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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/blenlib/BLI_math_geom.h
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/blenlib/BLI_math_geom.h')
-rw-r--r--source/blender/blenlib/BLI_math_geom.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenlib/BLI_math_geom.h b/source/blender/blenlib/BLI_math_geom.h
index 933e31ba84b..ffe0ce11cef 100644
--- a/source/blender/blenlib/BLI_math_geom.h
+++ b/source/blender/blenlib/BLI_math_geom.h
@@ -85,6 +85,7 @@ bool is_quad_convex_v3(const float v1[3], const float v2[3], const float v3[3],
bool is_quad_convex_v2(const float v1[2], const float v2[2], const float v3[2], const float v4[2]);
bool is_poly_convex_v2(const float verts[][2], unsigned int nr);
int is_quad_flip_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3]);
+bool is_quad_flip_v3_first_third_fast(const float v0[3], const float v1[3], const float v2[3], const float v3[3]);
/********************************* Distance **********************************/