Animation: blend offset slider #106518
@ -504,7 +504,8 @@ void blend_offset_fcurve_segment(FCurve *fcu, FCurveSegment *segment, const floa
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const BezTriple *segment_first_key = fcurve_segment_start_get(fcu, segment->start_index + 1);
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const float segment_first_key_y = segment_first_key->vec[1][1];
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const BezTriple *segment_last_key = fcurve_segment_end_get(fcu, segment->start_index + segment->length - 1);
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const BezTriple *segment_last_key = fcurve_segment_end_get(
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fcu, segment->start_index + segment->length - 1);
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const float segment_last_key_y = segment_last_key->vec[1][1];
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const float key_x_range = right_x - left_x;
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@ -518,17 +519,18 @@ void blend_offset_fcurve_segment(FCurve *fcu, FCurveSegment *segment, const floa
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/* The calculation needs diferent values for each side of the slider. */
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const bool slider_right_side = factor > 0.5;
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/* For this tool the calculations are made easier if each side of the slider goes from 0 to porisive 1. */
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/* For this tool the calculations are made easier if each side of the slider goes from 0 to
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* porisive 1. */
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const float ping_pong_factor = fabs(factor * 2 - 1);
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float y_delta;
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if (slider_right_side) {
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y_delta = right_y - segment_last_key_y;
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}
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else {
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y_delta = left_y - segment_first_key_y;
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}
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y_delta = right_y - segment_last_key_y;
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}
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else {
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y_delta = left_y - segment_first_key_y;
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}
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for (int i = segment->start_index; i < segment->start_index + segment->length; i++) {
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const float key_y_value = fcu->bezt[i].vec[1][1] + y_delta * ping_pong_factor;
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