-10-08 18:41:52 +0300
commit52c02dc311714c47fd41cd585db4ce57997ee837 (patch)
tree3c80f6be008396d9fd0819b5301cb1a56b40088f /source/blender/blenkernel/intern/pbvh_bmesh.c
parent899b7ff1de1fb648f23765aa412ddc41707ed557 (diff)
Fix multires sculpt not setting the active vertex correctly
Also cleanup code to remove duplicated min_depth tracking, ray intersection already does it.
Diffstat (limited to 'source/blender/blenkernel/intern/pbvh_bmesh.c')
-rw-r--r--source/blender/blenkernel/intern/pbvh_bmesh.c34
1 files changed, 19 insertions, 15 deletions
diff --git a/source/blender/blenkernel/intern/pbvh_bmesh.c b/source/blender/blenkernel/intern/pbvh_bmesh.c
index c04e172f116..c2fff7aa0e4 100644
--- a/source/blender/blenkernel/intern/pbvh_bmesh.c
+++ b/source/blender/blenkernel/intern/pbvh_bmesh.c
@@ -1516,10 +1516,8 @@ bool pbvh_bmesh_node_raycast(PBVHNode *node,
float *r_face_normal)
{
bool hit = false;
-
- float min_depth = FLT_MAX;
float nearest_vertex_co[3] = {0.0f};
- float location[3] = {0.0f};
+
if (use_original && node->bm_tot_ortri) {
for (int i = 0; i < node->bm_tot_ortri; i++) {
const int *t = node->bm_ortri[i];
@@ -1542,18 +1540,24 @@ bool pbvh_bmesh_node_raycast(PBVHNode *node,
BMVert *v_tri[3];
BM_face_as_array_vert_tri(f, v_tri);
- hit |= ray_face_intersection_tri(
- ray_start, isect_precalc, v_tri[0]->co, v_tri[1]->co, v_tri[2]->co, depth);
-
- if (hit && *depth < min_depth) {
- min_depth = *depth;
- normal_tri_v3(r_face_normal, v_tri[0]->co, v_tri[1]->co, v_tri[2]->co);
- madd_v3_v3v3fl(location, ray_start, ray_normal, *depth);
- for (int j = 0; j < 3; j++) {
- if (len_squared_v3v3(location, v_tri[j]->co) <
- len_squared_v3v3(location, nearest_vertex_co)) {
- copy_v3_v3(nearest_vertex_co, v_tri[j]->co);
- *r_active_vertex_index = BM_elem_index_get(v_tri[j]);
+
+ if (ray_face_intersection_tri(
+ ray_start, isect_precalc, v_tri[0]->co, v_tri[1]->co, v_tri[2]->co, depth)) {
+ hit = true;
+
+ if (r_face_normal) {
+ normal_tri_v3(r_face_normal, v_tri[0]->co, v_tri[1]->co, v_tri[2]->co);
+ }
+
+ if (r_active_vertex_index) {
+ float location[3] = {0.0f};
+ madd_v3_v3v3fl(location, ray_start, ray_normal, *depth);
+ for (int j = 0; j < 3; j++) {
+ if (len_squared_v3v3(location, v_tri[j]->co) <
+ len_squared_v3v3(location, nearest_vertex_co)) {
+ copy_v3_v3(nearest_vertex_co, v_tri[j]->co);
+ *r_active_vertex_index = BM_elem_index_get(v_tri[j]);
+ }
}
}
}