From e732c5809c2be01a0c622987bf9fbe7b37d3ed4c Mon Sep 17 00:00:00 2001 From: Antony Riakiotakis Date: Sat, 22 Mar 2014 23:35:07 +0200 Subject: Detail sampling operator Located on topology panel. To use just click on button and click on mesh. Operator will just use the dimensions of the triangles below to set the constant detail setting. Also changed pair of scale/detail size with nice separate float percentage value. --- source/blender/blenkernel/BKE_pbvh.h | 3 +++ 1 file changed, 3 insertions(+) (limited to 'source/blender/blenkernel/BKE_pbvh.h') diff --git a/source/blender/blenkernel/BKE_pbvh.h b/source/blender/blenkernel/BKE_pbvh.h index 0828ea54280..3601ff1ce04 100644 --- a/source/blender/blenkernel/BKE_pbvh.h +++ b/source/blender/blenkernel/BKE_pbvh.h @@ -98,6 +98,9 @@ int BKE_pbvh_node_raycast(PBVH *bvh, PBVHNode *node, float (*origco)[3], int use const float ray_start[3], const float ray_normal[3], float *dist); +int BKE_pbvh_bmesh_node_raycast_detail(PBVHNode *node, const float ray_start[3], + const float ray_normal[3], float *detail, float *dist); + /* for orthographic cameras, project the far away ray segment points to the root node so * we can have better precision. */ void BKE_pbvh_raycast_project_ray_root(PBVH *bvh, bool original, float ray_start[3], -- cgit v1.2.3