[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [21017] branches/blender2.5/blender/source /blender/editors/sculpt_paint/sculpt.c: 2.5/Sculpt:
Nicholas Bishop
nicholasbishop at gmail.com
Sat Jun 20 00:16:31 CEST 2009
Revision: 21017
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=21017
Author: nicholasbishop
Date: 2009-06-20 00:16:30 +0200 (Sat, 20 Jun 2009)
Log Message:
-----------
2.5/Sculpt:
Made some improvements to how brush strength works.
* For the draw and inflate brushes, the brush's 3D radius is used to set the "goal" distance, towards which vertices move. A strength setting of 1.0 will move verts there immediately (with the usual exceptions of tablet pressure, texture/curve input, etc.)
* Also changed strength calculation to use the square of the strength slider, so that you don't have to be as finicky setting a low brush strength.
* For smooth brush, added an extra loop through the verts. So, a bit slower, but now verts take into account more than the immediate vertex ring.
TODO:
Still some magic numbers:
* Pinch limits the effect to moving vertices half of the way towards brush center. I see no use for a 100% pinch (it pretty much destroys the mesh.) Even half may be too high a limit, but this is hard to place an exact number on.
* Smooth has two magic numbers, the strength fudge factor and the number of smooth repetitions (currently 2.)
* The way the layer brush works is left unchanged for now.
Modified Paths:
--------------
branches/blender2.5/blender/source/blender/editors/sculpt_paint/sculpt.c
Modified: branches/blender2.5/blender/source/blender/editors/sculpt_paint/sculpt.c
===================================================================
--- branches/blender2.5/blender/source/blender/editors/sculpt_paint/sculpt.c 2009-06-19 18:50:36 UTC (rev 21016)
+++ branches/blender2.5/blender/source/blender/editors/sculpt_paint/sculpt.c 2009-06-19 22:16:30 UTC (rev 21017)
@@ -234,6 +234,9 @@
special multiplier found experimentally to scale the strength factor. */
static float brush_strength(Sculpt *sd, StrokeCache *cache)
{
+ /* Primary strength input; square it to make lower values more sensitive */
+ float alpha = sd->brush->alpha * sd->brush->alpha;
+
float dir= sd->brush->flag & BRUSH_DIR_IN ? -1 : 1;
float pressure= 1;
float flip= cache->flip ? -1:1;
@@ -244,18 +247,17 @@
switch(sd->brush->sculpt_tool){
case SCULPT_TOOL_DRAW:
- case SCULPT_TOOL_LAYER:
- return sd->brush->alpha / 50.0f * dir * pressure * flip * anchored; /*XXX: not sure why? multiplied by G.vd->grid */;
+ case SCULPT_TOOL_INFLATE:
+ return alpha * dir * pressure * flip; /*XXX: not sure why? was multiplied by G.vd->grid */;
+ case SCULPT_TOOL_FLATTEN:
case SCULPT_TOOL_SMOOTH:
- return sd->brush->alpha / .5 * pressure * anchored;
+ return alpha * 4 * pressure;
case SCULPT_TOOL_PINCH:
- return sd->brush->alpha / 10.0f * dir * pressure * flip * anchored;
+ return alpha / 2 * dir * pressure * flip;
case SCULPT_TOOL_GRAB:
return 1;
- case SCULPT_TOOL_INFLATE:
- return sd->brush->alpha / 50.0f * dir * pressure * flip * anchored;
- case SCULPT_TOOL_FLATTEN:
- return sd->brush->alpha / 5.0f * pressure * anchored;
+ case SCULPT_TOOL_LAYER:
+ return sd->brush->alpha / 50.0f * dir * pressure * flip * anchored; /*XXX: not sure why? multiplied by G.vd->grid */;
default:
return 0;
}
@@ -354,10 +356,10 @@
while(node){
float *co= ss->mvert[node->Index].co;
-
- const float val[3]= {co[0]+area_normal[0]*node->Fade*ss->cache->scale[0],
- co[1]+area_normal[1]*node->Fade*ss->cache->scale[1],
- co[2]+area_normal[2]*node->Fade*ss->cache->scale[2]};
+
+ const float val[3]= {co[0]+area_normal[0]*ss->cache->radius*node->Fade*ss->cache->scale[0],
+ co[1]+area_normal[1]*ss->cache->radius*node->Fade*ss->cache->scale[1],
+ co[2]+area_normal[2]*ss->cache->radius*node->Fade*ss->cache->scale[2]};
sculpt_clip(ss->cache, co, val);
@@ -412,18 +414,21 @@
static void do_smooth_brush(SculptSession *ss, const ListBase* active_verts)
{
ActiveData *node= active_verts->first;
-
- while(node){
- float *co= ss->mvert[node->Index].co;
- float avg[3], val[3];
-
- neighbor_average(ss, avg, node->Index);
- val[0] = co[0]+(avg[0]-co[0])*node->Fade;
- val[1] = co[1]+(avg[1]-co[1])*node->Fade;
- val[2] = co[2]+(avg[2]-co[2])*node->Fade;
-
- sculpt_clip(ss->cache, co, val);
- node= node->next;
+ int i;
+
+ for(i = 0; i < 2; ++i) {
+ while(node){
+ float *co= ss->mvert[node->Index].co;
+ float avg[3], val[3];
+
+ neighbor_average(ss, avg, node->Index);
+ val[0] = co[0]+(avg[0]-co[0])*node->Fade;
+ val[1] = co[1]+(avg[1]-co[1])*node->Fade;
+ val[2] = co[2]+(avg[2]-co[2])*node->Fade;
+
+ sculpt_clip(ss->cache, co, val);
+ node= node->next;
+ }
}
}
@@ -467,33 +472,33 @@
{
float area_normal[3];
ActiveData *node= active_verts->first;
- const float bstr= brush_strength(sd, ss->cache);
+ float lim= brush_strength(sd, ss->cache);
+ if(sd->brush->flag & BRUSH_DIR_IN)
+ lim = -lim;
+
calc_area_normal(sd, area_normal, active_verts);
while(node){
float *disp= &ss->cache->layer_disps[node->Index];
- if((bstr > 0 && *disp < bstr) ||
- (bstr < 0 && *disp > bstr)) {
+ if((lim > 0 && *disp < lim) ||
+ (lim < 0 && *disp > lim)) {
float *co= ss->mvert[node->Index].co;
+ float val[3];
*disp+= node->Fade;
- if(bstr < 0) {
- if(*disp < bstr)
- *disp = bstr;
- } else {
- if(*disp > bstr)
- *disp = bstr;
- }
+ if(lim < 0 && *disp < lim)
+ *disp = lim;
+ else if(lim > 0 && *disp > lim)
+ *disp = lim;
- {
- const float val[3]= {ss->cache->mesh_store[node->Index][0]+area_normal[0] * *disp*ss->cache->scale[0],
- ss->cache->mesh_store[node->Index][1]+area_normal[1] * *disp*ss->cache->scale[1],
- ss->cache->mesh_store[node->Index][2]+area_normal[2] * *disp*ss->cache->scale[2]};
- sculpt_clip(ss->cache, co, val);
- }
+ val[0] = ss->cache->mesh_store[node->Index][0]+area_normal[0] * *disp*ss->cache->scale[0];
+ val[1] = ss->cache->mesh_store[node->Index][1]+area_normal[1] * *disp*ss->cache->scale[1];
+ val[2] = ss->cache->mesh_store[node->Index][2]+area_normal[2] * *disp*ss->cache->scale[2];
+ //VecMulf(val, ss->cache->radius);
+ sculpt_clip(ss->cache, co, val);
}
node= node->next;
@@ -512,7 +517,7 @@
add[0]= no[0]/ 32767.0f;
add[1]= no[1]/ 32767.0f;
add[2]= no[2]/ 32767.0f;
- VecMulf(add, node->Fade);
+ VecMulf(add, node->Fade * ss->cache->radius);
add[0]*= ss->cache->scale[0];
add[1]*= ss->cache->scale[1];
add[2]*= ss->cache->scale[2];
More information about the Bf-blender-cvs
mailing list