[Bf-blender-cvs] [dbceb3d] PSketch: PSculpt: Simplify code for Grab Brush
Joshua Leung
noreply at git.blender.org
Sun Jan 31 14:29:13 CET 2016
Commit: dbceb3d31ad1ee3df3b6529772b81a3cb607cd8a
Author: Joshua Leung
Date: Fri Jan 15 21:43:16 2016 +1300
Branches: PSketch
https://developer.blender.org/rBdbceb3d31ad1ee3df3b6529772b81a3cb607cd8a
PSculpt: Simplify code for Grab Brush
===================================================================
M source/blender/editors/armature/pose_sculpt.c
===================================================================
diff --git a/source/blender/editors/armature/pose_sculpt.c b/source/blender/editors/armature/pose_sculpt.c
index f172e4b..f73bffc 100644
--- a/source/blender/editors/armature/pose_sculpt.c
+++ b/source/blender/editors/armature/pose_sculpt.c
@@ -706,7 +706,7 @@ static void brush_grab(tPoseSculptingOp *pso, tPSculptContext *data, bPoseChanne
float fac;
/* strength of push */
- fac = (float)pow((double)(1.0f - data->dist / data->rad), (double)data->fac);
+ fac = fabsf(1.0f - data->dist / data->rad) * data->fac;
if (data->invert) fac = -fac;
if (brush->flag & PSCULPT_BRUSH_FLAG_GRAB_INITIAL) {
@@ -722,18 +722,13 @@ static void brush_grab(tPoseSculptingOp *pso, tPSculptContext *data, bPoseChanne
/* store factor for later */
tab->fac = fac;
}
- else if (1 /* brush->flag & PSCULPT_BRUSH_FLAG_NO_FALLOFF */) {
- /* don't use falloff - better for chains */
- fac = 1.0f;
- }
else {
- /* reuse initial factor */
- fac = tab->fac;
+ /* don't use falloff - works better for chains */
+ fac = 1.0f;
}
}
/* compute inverse matrix to convert from screen-space to bone space */
- //mult_m4_m4m4(mat, data->ob->obmat, pchan->bone->arm_mat); original function, pre math cleanup
mul_m4_m4m4(mat, data->ob->obmat, pchan->bone->arm_mat);
invert_m4_m4(imat, mat);
@@ -1187,13 +1182,6 @@ static void psculpt_brush_apply(bContext *C, wmOperator *op, PointerRNA *itemptr
{
float mval_f[2], vec[2];
- /* based on particle comb brush */
- data.fac = (brush->strength - 0.5f) * 2.0f;
- if (data.fac < 0.0f)
- data.fac = 1.0f - 9.0f * data.fac;
- else
- data.fac = 1.0f - data.fac;
-
mval_f[0] = dx;
mval_f[1] = dy;
ED_view3d_win_to_delta(ar, mval_f, vec, zfac);
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