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-rw-r--r--source/blender/bmesh/intern/bmesh_queries.c23
-rw-r--r--source/blender/bmesh/intern/bmesh_queries.h1
-rw-r--r--source/blender/editors/transform/transform.c10
3 files changed, 27 insertions, 7 deletions
diff --git a/source/blender/bmesh/intern/bmesh_queries.c b/source/blender/bmesh/intern/bmesh_queries.c
index bf30db78a61..b2b710a0d36 100644
--- a/source/blender/bmesh/intern/bmesh_queries.c
+++ b/source/blender/bmesh/intern/bmesh_queries.c
@@ -1058,6 +1058,29 @@ void BM_loop_calc_face_normal(BMLoop *l, float r_normal[3])
}
/**
+ * \brief BM_loop_calc_face_direction
+ *
+ * Calculate the direction a loop is pointing.
+ *
+ * \param l The loop to calculate the direction at
+ * \param r_dir Resulting direction
+ */
+void BM_loop_calc_face_direction(BMLoop *l, float r_dir[3])
+{
+ float v_prev[3];
+ float v_next[3];
+
+ sub_v3_v3v3(v_prev, l->v->co, l->prev->v->co);
+ sub_v3_v3v3(v_next, l->next->v->co, l->v->co);
+
+ normalize_v3(v_prev);
+ normalize_v3(v_next);
+
+ add_v3_v3v3(r_dir, v_prev, v_next);
+ normalize_v3(r_dir);
+}
+
+/**
* \brief BM_loop_calc_face_tangent
*
* Calculate the tangent at this loop corner or fallback to the face normal on straight lines.
diff --git a/source/blender/bmesh/intern/bmesh_queries.h b/source/blender/bmesh/intern/bmesh_queries.h
index 4172b3905cd..b285c531bb5 100644
--- a/source/blender/bmesh/intern/bmesh_queries.h
+++ b/source/blender/bmesh/intern/bmesh_queries.h
@@ -66,6 +66,7 @@ bool BM_loop_is_convex(BMLoop *l);
float BM_loop_calc_face_angle(BMLoop *l);
void BM_loop_calc_face_normal(BMLoop *l, float r_normal[3]);
+void BM_loop_calc_face_direction(BMLoop *l, float r_normal[3]);
void BM_loop_calc_face_tangent(BMLoop *l, float r_tangent[3]);
float BM_edge_calc_face_angle(BMEdge *e);
diff --git a/source/blender/editors/transform/transform.c b/source/blender/editors/transform/transform.c
index f6c9c27dd76..cfa6a72163e 100644
--- a/source/blender/editors/transform/transform.c
+++ b/source/blender/editors/transform/transform.c
@@ -4920,7 +4920,6 @@ static BMLoop *get_next_loop(BMVert *v, BMLoop *l,
/* When there is no edge to slide along,
* we must slide along the vector defined by the face we're attach to */
BMLoop *l_tmp = BM_face_vert_share_loop(l_first->f, v);
- float tvec[3];
BLI_assert(ELEM(l_tmp->e, e_prev, e_next) && ELEM(l_tmp->prev->e, e_prev, e_next));
@@ -4930,12 +4929,9 @@ static BMLoop *get_next_loop(BMVert *v, BMLoop *l,
sub_v3_v3v3(vec_accum, l_tmp->next->next->v->co, v->co);
}
else {
- BM_loop_calc_face_tangent(l_tmp, vec_accum);
- if (!BM_loop_is_convex(l_tmp)) {
- negate_v3(vec_accum);
- }
- cross_v3_v3v3(tvec, vec_accum, l_tmp->f->no);
- cross_v3_v3v3(vec_accum, l_tmp->f->no, tvec);
+ float tdir[3];
+ BM_loop_calc_face_direction(l_tmp, tdir);
+ cross_v3_v3v3(vec_accum, l_tmp->f->no, tdir);
len_v3_ensure(vec_accum, (BM_edge_calc_length(e_prev) + BM_edge_calc_length(e_next)) / 2.0f);
}
}