Cleanup: Sculpt: Reduce variable scope
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@@ -76,20 +76,19 @@ static void calc_faces(const Sculpt &sd,
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const bool use_persistent_base = ss.attrs.persistent_co && brush.flag & BRUSH_PERSISTENT;
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PBVHVertexIter vd;
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const float bstrength = ss.cache->bstrength;
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const float bstrength = cache.bstrength;
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const OrigPositionData orig_data = orig_position_data_get_mesh(object, node);
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if (use_persistent_base) {
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BKE_pbvh_vertex_iter_begin (*ss.pbvh, &node, vd, PBVH_ITER_UNIQUE) {
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float *disp_factor;
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disp_factor = (float *)SCULPT_vertex_attr_get(vd.vertex, ss.attrs.persistent_disp);
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float *disp_factor = (float *)SCULPT_vertex_attr_get(vd.vertex, ss.attrs.persistent_disp);
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/* When using persistent base, the layer brush (holding Control) invert mode resets the
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* height of the layer to 0. This makes possible to clean edges of previously added layers
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* on top of the base. */
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/* The main direction of the layers is inverted using the regular brush strength with the
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* brush direction property. */
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if (ss.cache->invert) {
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if (cache.invert) {
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(*disp_factor) += std::abs(factors[vd.i] * bstrength * (*disp_factor)) *
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((*disp_factor) > 0.0f ? -1.0f : 1.0f);
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}
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@@ -99,12 +98,10 @@ static void calc_faces(const Sculpt &sd,
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const float clamp_mask = 1.0f - vd.mask;
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*disp_factor = std::clamp(*disp_factor, -clamp_mask, clamp_mask);
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float3 final_co;
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float3 normal;
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normal = SCULPT_vertex_persistent_normal_get(ss, vd.vertex);
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float3 normal = SCULPT_vertex_persistent_normal_get(ss, vd.vertex);
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normal *= brush.height;
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final_co = float3(SCULPT_vertex_persistent_co_get(ss, vd.vertex)) + normal * *disp_factor;
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float3 final_co = float3(SCULPT_vertex_persistent_co_get(ss, vd.vertex)) +
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normal * *disp_factor;
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float3 vdisp = final_co - float3(vd.co);
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vdisp *= std::abs(factors[vd.i]);
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@@ -117,19 +114,15 @@ static void calc_faces(const Sculpt &sd,
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else {
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BKE_pbvh_vertex_iter_begin (*ss.pbvh, &node, vd, PBVH_ITER_UNIQUE) {
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const int vi = vd.index;
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float *disp_factor;
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disp_factor = &layer_displacement_factor[vi];
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float *disp_factor = &layer_displacement_factor[vi];
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(*disp_factor) += factors[vd.i] * bstrength * (1.05f - std::abs(*disp_factor));
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const float clamp_mask = 1.0f - vd.mask;
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*disp_factor = std::clamp(*disp_factor, -clamp_mask, clamp_mask);
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float3 final_co;
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float3 normal;
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normal = orig_data.normals[vd.i];
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float3 normal = orig_data.normals[vd.i];
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normal *= brush.height;
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final_co = orig_data.positions[vd.i] + normal * *disp_factor;
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float3 final_co = orig_data.positions[vd.i] + normal * *disp_factor;
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float3 vdisp = final_co - float3(vd.co);
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vdisp *= std::abs(factors[vd.i]);
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@@ -182,25 +175,20 @@ static void calc_grids(const Sculpt &sd,
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calc_brush_texture_factors(ss, brush, positions, factors);
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PBVHVertexIter vd;
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const float bstrength = ss.cache->bstrength;
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const float bstrength = cache.bstrength;
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const OrigPositionData orig_data = orig_position_data_get_grids(object, node);
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BKE_pbvh_vertex_iter_begin (*ss.pbvh, &node, vd, PBVH_ITER_UNIQUE) {
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const int vi = vd.index;
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float *disp_factor;
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disp_factor = &layer_displacement_factor[vi];
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float *disp_factor = &layer_displacement_factor[vi];
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(*disp_factor) += factors[vd.i] * bstrength * (1.05f - std::abs(*disp_factor));
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const float clamp_mask = 1.0f - vd.mask;
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*disp_factor = std::clamp(*disp_factor, -clamp_mask, clamp_mask);
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float3 final_co;
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float3 normal;
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normal = orig_data.normals[vd.i];
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float3 normal = orig_data.normals[vd.i];
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normal *= brush.height;
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final_co = orig_data.positions[vd.i] + normal * *disp_factor;
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float3 final_co = orig_data.positions[vd.i] + normal * *disp_factor;
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float3 vdisp = final_co - float3(vd.co);
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vdisp *= std::abs(factors[vd.i]);
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@@ -249,7 +237,7 @@ static void calc_bmesh(const Sculpt &sd,
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calc_brush_texture_factors(ss, brush, positions, factors);
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PBVHVertexIter vd;
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const float bstrength = ss.cache->bstrength;
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const float bstrength = cache.bstrength;
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Array<float3> orig_positions(verts.size());
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Array<float3> orig_normals(verts.size());
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@@ -257,21 +245,17 @@ static void calc_bmesh(const Sculpt &sd,
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BKE_pbvh_vertex_iter_begin (*ss.pbvh, &node, vd, PBVH_ITER_UNIQUE) {
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const int vi = vd.index;
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float *disp_factor;
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disp_factor = &layer_displacement_factor[vi];
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float *disp_factor = &layer_displacement_factor[vi];
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(*disp_factor) += factors[vd.i] * bstrength * (1.05f - std::abs(*disp_factor));
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const float clamp_mask = 1.0f - vd.mask;
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*disp_factor = std::clamp(*disp_factor, -clamp_mask, clamp_mask);
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float3 final_co;
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float3 normal;
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normal = orig_normals[vd.i];
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float3 normal = orig_normals[vd.i];
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normal *= brush.height;
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final_co = orig_positions[vd.i] + normal * *disp_factor;
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float3 final_co = orig_positions[vd.i] + normal * *disp_factor;
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float3 vdisp = final_co - float3(vd.co);
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vdisp *= std::abs(factors[vd.i]);
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