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authorCampbell Barton <ideasman42@gmail.com>2018-02-08 15:38:17 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-02-08 15:38:17 +0300
commitf088c6b9f6d69e7f1af15a059f122589ee6a39ab (patch)
treeb71a5937a7059d24ea5a91896bac3213d2409440 /source/blender/blenkernel
parent5f2b4002f49b08f68b1e37b267eceb0b340af713 (diff)
Mesh: concave quad support
Previously quads always split along first-third vertices. This is still the default, to avoid flickering with animated deformation however concave quads that would create two opposing triangles now use second-fourth split. Reported as T53999 although this issue has been known limitation for a long time.
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r--source/blender/blenkernel/intern/mesh_evaluate.c13
1 files changed, 13 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/mesh_evaluate.c b/source/blender/blenkernel/intern/mesh_evaluate.c
index 425f28eb123..b0c09979de9 100644
--- a/source/blender/blenkernel/intern/mesh_evaluate.c
+++ b/source/blender/blenkernel/intern/mesh_evaluate.c
@@ -2945,9 +2945,22 @@ void BKE_mesh_recalc_looptri(
}
else if (mp_totloop == 4) {
ML_TO_MLT(0, 1, 2);
+ MLoopTri *mlt_a = mlt;
mlooptri_index++;
ML_TO_MLT(0, 2, 3);
+ MLoopTri *mlt_b = mlt;
mlooptri_index++;
+
+ if (UNLIKELY(is_quad_flip_v3_first_third_fast(
+ mvert[mloop[mlt_a->tri[0]].v].co,
+ mvert[mloop[mlt_a->tri[1]].v].co,
+ mvert[mloop[mlt_a->tri[2]].v].co,
+ mvert[mloop[mlt_b->tri[2]].v].co)))
+ {
+ /* flip out of degenerate 0-2 state. */
+ mlt_a->tri[2] = mlt_b->tri[2];
+ mlt_b->tri[0] = mlt_a->tri[1];
+ }
}
#endif /* USE_TESSFACE_SPEEDUP */
else {