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Diffstat (limited to 'source/blender/editors/transform')
-rw-r--r--source/blender/editors/transform/transform.c58
1 files changed, 58 insertions, 0 deletions
diff --git a/source/blender/editors/transform/transform.c b/source/blender/editors/transform/transform.c
index cfa6a72163e..787791814cc 100644
--- a/source/blender/editors/transform/transform.c
+++ b/source/blender/editors/transform/transform.c
@@ -4890,6 +4890,45 @@ static void len_v3_ensure(float v[3], const float length)
}
/**
+ * Find the closest point on the ngon on the opposite side.
+ * used to set the edge slide distance for ngons.
+ */
+static bool bm_loop_calc_opposite_co(BMLoop *l_tmp,
+ const float plane_no[3],
+ float r_co[3])
+{
+ /* skip adjacent edges */
+ BMLoop *l_first = l_tmp->next;
+ BMLoop *l_last = l_tmp->prev;
+ BMLoop *l_iter;
+ float dist = FLT_MAX;
+
+ l_iter = l_first;
+ do {
+ float tvec[3];
+ if (isect_line_plane_v3(tvec,
+ l_iter->v->co, l_iter->next->v->co,
+ l_tmp->v->co, plane_no, false))
+ {
+ const float fac = line_point_factor_v3(tvec, l_iter->v->co, l_iter->next->v->co);
+ /* allow some overlap to avoid missing the intersection because of float precision */
+ if ((fac > -FLT_EPSILON) && (fac < 1.0f + FLT_EPSILON)) {
+ /* likelyhood of multiple intersections per ngon is quite low,
+ * it would have to loop back on its self, but better support it
+ * so check for the closest opposite edge */
+ const float tdist = len_v3v3(l_tmp->v->co, tvec);
+ if (tdist < dist) {
+ copy_v3_v3(r_co, tvec);
+ dist = tdist;
+ }
+ }
+ }
+ } while ((l_iter = l_iter->next) != l_last);
+
+ return (dist != FLT_MAX);
+}
+
+/**
* Given 2 edges and a loop, step over the loops
* and calculate a direction to slide along.
*
@@ -4932,7 +4971,26 @@ static BMLoop *get_next_loop(BMVert *v, BMLoop *l,
float tdir[3];
BM_loop_calc_face_direction(l_tmp, tdir);
cross_v3_v3v3(vec_accum, l_tmp->f->no, tdir);
+#if 0
+ /* rough guess, we can do better! */
len_v3_ensure(vec_accum, (BM_edge_calc_length(e_prev) + BM_edge_calc_length(e_next)) / 2.0f);
+#else
+ /* be clever, check the opposite ngon edge to slide into.
+ * this gives best results */
+ {
+ float tvec[3];
+ float dist;
+
+ if (bm_loop_calc_opposite_co(l_tmp, tdir, tvec)) {
+ dist = len_v3v3(l_tmp->v->co, tvec);
+ }
+ else {
+ dist = (BM_edge_calc_length(e_prev) + BM_edge_calc_length(e_next)) / 2.0f;
+ }
+
+ len_v3_ensure(vec_accum, dist);
+ }
+#endif
}
}