forked from bartvdbraak/blender
Sculpt brush can now grab inwards w/ normal weight
Previously the grab brush could only move ourwards when normal aligned.
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37915e0b79
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36e732c89f
@ -2203,16 +2203,25 @@ static void do_grab_brush(Sculpt *sd, Object *ob, PBVHNode **nodes, int totnode)
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SculptSession *ss = ob->sculpt;
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Brush *brush = BKE_paint_brush(&sd->paint);
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float grab_delta[3];
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float len;
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copy_v3_v3(grab_delta, ss->cache->grab_delta_symmetry);
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len = len_v3(grab_delta);
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if (brush->normal_weight > 0) {
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mul_v3_fl(ss->cache->sculpt_normal_symm, len * brush->normal_weight);
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/* signed to support grabbing in (to make a hole) as well as out. */
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const float len_signed = dot_v3v3(ss->cache->sculpt_normal_symm, ss->cache->grab_delta_symmetry);
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/* this scale effectively projects the offset so dragging follows the cursor,
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* as the normal points towards the view, the scale increases. */
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float len_view_scale;
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{
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float view_aligned_normal[3];
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project_plane_v3_v3v3(view_aligned_normal, ss->cache->sculpt_normal_symm, ss->cache->view_normal);
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len_view_scale = fabsf(dot_v3v3(view_aligned_normal, ss->cache->sculpt_normal_symm));
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len_view_scale = (len_view_scale > FLT_EPSILON) ? 1.0f / len_view_scale : 1.0f;
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}
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mul_v3_fl(grab_delta, 1.0f - brush->normal_weight);
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add_v3_v3(grab_delta, ss->cache->sculpt_normal_symm);
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madd_v3_v3fl(grab_delta, ss->cache->sculpt_normal_symm, (len_signed * brush->normal_weight) * len_view_scale);
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}
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SculptThreadedTaskData data = {
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