Surface: fix BlendCurve relative size
values independent of the number of control points are more intuitive
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@@ -131,9 +131,8 @@ void BlendCurve::setSize(int i, double f, bool relative)
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double size = f;
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try {
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if (relative) {
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double nb_poles = blendPoints.front().nbVectors() + blendPoints[1].nbVectors();
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Base::Vector3d diff = blendPoints[1].vectors[0] - blendPoints[0].vectors[0];
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size = size * diff.Length() / nb_poles;
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size = size * diff.Length();
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}
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blendPoints[i].setSize(size);
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}
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