forked from bartvdbraak/blender
Change to sampling: Take biggest triangle side as detail size on
intersection, since detail determines the maximum allowed triangle edge size
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@ -1073,7 +1073,8 @@ int BKE_pbvh_bmesh_node_raycast_detail(PBVHNode *node, const float ray_start[3],
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len2 = len_v3v3(v_tri[1]->co, v_tri[2]->co);
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len2 = len_v3v3(v_tri[1]->co, v_tri[2]->co);
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len3 = len_v3v3(v_tri[2]->co, v_tri[0]->co);
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len3 = len_v3v3(v_tri[2]->co, v_tri[0]->co);
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*detail = (len1 + len2 + len3)/3.0f;
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/* detail returned will be set to the maximum allowed size, so take max here */
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*detail = max_fff(len1, len2, len3);
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}
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}
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return hit;
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return hit;
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