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.
This commit is contained in:
Nicholas Bishop
2009-06-19 22:16:30 +00:00
parent c3b8db4833
commit 7349d775b0

View File

@@ -234,6 +234,9 @@ static char brush_size(Sculpt *sd)
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 @@ static float brush_strength(Sculpt *sd, StrokeCache *cache)
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 @@ static void do_draw_brush(Sculpt *sd, SculptSession *ss, const ListBase* active_
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 neighbor_average(SculptSession *ss, float avg[3], const int vert)
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 @@ static void do_layer_brush(Sculpt *sd, SculptSession *ss, const ListBase *active
{
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 @@ static void do_inflate_brush(SculptSession *ss, const ListBase *active_verts)
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];