2.5/Sculpt:
* Deleted unused file
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/*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2007 by Nicholas Bishop
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*
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* Storage and manipulation of sculptmode brush strokes.
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*
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*/
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#include "MEM_guardedalloc.h"
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#include "DNA_listBase.h"
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#include "DNA_scene_types.h"
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#include "BKE_sculpt.h"
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#include "BLI_blenlib.h"
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#include "BIF_gl.h"
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#include "sculpt_intern.h"
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#include <math.h>
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/* Temporary storage of input stroke control points */
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typedef struct StrokePoint {
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struct StrokePoint *next, *prev;
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short x, y;
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} StrokePoint;
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typedef struct SculptStroke {
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short (*loc)[2];
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int max;
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int index;
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float length;
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ListBase final;
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StrokePoint *final_mem;
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float offset;
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} SculptStroke;
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SculptStroke *sculpt_stroke_new(const int max)
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{
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SculptStroke *stroke = MEM_callocN(sizeof(SculptStroke), "SculptStroke");
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stroke->loc = MEM_callocN(sizeof(short) * 4 * max, "SculptStroke.loc");
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stroke->max = max;
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stroke->index = -1;
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return stroke;
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}
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void sculpt_stroke_free(SculptStroke *stroke)
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{
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if(stroke) {
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if(stroke->loc) MEM_freeN(stroke->loc);
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if(stroke->final_mem) MEM_freeN(stroke->final_mem);
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MEM_freeN(stroke);
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}
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}
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void sculpt_stroke_add_point(SculptStroke *stroke, const short x, const short y)
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{
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const int next = stroke->index + 1;
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if(stroke->index == -1) {
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stroke->loc[0][0] = x;
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stroke->loc[0][1] = y;
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stroke->index = 0;
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}
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else if(next < stroke->max) {
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const int dx = x - stroke->loc[stroke->index][0];
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const int dy = y - stroke->loc[stroke->index][1];
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stroke->loc[next][0] = x;
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stroke->loc[next][1] = y;
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stroke->length += sqrt(dx*dx + dy*dy);
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stroke->index = next;
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}
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}
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static void sculpt_stroke_smooth(SculptStroke *stroke)
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{
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/* Apply smoothing (exclude the first and last points)*/
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StrokePoint *p = stroke->final.first;
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if(p && p->next && p->next->next) {
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for(p = p->next->next; p && p->next && p->next->next; p = p->next) {
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p->x = p->prev->prev->x*0.1 + p->prev->x*0.2 + p->x*0.4 + p->next->x*0.2 + p->next->next->x*0.1;
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p->y = p->prev->prev->y*0.1 + p->prev->y*0.2 + p->y*0.4 + p->next->y*0.2 + p->next->next->y*0.1;
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}
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}
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}
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static void sculpt_stroke_create_final(SculptStroke *stroke)
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{
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if(stroke) {
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StrokePoint *p, *pnext;
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int i;
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/* Copy loc into final */
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if(stroke->final_mem)
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MEM_freeN(stroke->final_mem);
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stroke->final_mem = MEM_callocN(sizeof(StrokePoint) * (stroke->index + 1) * 2, "SculptStroke.final");
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stroke->final.first = stroke->final.last = NULL;
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for(i = 0; i <= stroke->index; ++i) {
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p = &stroke->final_mem[i];
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p->x = stroke->loc[i][0];
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p->y = stroke->loc[i][1];
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BLI_addtail(&stroke->final, p);
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}
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/* Remove shortest edges */
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if(stroke->final.first) {
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for(p = ((StrokePoint*)stroke->final.first)->next; p && p->next; p = pnext) {
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const int dx = p->x - p->prev->x;
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const int dy = p->y - p->prev->y;
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const float len = sqrt(dx*dx + dy*dy);
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pnext = p->next;
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if(len < 10) {
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BLI_remlink(&stroke->final, p);
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}
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}
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}
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sculpt_stroke_smooth(stroke);
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/* Subdivide edges */
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for(p = stroke->final.first; p && p->next; p = pnext) {
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StrokePoint *np = &stroke->final_mem[i++];
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pnext = p->next;
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np->x = (p->x + p->next->x) / 2;
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np->y = (p->y + p->next->y) / 2;
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BLI_insertlink(&stroke->final, p, np);
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}
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sculpt_stroke_smooth(stroke);
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}
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}
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static float sculpt_stroke_seglen(StrokePoint *p1, StrokePoint *p2)
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{
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int dx = p2->x - p1->x;
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int dy = p2->y - p1->y;
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return sqrt(dx*dx + dy*dy);
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}
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static float sculpt_stroke_final_length(SculptStroke *stroke)
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{
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StrokePoint *p;
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float len = 0;
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for(p = stroke->final.first; p && p->next; ++p)
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len += sculpt_stroke_seglen(p, p->next);
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return len;
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}
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/* If partial is nonzero, cuts off apply after that length has been processed */
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static StrokePoint *sculpt_stroke_apply_generic(Sculpt *sd, SculptStroke *stroke, const int partial)
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{
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const int sdspace = 0; //XXX: sd->spacing;
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const short spacing = sdspace > 0 ? sdspace : 2;
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const int dots = sculpt_stroke_final_length(stroke) / spacing;
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int i;
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StrokePoint *p = stroke->final.first;
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float startloc = stroke->offset;
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for(i = 0; i < dots && p && p->next; ++i) {
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const float dotloc = spacing * i;
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short co[2];
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float len = sculpt_stroke_seglen(p, p->next);
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float u, v;
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/* Find edge containing dot */
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while(dotloc > startloc + len && p && p->next && p->next->next) {
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p = p->next;
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startloc += len;
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len = sculpt_stroke_seglen(p, p->next);
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}
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if(!p || !p->next || dotloc > startloc + len)
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break;
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if(partial && startloc > partial) {
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/* Calculate offset for next stroke segment */
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stroke->offset = startloc + len - dotloc;
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break;
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}
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u = (dotloc - startloc) / len;
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v = 1 - u;
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co[0] = p->x*v + p->next->x*u;
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co[1] = p->y*v + p->next->y*u;
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//do_symmetrical_brush_actions(sd, a, co, NULL);
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}
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return p ? p->next : NULL;
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}
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void sculpt_stroke_apply(Sculpt *sd, SculptStroke *stroke)
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{
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/* TODO: make these values user-modifiable? */
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const int partial_len = 100;
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const int min_len = 200;
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if(stroke) {
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sculpt_stroke_create_final(stroke);
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if(sculpt_stroke_final_length(stroke) > min_len) {
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StrokePoint *p = sculpt_stroke_apply_generic(sd, stroke, partial_len);
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/* Replace remaining values in stroke->loc with remaining stroke->final values */
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stroke->index = -1;
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stroke->length = 0;
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for(; p; p = p->next) {
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++stroke->index;
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stroke->loc[stroke->index][0] = p->x;
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stroke->loc[stroke->index][1] = p->y;
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if(p->next) {
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stroke->length += sculpt_stroke_seglen(p, p->next);
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}
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}
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}
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}
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}
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void sculpt_stroke_apply_all(Sculpt *sd, SculptStroke *stroke)
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{
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sculpt_stroke_create_final(stroke);
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if(stroke) {
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sculpt_stroke_apply_generic(sd, stroke, 0);
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}
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}
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/* XXX: drawing goes elsewhere */
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void sculpt_stroke_draw(SculptStroke *stroke)
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{
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if(stroke) {
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StrokePoint *p;
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/* Draws the original stroke */
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/*glColor3f(1, 0, 0);
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glBegin(GL_LINE_STRIP);
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for(i = 0; i <= stroke->index; ++i)
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glVertex2s(stroke->loc[i][0], stroke->loc[i][1]);
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glEnd();*/
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/* Draws the smoothed stroke */
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glColor3f(0, 1, 0);
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glBegin(GL_LINE_STRIP);
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for(p = stroke->final.first; p; p = p->next)
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glVertex2s(p->x, p->y);
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glEnd();
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}
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}
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