79 float pivot_global[3];
80 float warp_end_radius_global[3];
97 snapGrid(
t, angle_rad);
102 const float radius_snap = 0.1f;
103 const float snap_hack = (
t->snap[0] *
data->warp_init_dist) / radius_snap;
104 values.scale *= snap_hack;
106 values.scale /= snap_hack;
111 values.scale = values.scale /
data->warp_init_dist;
124 TIP_(
"Bend Angle: %s Radius: %s Alt, Clamp %s"),
133 TIP_(
"Bend Angle: %.3f Radius: %.4f, Alt, Clamp %s"),
135 values.scale *
data->warp_init_dist,
139 values.angle *= -1.0f;
140 values.scale *=
data->warp_init_dist;
149 if (values.angle > 0.0f) {
164 float warp_sta_local[3];
165 float warp_end_local[3];
166 float warp_end_radius_local[3];
167 float pivot_local[3];
169 if (tc->use_local_mat) {
172 sub_v3_v3v3(warp_end_radius_local, warp_end_radius_global, tc->mat[3]);
173 sub_v3_v3v3(pivot_local, pivot_global, tc->mat[3]);
178 copy_v3_v3(warp_end_radius_local, warp_end_radius_global);
182 for (i = 0; i < tc->data_len; i++, td++) {
185 float fac, fac_scaled;
191 if (
UNLIKELY(values.angle == 0.0f)) {
201 CLAMP(fac, 0.0f, 1.0f);
211 fac_scaled = fac * td->
factor;
215 fac_scaled = fac * td->
factor;
219 interp_v3_v3v3(delta, warp_sta_local, warp_end_radius_local, fac_scaled);
248 const float mval_fl[2] = {
UNPACK2(
t->mval)};
262 t->snap[1] =
t->snap[0] * 0.2;
265 t->num.unit_sys =
t->scene->unit.system;
280 curs =
t->scene->cursor.location;
283 (
View3D *)
t->area->spacedata.first,
t->region, curs, mval_fl,
data->warp_end);
295 t->custom.mode.data =
data;
296 t->custom.mode.use_free =
true;
float line_point_factor_v3(const float p[3], const float l1[3], const float l2[3])
MINLINE float shell_angle_to_dist(const float angle)
void mul_m3_v3(const float M[3][3], float r[3])
void axis_angle_normalized_to_mat3(float R[3][3], const float axis[3], const float angle)
void interp_v3_v3v3(float r[3], const float a[3], const float b[3], const float t)
MINLINE float len_v3v3(const float a[3], const float b[3]) ATTR_WARN_UNUSED_RESULT
MINLINE void madd_v3_v3fl(float r[3], const float a[3], float f)
MINLINE float normalize_v3(float r[3])
MINLINE void sub_v3_v3(float r[3], const float a[3])
MINLINE void sub_v3_v3v3(float r[3], const float a[3], const float b[3])
MINLINE void copy_v2_v2(float r[2], const float a[2])
MINLINE void copy_v3_v3(float r[3], const float a[3])
MINLINE void cross_v3_v3v3(float r[3], const float a[3], const float b[3])
MINLINE void copy_v3_fl(float r[3], float f)
void dist_ensure_v3_v3fl(float v1[3], const float v2[3], const float dist)
MINLINE void add_v3_v3(float r[3], const float a[3])
size_t BLI_snprintf(char *__restrict dst, size_t maxncpy, const char *__restrict format,...) ATTR_NONNULL(1
#define USER_UNIT_ROT_RADIANS
#define SCE_SNAP_MODE_INCREMENT
@ V3D_AROUND_LOCAL_ORIGINS
void ED_area_status_text(ScrArea *area, const char *str)
void ED_view3d_win_to_3d(const struct View3D *v3d, const struct ARegion *region, const float depth_pt[3], const float mval[2], float r_out[3])
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble GLdouble GLdouble zFar _GL_VOID_RET _GL_UINT GLdouble *equation _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLenum GLfloat *v _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLfloat *values _GL_VOID_RET _GL_VOID GLushort *values _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLenum GLdouble *params _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_BOOL GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLushort pattern _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble u2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLdouble GLdouble v2 _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLdouble GLdouble nz _GL_VOID_RET _GL_VOID GLfloat GLfloat nz _GL_VOID_RET _GL_VOID GLint GLint nz _GL_VOID_RET _GL_VOID GLshort GLshort nz _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const GLfloat *values _GL_VOID_RET _GL_VOID GLsizei const GLushort *values _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID const GLuint const GLclampf *priorities _GL_VOID_RET _GL_VOID GLdouble y _GL_VOID_RET _GL_VOID GLfloat y _GL_VOID_RET _GL_VOID GLint y _GL_VOID_RET _GL_VOID GLshort y _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLfloat GLfloat z _GL_VOID_RET _GL_VOID GLint GLint z _GL_VOID_RET _GL_VOID GLshort GLshort z _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble w _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat w _GL_VOID_RET _GL_VOID GLint GLint GLint w _GL_VOID_RET _GL_VOID GLshort GLshort GLshort w _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble y2 _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat y2 _GL_VOID_RET _GL_VOID GLint GLint GLint y2 _GL_VOID_RET _GL_VOID GLshort GLshort GLshort y2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLuint *buffer _GL_VOID_RET _GL_VOID GLdouble t _GL_VOID_RET _GL_VOID GLfloat t _GL_VOID_RET _GL_VOID GLint t _GL_VOID_RET _GL_VOID GLshort t _GL_VOID_RET _GL_VOID GLdouble t
Read Guarded memory(de)allocation.
Group RGB to Bright Vector Camera CLAMP
SIMD_FORCE_INLINE btScalar angle(const btVector3 &v) const
Return the angle between this and another vector.
void *(* MEM_callocN)(size_t len, const char *str)
float multi_frame_falloff
bGPDstroke_Runtime runtime
const char * WM_bool_as_string(bool test)