Sculpt-dev: fix a few merge errors
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@ -1518,8 +1518,6 @@ static void sculpt_cursor_draw_3D_face_set_preview(PaintCursorContext *pcontext)
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GPU_line_width(1.0f);
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sculpt_cursor_draw_active_face_set_color_set(pcontext);
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int fi = BKE_pbvh_face_index_to_table(ss->pbvh, ss->active_face_index);
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/*
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MPoly *poly = &ss->mpoly[fi];
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MLoop *loops = ss->mloop;
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@ -490,7 +490,7 @@ void do_draw_face_sets_brush_task_cb_ex(void *__restrict userdata,
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brush,
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v->co,
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sqrtf(test.dist),
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ss->vert_normals + ml->v,
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ss->vert_normals[ml->v],
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fno,
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mask,
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(SculptVertRef){.i = ml->v},
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@ -2680,7 +2680,6 @@ static void island_stack_mesh_do(SculptSession *ss,
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BLI_array_declare(faces);
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BLI_array_len_set(faces, *r_totfaces);
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int i = 0;
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MPoly *mp = ss->mpoly + face.i;
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MLoop *ml = ss->mloop + mp->loopstart;
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@ -133,7 +133,6 @@ static int sculpt_face_set_by_topology_invoke(bContext *C, wmOperator *op, const
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SCULPT_undo_push_begin(ob, "face set edit");
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SCULPT_undo_push_node(ob, nodes[0], SCULPT_UNDO_FACE_SETS);
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const int initial_poly_i = BKE_pbvh_face_index_to_table(ss->pbvh, ss->active_face_index);
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const SculptFaceRef initial_poly = ss->active_face_index;
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const SculptEdgeRef initial_edge = sculpt_poly_loop_initial_edge_from_cursor(ob);
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@ -346,8 +346,6 @@ static float sculpt_ipmask_vertex_grow_cb(SculptSession *ss,
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const SculptVertRef vertex,
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float *current_mask)
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{
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int vertex_i = BKE_pbvh_vertex_index_to_table(ss->pbvh, vertex);
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float max = 0.0f;
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SculptVertexNeighborIter ni;
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SCULPT_VERTEX_NEIGHBORS_ITER_BEGIN (ss, vertex, ni) {
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@ -364,8 +362,6 @@ static float sculpt_ipmask_vertex_shrink_cb(SculptSession *ss,
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const SculptVertRef vertex,
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float *current_mask)
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{
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int vertex_i = BKE_pbvh_vertex_index_to_table(ss->pbvh, vertex);
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float min = 1.0f;
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SculptVertexNeighborIter ni;
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SCULPT_VERTEX_NEIGHBORS_ITER_BEGIN (ss, vertex, ni) {
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@ -352,7 +352,7 @@ static void mesh_filter_task_cb(void *__restrict userdata,
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PBVHVertexIter vd;
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BKE_pbvh_vertex_iter_begin (ss->pbvh, node, vd, PBVH_ITER_UNIQUE) {
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SCULPT_orig_vert_data_update(&orig_data, vd.vertex);
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float orig_co[3], oldco[3], oldno[3], val[3], avg[3], normal[3], disp[3];
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float orig_co[3], oldco[3], oldno[3], val[3], avg[3], disp[3];
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float disp2[3], transform[3][3], final_pos[3];
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float fade = vd.mask ? *vd.mask : 0.0f;
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@ -722,7 +722,6 @@ static float *SCULPT_geodesic_grids_create(Object *ob,
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float (*cos)[3])
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{
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SculptSession *ss = ob->sculpt;
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Mesh *mesh = BKE_object_get_original_mesh(ob);
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const int totvert = SCULPT_vertex_count_get(ss);
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@ -831,7 +830,6 @@ static float *SCULPT_geodesic_grids_create(Object *ob,
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int v1b = -1, v2b = -1;
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TempEdge *te = edges + i;
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SculptVertexNeighborIter ni2;
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for (int j = 0; j < vmap[te->v1].count; j++) {
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TempEdge *te2 = edges + vmap[te->v1].indices[j];
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@ -912,8 +910,6 @@ static float *SCULPT_geodesic_grids_create(Object *ob,
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cos);
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}
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TempEdge *te = edges + e;
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for (int pi = 0; pi < 4; pi++) {
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int v_other = e_otherv_map[e][pi];
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@ -981,7 +977,6 @@ static float *SCULPT_geodesic_fallback_create(Object *ob, GSet *initial_vertices
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{
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SculptSession *ss = ob->sculpt;
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Mesh *mesh = BKE_object_get_original_mesh(ob);
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const int totvert = SCULPT_vertex_count_get(ss);
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float *dists = MEM_malloc_arrayN(totvert, sizeof(float), "distances");
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SculptVertRef first_affected = {SCULPT_GEODESIC_VERTEX_NONE};
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@ -1818,10 +1818,11 @@ void SCULPT_surface_smooth_displace_step(SculptSession *ss,
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void SCULPT_do_surface_smooth_brush(Sculpt *sd, Object *ob, PBVHNode **nodes, int totnode);
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/* Slide/Relax */
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void SCULPT_relax_vertex(struct SculptSession *ss,
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struct PBVHVertexIter *vd,
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void SCULPT_relax_vertex(SculptSession *ss,
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PBVHVertexIter *vd,
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float factor,
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bool filter_boundary_face_sets,
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SculptBoundaryType boundary_mask,
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float *r_final_pos);
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/** \} */
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@ -842,7 +842,6 @@ static SculptPoseIKChain *pose_ik_chain_init_face_sets(
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int prev_face_set = SCULPT_FACE_SET_NONE;
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SculptVertRef current_vertex = SCULPT_active_vertex_get(ss);
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int current_vertex_i = BKE_pbvh_vertex_index_to_table(ss->pbvh, current_vertex);
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for (int s = 0; s < ik_chain->tot_segments; s++) {
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