Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorSergey Sharybin <sergey.vfx@gmail.com>2019-07-25 17:33:04 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2019-07-25 17:34:01 +0300
commitcb10bd379b2d4b33c1626c7bff3c571f26e1493c (patch)
tree7444abd76b1b94d749236ebf6aae9f6c1e8a80e6 /source/blender/blenkernel
parent4f363283eb2cd4f54a8278051c85ded18d1efa4a (diff)
Fix T67599: Issue with Simple subdivision of loose edges
They were always acting as a B-Spline subdivision.
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r--source/blender/blenkernel/intern/subdiv_mesh.c23
1 files changed, 15 insertions, 8 deletions
diff --git a/source/blender/blenkernel/intern/subdiv_mesh.c b/source/blender/blenkernel/intern/subdiv_mesh.c
index 75e05f8ffab..a6feae2430d 100644
--- a/source/blender/blenkernel/intern/subdiv_mesh.c
+++ b/source/blender/blenkernel/intern/subdiv_mesh.c
@@ -1086,20 +1086,27 @@ static void subdiv_mesh_vertex_of_loose_edge(const struct SubdivForeachContext *
const MEdge *coarse_edge = &coarse_mesh->medge[coarse_edge_index];
Mesh *subdiv_mesh = ctx->subdiv_mesh;
MVert *subdiv_mvert = subdiv_mesh->mvert;
+ const bool is_simple = ctx->subdiv->settings.is_simple;
/* Find neighbors of the current loose edge. */
const MEdge *neighbors[2];
find_edge_neighbors(ctx, coarse_edge, neighbors);
- /* Get points for b-spline interpolation. */
- float points[4][3];
- points_for_loose_edges_interpolation_get(ctx, coarse_edge, neighbors, points);
- /* Perform interpolation. */
- float weights[4];
- key_curve_position_weights(u, weights, KEY_BSPLINE);
/* Interpolate custom data. */
subdiv_mesh_vertex_of_loose_edge_interpolate(ctx, coarse_edge, u, subdiv_vertex_index);
- /* Initialize */
+ /* Interpolate coordinate. */
MVert *subdiv_vertex = &subdiv_mvert[subdiv_vertex_index];
- interp_v3_v3v3v3v3(subdiv_vertex->co, points[0], points[1], points[2], points[3], weights);
+ if (is_simple) {
+ const MVert *coarse_mvert = coarse_mesh->mvert;
+ const MVert *vert_1 = &coarse_mvert[coarse_edge->v1];
+ const MVert *vert_2 = &coarse_mvert[coarse_edge->v2];
+ interp_v2_v2v2(subdiv_vertex->co, vert_1->co, vert_2->co, u);
+ }
+ else {
+ float points[4][3];
+ points_for_loose_edges_interpolation_get(ctx, coarse_edge, neighbors, points);
+ float weights[4];
+ key_curve_position_weights(u, weights, KEY_BSPLINE);
+ interp_v3_v3v3v3v3(subdiv_vertex->co, points[0], points[1], points[2], points[3], weights);
+ }
/* Reset flags and such. */
subdiv_vertex->flag = 0;
/* TODO(sergey): This matches old behavior, but we can as well interpolate