forked from bartvdbraak/blender
Fix for broken face normals in FEdgeSharp and FEdgeSmooth, resulting from
splitting of FEdges at 2D intersections (i.e., at TVertices).
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21484ba52c
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04a9f393d8
@ -1310,11 +1310,14 @@ public:
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newEdge = new FEdgeSmooth(ioNewVertex, B);
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FEdgeSmooth * se = dynamic_cast<FEdgeSmooth*>(newEdge);
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FEdgeSmooth * fes = dynamic_cast<FEdgeSmooth*>(ioEdge);
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se->setNormal(fes->normal());
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se->setFrsMaterialIndex(fes->frs_materialIndex());
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}else{
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newEdge = new FEdgeSharp(ioNewVertex, B);
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FEdgeSharp * se = dynamic_cast<FEdgeSharp*>(newEdge);
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FEdgeSharp * fes = dynamic_cast<FEdgeSharp*>(ioEdge);
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se->setNormalA(fes->normalA());
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se->setNormalB(fes->normalB());
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se->setaFrsMaterialIndex(fes->aFrsMaterialIndex());
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se->setbFrsMaterialIndex(fes->bFrsMaterialIndex());
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}
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