Fix #115907: Select similar edge direction skips opposite direction #115951
|
@ -508,11 +508,6 @@ static int similar_face_select_exec(bContext *C, wmOperator *op)
|
|||
/** \name Select Similar Edge
|
||||
* \{ */
|
||||
|
||||
/**
|
||||
* NOTE: This is not normal, but the edge direction itself and always in
|
||||
* a positive quadrant (tries z, y then x).
|
||||
* Therefore we need to use the entire object transformation matrix.
|
||||
*/
|
||||
static void edge_pos_direction_worldspace_get(Object *ob, BMEdge *edge, float *r_dir)
|
||||
{
|
||||
float v1[3], v2[3];
|
||||
|
@ -524,22 +519,6 @@ static void edge_pos_direction_worldspace_get(Object *ob, BMEdge *edge, float *r
|
|||
|
||||
sub_v3_v3v3(r_dir, v1, v2);
|
||||
normalize_v3(r_dir);
|
||||
|
||||
/* Make sure we have a consistent direction that can be checked regardless of
|
||||
* the verts order of the edges. This spares us from storing dir and -dir in the tree_3d. */
|
||||
if (fabs(r_dir[2]) < FLT_EPSILON) {
|
||||
if (fabs(r_dir[1]) < FLT_EPSILON) {
|
||||
if (r_dir[0] < 0.0f) {
|
||||
mul_v3_fl(r_dir, -1.0f);
|
||||
}
|
||||
}
|
||||
else if (r_dir[1] < 0.0f) {
|
||||
mul_v3_fl(r_dir, -1.0f);
|
||||
}
|
||||
}
|
||||
else if (r_dir[2] < 0.0f) {
|
||||
mul_v3_fl(r_dir, -1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
static float edge_length_squared_worldspace_get(Object *ob, BMEdge *edge)
|
||||
|
@ -619,7 +598,7 @@ static int similar_edge_select_exec(bContext *C, wmOperator *op)
|
|||
tree_1d = BLI_kdtree_1d_new(tot_edges_selected_all);
|
||||
break;
|
||||
case SIMEDGE_DIR:
|
||||
tree_3d = BLI_kdtree_3d_new(tot_edges_selected_all);
|
||||
tree_3d = BLI_kdtree_3d_new(tot_edges_selected_all * 2);
|
||||
break;
|
||||
case SIMEDGE_FACE:
|
||||
gset = BLI_gset_ptr_new("Select similar edge: face");
|
||||
|
@ -687,9 +666,13 @@ static int similar_edge_select_exec(bContext *C, wmOperator *op)
|
|||
BLI_gset_add(gset, POINTER_FROM_INT(BM_edge_face_count(edge)));
|
||||
break;
|
||||
case SIMEDGE_DIR: {
|
||||
float dir[3];
|
||||
float dir[3], dir_flip[3];
|
||||
edge_pos_direction_worldspace_get(ob, edge, dir);
|
||||
BLI_kdtree_3d_insert(tree_3d, tree_index++, dir);
|
||||
/* Also store the flipped direction so it can be checked regardless of the verts order
|
||||
* of the edges. */
|
||||
negate_v3_v3(dir_flip, dir);
|
||||
BLI_kdtree_3d_insert(tree_3d, tree_index++, dir_flip);
|
||||
break;
|
||||
}
|
||||
case SIMEDGE_LENGTH: {
|
||||
|
|
Loading…
Reference in New Issue