From f088c6b9f6d69e7f1af15a059f122589ee6a39ab Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Thu, 8 Feb 2018 23:38:17 +1100 Subject: 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. --- source/blender/blenlib/BLI_math_geom.h | 1 + 1 file changed, 1 insertion(+) (limited to 'source/blender/blenlib/BLI_math_geom.h') 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 **********************************/ -- cgit v1.2.3