diff options
author | Martin Poirier <theeth@yahoo.com> | 2007-11-09 01:03:04 +0300 |
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committer | Martin Poirier <theeth@yahoo.com> | 2007-11-09 01:03:04 +0300 |
commit | eeb9e1486d6babb9c64bcaa0b29236def05d9f95 (patch) | |
tree | 0fa603b8e80c0f2e6a40e918fd69dcbfdbd412ca /source/blender/src/editarmature.c | |
parent | e7c4bad8e929fd690aed9c652157eb3c8688c850 (diff) |
Still nothing to see here <shifty eyes>
This fixes up angle based subdivisions, adds embedding post processing methods (before, only average was there, added smooth and sharpen).
More parameters are controllable through the UI.
Diffstat (limited to 'source/blender/src/editarmature.c')
-rw-r--r-- | source/blender/src/editarmature.c | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/src/editarmature.c b/source/blender/src/editarmature.c index 3a66f2e1d75..0b92c449c32 100644 --- a/source/blender/src/editarmature.c +++ b/source/blender/src/editarmature.c @@ -3230,14 +3230,14 @@ void generateSkeletonFromReebGraph(ReebGraph *rg) /************************* CUT LENGTH *****************************/ if ((G.scene->toolsettings->skgen_options & SKGEN_CUT_LENGTH) && - arcLengthRatio(arc) >= G.scene->toolsettings->skgen_threshold_length) + arcLengthRatio(arc) >= G.scene->toolsettings->skgen_length_ratio) { EditBone *child = NULL; EditBone *parent = NULL; int same = 0; int index = 0; int stride = 1; - float lengthLimit = 1.5f; // use value from UI + float lengthLimit = G.scene->toolsettings->skgen_length_limit; // If head is the highest node, invert stride and start index if (head == arc->v2) @@ -3330,14 +3330,14 @@ void generateSkeletonFromReebGraph(ReebGraph *rg) lastBone = parent; /* set last bone in the chain */ - added = 1; + added = 1; } /************************* CUT ANGLE *****************************/ else if (G.scene->toolsettings->skgen_options & SKGEN_CUT_ANGLE) { EditBone *child = NULL; EditBone *parent = NULL; - float angleLimit = 0.80f;//cosf(M_PI / 4);//cosf(G.scene->toolsettings->skgen_threshold_angle * M_PI / 180.0f); + float angleLimit = (float)cos(G.scene->toolsettings->skgen_angle_limit * M_PI / 180.0f); int same = 0; int index = 0; int stride = 1; |