diff --git a/jme3-blender/src/main/java/com/jme3/scene/plugins/blender/meshes/Edge.java b/jme3-blender/src/main/java/com/jme3/scene/plugins/blender/meshes/Edge.java
index 1d76fc02f..12aff2f4f 100644
--- a/jme3-blender/src/main/java/com/jme3/scene/plugins/blender/meshes/Edge.java
+++ b/jme3-blender/src/main/java/com/jme3/scene/plugins/blender/meshes/Edge.java
@@ -215,8 +215,8 @@ public class Edge {
/**
* The method computes the crossing pint of this edge and another edge. If
- * there is no crossing then null is returned. This method also allows to
- * get the crossing point of the straight lines that contain these edges if
+ * there is no crossing then null is returned. Also null is returned if the edges are parallel.
+ * This method also allows to get the crossing point of the straight lines that contain these edges if
* you set the 'extend' parameter to true.
*
* @param edge
@@ -227,7 +227,7 @@ public class Edge {
* @param extendSecondEdge
* set to true to find a crossing point along the whole
* straight that contains the given edge
- * @return cross point on null if none exist
+ * @return cross point on null if none exist or the edges are parallel
*/
public Vector3f getCrossPoint(Edge edge, boolean extendThisEdge, boolean extendSecondEdge) {
Vector3d P1 = new Vector3d(this.getFirstVertex());
@@ -235,6 +235,11 @@ public class Edge {
Vector3d u = new Vector3d(this.getSecondVertex()).subtract(P1).normalizeLocal();
Vector3d v = new Vector3d(edge.getSecondVertex()).subtract(P2).normalizeLocal();
+ if(Math.abs(u.dot(v)) >= 1 - FastMath.DBL_EPSILON) {
+ // the edges are parallel; do not care about the crossing point
+ return null;
+ }
+
double t1 = 0, t2 = 0;
if(u.x == 0 && v.x == 0) {
t2 = (u.z * (P2.y - P1.y) - u.y * (P2.z - P1.z)) / (u.y * v.z - u.z * v.y);
@@ -262,11 +267,11 @@ public class Edge {
// the lines cross, check if p1 and p2 are within the edges
Vector3d p = p1.subtract(P1);
double cos = p.dot(u) / p.length();
- if (extendThisEdge || p.length()<= FastMath.FLT_EPSILON || cos >= 1 - FastMath.FLT_EPSILON && p.length() <= this.getLength()) {
+ if (extendThisEdge || p.length()<= FastMath.FLT_EPSILON || cos >= 1 - FastMath.FLT_EPSILON && p.length() - this.getLength() <= FastMath.FLT_EPSILON) {
// p1 is inside the first edge, lets check the other edge now
p = p2.subtract(P2);
cos = p.dot(v) / p.length();
- if(extendSecondEdge || p.length()<= FastMath.FLT_EPSILON || cos >= 1 - FastMath.FLT_EPSILON && p.length() <= edge.getLength()) {
+ if(extendSecondEdge || p.length()<= FastMath.FLT_EPSILON || cos >= 1 - FastMath.FLT_EPSILON && p.length() - edge.getLength() <= FastMath.FLT_EPSILON) {
return p1.toVector3f();
}
}
diff --git a/jme3-blender/src/main/java/com/jme3/scene/plugins/blender/meshes/Face.java b/jme3-blender/src/main/java/com/jme3/scene/plugins/blender/meshes/Face.java
index a41d58ff0..a746df180 100644
--- a/jme3-blender/src/main/java/com/jme3/scene/plugins/blender/meshes/Face.java
+++ b/jme3-blender/src/main/java/com/jme3/scene/plugins/blender/meshes/Face.java
@@ -279,16 +279,6 @@ public class Face implements Comparator {
// two special cases will improve the computations speed
if(face.getIndexes().size() == 3) {
triangulatedFaces.add(face.getIndexes().clone());
- } else if(face.getIndexes().size() == 4) {
- // in case face has 4 verts we use the plain triangulation
- indexes[0] = face.getIndex(0);
- indexes[1] = face.getIndex(1);
- indexes[2] = face.getIndex(2);
- triangulatedFaces.add(new IndexesLoop(indexes));
-
- indexes[1] = face.getIndex(2);
- indexes[2] = face.getIndex(3);
- triangulatedFaces.add(new IndexesLoop(indexes));
} else {
int previousIndex1 = -1, previousIndex2 = -1, previousIndex3 = -1;
while (face.vertexCount() > 0) {