Cleanup: spelling
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@ -270,12 +270,12 @@ typedef enum eSculptClothConstraintType {
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/* Constraint that creates the structure of the cloth. */
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SCULPT_CLOTH_CONSTRAINT_STRUCTURAL = 0,
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/* Constraint that references the position of a vertex and a position in deformation_pos which
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can be deformed by the tools. */
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* can be deformed by the tools. */
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SCULPT_CLOTH_CONSTRAINT_DEFORMATION = 1,
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/* Constarint that references the vertex position and a editable softbody position for
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plasticity. */
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/* Constraint that references the vertex position and a editable soft-body position for
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* plasticity. */
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SCULPT_CLOTH_CONSTRAINT_SOFTBODY = 2,
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/* Constarint that references the vertex position and its initial position. */
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/* Constraint that references the vertex position and its initial position. */
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SCULPT_CLOTH_CONSTRAINT_PIN = 3,
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} eSculptClothConstraintType;
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@ -295,7 +295,7 @@ typedef struct SculptClothLengthConstraint {
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float length;
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float strength;
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/* Index in SculptClothSimulation.node_state of the node from where this constraint was created.
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/* Index in #SculptClothSimulation.node_state of the node from where this constraint was created.
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* This constraints will only be used by the solver if the state is active. */
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int node;
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@ -329,7 +329,7 @@ typedef struct SculptClothSimulation {
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struct ListBase *collider_list;
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int totnode;
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/* PBVHNode pointer as a key, index in SculptClothSimulation.node_state as value. */
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/** #PBVHNode pointer as a key, index in #SculptClothSimulation.node_state as value. */
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struct GHash *node_state_index;
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eSculptClothNodeSimState *node_state;
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} SculptClothSimulation;
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@ -341,7 +341,7 @@ typedef struct SculptPersistentBase {
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} SculptPersistentBase;
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typedef struct SculptVertexInfo {
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/* Idexed by vertex, stores and ID of its topologycally connected component. */
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/* Indexed by vertex, stores and ID of its topologically connected component. */
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int *connected_component;
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/* Indexed by base mesh vertex index, stores if that vertex is a boundary. */
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@ -429,7 +429,7 @@ typedef struct SculptFakeNeighbors {
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/* Max distance used to calculate neighborhood information. */
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float current_max_distance;
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/* Idexed by vertex, stores the vertex index of its fake neighbor if available. */
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/* Indexed by vertex, stores the vertex index of its fake neighbor if available. */
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int *fake_neighbor_index;
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} SculptFakeNeighbors;
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@ -345,10 +345,10 @@ void BKE_shrinkwrap_compute_boundary_data(struct Mesh *mesh)
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mesh->runtime.shrinkwrap_data = shrinkwrap_build_boundary_data(mesh);
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}
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/*
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* Shrinkwrap to the nearest vertex
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/**
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* Shrink-wrap to the nearest vertex
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*
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* it builds a kdtree of vertexs we can attach to and then
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* it builds a #BVHTree of vertices we can attach to and then
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* for each vertex performs a nearest vertex search on the tree
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*/
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static void shrinkwrap_calc_nearest_vertex_cb_ex(void *__restrict userdata,
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@ -612,8 +612,8 @@ void BM_mesh_copy_init_customdata(BMesh *bm_dst, BMesh *bm_src, const BMAllocTem
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*
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* \param bm_dst: BMesh whose custom-data layers will be added.
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* \param bm_src: BMesh whose custom-data layers will be copied.
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* \param htype: Specifies which custom-datas will be initiated.
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* \param allocsize: Estimated number of elements to init the mempool.
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* \param htype: Specifies which custom-data layers will be initiated.
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* \param allocsize: Initialize the the memory-pool before use (may be an estimate).
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*/
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void BM_mesh_copy_init_customdata_all_layers(BMesh *bm_dst,
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BMesh *bm_src,
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@ -3116,7 +3116,7 @@ static bool panel_property_search(const bContext *C,
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UI_block_layout_free(block);
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/* We could check after each layout to increase the likelyhood of returning early,
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/* We could check after each layout to increase the likelihood of returning early,
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* but that probably wouldn't make much of a difference anyway. */
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if (UI_block_apply_search_filter(block, search_filter)) {
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return true;
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@ -422,8 +422,8 @@ static std::string extract_vcolname(const COLLADAFW::String &collada_id)
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/* =================================================================
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* Return the number of faces by summing up
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* the facecounts of the parts.
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* hint: This is done because mesh->getFacesCount() does
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* the face-counts of the parts.
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* hint: This is done because `mesh->getFacesCount()` does
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* count loose edges as extra faces, which is not what we want here.
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* ================================================================= */
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void MeshImporter::allocate_poly_data(COLLADAFW::Mesh *collada_mesh, Mesh *me)
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@ -674,7 +674,7 @@ void MeshImporter::read_polys(COLLADAFW::Mesh *collada_mesh, Mesh *me)
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Primitive prim = {mpoly, 0};
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/* If MeshPrimitive is TRIANGLE_FANS we split it into triangles
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* The first trifan vertex will be the first vertex in every triangle
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* The first triangle-fan vertex will be the first vertex in every triangle
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* XXX The proper function of TRIANGLE_FANS is not tested!!!
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* XXX In particular the handling of the normal_indices looks very wrong to me */
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if (collada_meshtype == COLLADAFW::MeshPrimitive::TRIANGLE_FANS) {
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@ -136,8 +136,8 @@ static void panelRegister(ARegionType *region_type)
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static openvdb::Mat4s matrix_to_openvdb(const float m[4][4])
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{
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/* Openvdb matrices are transposed Blender matrices, i.e. the translation is in the last row
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* instead of in the last column. However, the layout in memory is the same, because openvdb
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/* OpenVDB matrices are transposed Blender matrices, i.e. the translation is in the last row
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* instead of in the last column. However, the layout in memory is the same, because OpenVDB
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* matrices are row major (compared to Blender's column major matrices). */
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openvdb::Mat4s new_matrix{reinterpret_cast<const float *>(m)};
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return new_matrix;
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@ -1740,7 +1740,7 @@ BLI_INLINE float fbstar_jacobi(float length, float L, float kb, float cb)
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return -kb * fbderiv(length, L);
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}
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/* calculate elonglation */
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/* calculate elongation */
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BLI_INLINE bool spring_length(Implicit_Data *data,
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int i,
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int j,
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@ -1810,7 +1810,7 @@ bool SIM_mass_spring_force_spring_linear(Implicit_Data *data,
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float f[3], dfdx[3][3], dfdv[3][3];
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float damping = 0;
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/* calculate elonglation */
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/* calculate elongation */
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spring_length(data, i, j, extent, dir, &length, vel);
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/* This code computes not only the force, but also its derivative.
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@ -1860,7 +1860,7 @@ bool SIM_mass_spring_force_spring_bending(
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{
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float extent[3], length, dir[3], vel[3];
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/* calculate elonglation */
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/* calculate elongation */
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spring_length(data, i, j, extent, dir, &length, vel);
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if (length < restlen) {
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@ -950,7 +950,7 @@ BLI_INLINE float fbstar_jacobi(float length, float L, float kb, float cb)
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}
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}
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/* calculate elonglation */
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/* calculate elongation */
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BLI_INLINE bool spring_length(Implicit_Data *data,
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int i,
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int j,
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@ -1014,7 +1014,7 @@ bool SIM_mass_spring_force_spring_linear(Implicit_Data *data,
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{
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float extent[3], length, dir[3], vel[3];
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/* calculate elonglation */
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/* calculate elongation */
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spring_length(data, i, j, extent, dir, &length, vel);
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if (length > restlen || no_compress) {
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@ -1026,7 +1026,7 @@ bool SIM_mass_spring_force_spring_linear(Implicit_Data *data,
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}
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mul_v3_v3fl(f, dir, stretch_force);
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/* Ascher & Boxman, p.21: Damping only during elonglation
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/* Ascher & Boxman, p.21: Damping only during elongation
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* something wrong with it... */
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madd_v3_v3fl(f, dir, damping * dot_v3v3(vel, dir));
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@ -1075,7 +1075,7 @@ bool SIM_mass_spring_force_spring_bending(Implicit_Data *data,
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{
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float extent[3], length, dir[3], vel[3];
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/* calculate elonglation */
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/* calculate elongation */
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spring_length(data, i, j, extent, dir, &length, vel);
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if (length < restlen) {
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@ -1468,7 +1468,7 @@ bool SIM_mass_spring_force_spring_goal(Implicit_Data *data,
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if (length > ALMOST_ZERO) {
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mul_v3_v3fl(f, dir, stiffness * length);
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/* Ascher & Boxman, p.21: Damping only during elonglation
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/* Ascher & Boxman, p.21: Damping only during elongation
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* something wrong with it... */
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madd_v3_v3fl(f, dir, damping * dot_v3v3(vel, dir));
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