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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/bmesh/intern/bmesh_polygon.c
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/bmesh/intern/bmesh_polygon.c')
-rw-r--r--source/blender/bmesh/intern/bmesh_polygon.c11
1 files changed, 11 insertions, 0 deletions
diff --git a/source/blender/bmesh/intern/bmesh_polygon.c b/source/blender/bmesh/intern/bmesh_polygon.c
index 66fcd739839..66d0a83eb9f 100644
--- a/source/blender/bmesh/intern/bmesh_polygon.c
+++ b/source/blender/bmesh/intern/bmesh_polygon.c
@@ -1426,6 +1426,17 @@ void BM_mesh_calc_tessellation(BMesh *bm, BMLoop *(*looptris)[3], int *r_looptri
(l_ptr_a[2] = l_ptr_b[1] = l = l->next);
( l_ptr_b[2] = l->next);
#endif
+
+ if (UNLIKELY(is_quad_flip_v3_first_third_fast(
+ l_ptr_a[0]->v->co,
+ l_ptr_a[1]->v->co,
+ l_ptr_a[2]->v->co,
+ l_ptr_b[2]->v->co)))
+ {
+ /* flip out of degenerate 0-2 state. */
+ l_ptr_a[2] = l_ptr_b[2];
+ l_ptr_b[0] = l_ptr_a[1];
+ }
}
#endif /* USE_TESSFACE_SPEEDUP */