Minor sculpt/paint cleanups.

Added some comments, constified a param, and moved a couple things
around.
This commit is contained in:
Nicholas Bishop 2012-01-15 23:43:54 +00:00
parent 23806a2b7d
commit dc8b219726
3 changed files with 30 additions and 23 deletions

@ -126,7 +126,7 @@ void paint_calc_redraw_planes(float planes[4][4],
const struct rcti *screen_rect);
void projectf(struct bglMats *mats, const float v[3], float p[2]);
float paint_calc_object_space_radius(struct ViewContext *vc, float center[3], float pixel_radius);
float paint_calc_object_space_radius(struct ViewContext *vc, const float center[3], float pixel_radius);
float paint_get_tex_pixel(struct Brush* br, float u, float v);
int imapaint_pick_face(struct ViewContext *vc, struct Mesh *me, const int mval[2], unsigned int *index);
void imapaint_pick_uv(struct Scene *scene, struct Object *ob, unsigned int faceindex, const int xy[2], float uv[2]);

@ -510,31 +510,33 @@ static void paint_draw_alpha_overlay(Sculpt *sd, Brush *brush,
/* Special actions taken when paint cursor goes over mesh */
/* TODO: sculpt only for now */
static void paint_cursor_on_hit(Sculpt *sd, Brush *brush, ViewContext *vc,
float location[3], float *visual_strength)
const float location[3])
{
float unprojected_radius, projected_radius;
/* TODO: check whether this should really only be done when
brush is over mesh? */
if(sd->draw_pressure && brush_use_alpha_pressure(vc->scene, brush))
(*visual_strength) *= sd->pressure_value;
/* update the brush's cached 3D radius */
if(!brush_use_locked_size(vc->scene, brush)) {
/* get 2D brush radius */
if(sd->draw_anchored)
projected_radius = sd->anchored_size;
else {
if(brush->flag & BRUSH_ANCHORED)
projected_radius = 8;
else
projected_radius = brush_size(vc->scene, brush);
}
if(sd->draw_anchored)
projected_radius = sd->anchored_size;
else {
if(brush->flag & BRUSH_ANCHORED)
projected_radius = 8;
else
projected_radius = brush_size(vc->scene, brush);
}
unprojected_radius = paint_calc_object_space_radius(vc, location,
projected_radius);
/* convert brush radius from 2D to 3D */
unprojected_radius = paint_calc_object_space_radius(vc, location,
projected_radius);
if(sd->draw_pressure && brush_use_size_pressure(vc->scene, brush))
unprojected_radius *= sd->pressure_value;
/* scale 3D brush radius by pressure */
if(sd->draw_pressure && brush_use_size_pressure(vc->scene, brush))
unprojected_radius *= sd->pressure_value;
if(!brush_use_locked_size(vc->scene, brush))
/* set cached value in either Brush or UnifiedPaintSettings */
brush_set_unprojected_radius(vc->scene, brush, unprojected_radius);
}
}
static void paint_draw_cursor(bContext *C, int x, int y, void *UNUSED(unused))
@ -613,8 +615,13 @@ static void paint_draw_cursor(bContext *C, int x, int y, void *UNUSED(unused))
outline_col = brush->sub_col;
/* only do if brush is over the mesh */
if(hit)
paint_cursor_on_hit(sd, brush, &vc, location, &visual_strength);
if(hit) {
/* scale the alpha by pen pressure */
if(sd->draw_pressure && brush_use_alpha_pressure(vc.scene, brush))
visual_strength *= sd->pressure_value;
paint_cursor_on_hit(sd, brush, &vc, location);
}
/* don't show effect of strength past the soft limit */
if(visual_strength > 1)

@ -152,7 +152,7 @@ void projectf(bglMats *mats, const float v[3], float p[2])
p[1]= uy;
}
float paint_calc_object_space_radius(ViewContext *vc, float center[3],
float paint_calc_object_space_radius(ViewContext *vc, const float center[3],
float pixel_radius)
{
Object *ob = vc->obact;