[Bf-blender-cvs] [133dadcdee1] master: Fix `Transfer Mesh Data` with `Edge Mapping` of type `Projected Edge Interpolated` and `Ray Radius` other than 0.0.
Germano
noreply at git.blender.org
Thu May 3 23:30:59 CEST 2018
Commit: 133dadcdee15bfde06c538ff013781a308833175
Author: Germano
Date: Thu May 3 18:19:36 2018 -0300
Branches: master
https://developer.blender.org/rB133dadcdee15bfde06c538ff013781a308833175
Fix `Transfer Mesh Data` with `Edge Mapping` of type `Projected Edge Interpolated` and `Ray Radius` other than 0.0.
`MREMAP_RAYCAST_APPROXIMATE_BVHEPSILON(ray_radius)` greatly increased the radius making for example that 0.1 becoming 1.5
Now the result is much more predictable.
===================================================================
M source/blender/blenkernel/intern/mesh_remap.c
===================================================================
diff --git a/source/blender/blenkernel/intern/mesh_remap.c b/source/blender/blenkernel/intern/mesh_remap.c
index c503799d28f..8dc812463db 100644
--- a/source/blender/blenkernel/intern/mesh_remap.c
+++ b/source/blender/blenkernel/intern/mesh_remap.c
@@ -862,7 +862,7 @@ void BKE_mesh_remap_calc_edges_from_dm(
/* Here it's simpler to just allocate for all edges :/ */
float *weights = MEM_mallocN(sizeof(*weights) * (size_t)numedges_src, __func__);
- bvhtree_from_mesh_edges(&treedata, dm_src, MREMAP_RAYCAST_APPROXIMATE_BVHEPSILON(ray_radius), 2, 6);
+ bvhtree_from_mesh_get(&treedata, dm_src, BVHTREE_FROM_EDGES, 2);
for (i = 0; i < numedges_dst; i++) {
/* For each dst edge, we sample some rays from it (interpolated from its vertices)
@@ -916,8 +916,10 @@ void BKE_mesh_remap_calc_edges_from_dm(
interp_v3_v3v3_slerp_safe(tmp_no, v1_no, v2_no, fac);
while (n--) {
+ float radius = (ray_radius / w);
+ treedata.sphere_radius = radius;
if (mesh_remap_bvhtree_query_raycast(
- &treedata, &rayhit, tmp_co, tmp_no, ray_radius / w, max_dist, &hit_dist))
+ &treedata, &rayhit, tmp_co, tmp_no, radius, max_dist, &hit_dist))
{
weights[rayhit.index] += w;
totweights += w;
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