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Diffstat (limited to 'source/blender/editors/sculpt_paint/sculpt_cloth.c')
-rw-r--r--source/blender/editors/sculpt_paint/sculpt_cloth.c44
1 files changed, 41 insertions, 3 deletions
diff --git a/source/blender/editors/sculpt_paint/sculpt_cloth.c b/source/blender/editors/sculpt_paint/sculpt_cloth.c
index ea94398ee5d..cf2ed0943eb 100644
--- a/source/blender/editors/sculpt_paint/sculpt_cloth.c
+++ b/source/blender/editors/sculpt_paint/sculpt_cloth.c
@@ -311,7 +311,7 @@ static void do_cloth_brush_build_constraints_task_cb_ex(
else if (data->cloth_sim->deformation_pos) {
/* Any other tool that target the cloth simulation handle the falloff in
* their own code when modifying the deformation coordinates of the simulation, so
- * deformation constraints are created with a fixed strength for all vercies. */
+ * deformation constraints are created with a fixed strength for all vertices. */
cloth_brush_add_deformation_constraint(
data->cloth_sim, vd.index, CLOTH_DEFORMATION_TARGET_STRENGTH);
}
@@ -319,7 +319,7 @@ static void do_cloth_brush_build_constraints_task_cb_ex(
if (pin_simulation_boundary) {
const float sim_falloff = cloth_brush_simulation_falloff_get(
brush, ss->cache->initial_radius, ss->cache->location, vd.co);
- /* Vertex is inside the area of the simulation without any falloff aplied. */
+ /* Vertex is inside the area of the simulation without any falloff applied. */
if (sim_falloff < 1.0f) {
/* Create constraints with more strength the closer the vertex is to the simulation
* boundary. */
@@ -1071,6 +1071,25 @@ static EnumPropertyItem prop_cloth_filter_type[] = {
{0, NULL, 0, NULL, NULL},
};
+static EnumPropertyItem prop_cloth_filter_orientation_items[] = {
+ {SCULPT_FILTER_ORIENTATION_LOCAL,
+ "LOCAL",
+ 0,
+ "Local",
+ "Use the local axis to limit the force and set the gravity direction"},
+ {SCULPT_FILTER_ORIENTATION_WORLD,
+ "WORLD",
+ 0,
+ "World",
+ "Use the global axis to limit the force and set the gravity direction"},
+ {SCULPT_FILTER_ORIENTATION_VIEW,
+ "VIEW",
+ 0,
+ "View",
+ "Use the view axis to limit the force and set the gravity direction"},
+ {0, NULL, 0, NULL, NULL},
+};
+
typedef enum eClothFilterForceAxis {
CLOTH_FILTER_FORCE_X = 1 << 0,
CLOTH_FILTER_FORCE_Y = 1 << 1,
@@ -1120,7 +1139,15 @@ static void cloth_filter_apply_forces_task_cb(void *__restrict userdata,
switch (filter_type) {
case CLOTH_FILTER_GRAVITY:
- force[2] = -data->filter_strength * fade;
+ if (ss->filter_cache->orientation == SCULPT_FILTER_ORIENTATION_VIEW) {
+ /* When using the view orientation apply gravity in the -Y axis, this way objects will
+ * fall down instead of backwards. */
+ force[1] = -data->filter_strength * fade;
+ }
+ else {
+ force[2] = -data->filter_strength * fade;
+ }
+ SCULPT_filter_to_object_space(force, ss->filter_cache);
break;
case CLOTH_FILTER_INFLATE: {
float normal[3];
@@ -1138,11 +1165,13 @@ static void cloth_filter_apply_forces_task_cb(void *__restrict userdata,
break;
}
+ SCULPT_filter_to_orientation_space(force, ss->filter_cache);
for (int axis = 0; axis < 3; axis++) {
if (!ss->filter_cache->enabled_force_axis[axis]) {
force[axis] = 0.0f;
}
}
+ SCULPT_filter_to_object_space(force, ss->filter_cache);
add_v3_v3(force, sculpt_gravity);
@@ -1264,6 +1293,9 @@ static int sculpt_cloth_filter_invoke(bContext *C, wmOperator *op, const wmEvent
ss->filter_cache->enabled_force_axis[1] = force_axis & CLOTH_FILTER_FORCE_Y;
ss->filter_cache->enabled_force_axis[2] = force_axis & CLOTH_FILTER_FORCE_Z;
+ SculptFilterOrientation orientation = RNA_enum_get(op->ptr, "orientation");
+ ss->filter_cache->orientation = orientation;
+
WM_event_add_modal_handler(C, op);
return OPERATOR_RUNNING_MODAL;
}
@@ -1297,6 +1329,12 @@ void SCULPT_OT_cloth_filter(struct wmOperatorType *ot)
CLOTH_FILTER_FORCE_X | CLOTH_FILTER_FORCE_Y | CLOTH_FILTER_FORCE_Z,
"Force axis",
"Apply the force in the selected axis");
+ RNA_def_enum(ot->srna,
+ "orientation",
+ prop_cloth_filter_orientation_items,
+ SCULPT_FILTER_ORIENTATION_LOCAL,
+ "Orientation",
+ "Orientation of the axis to limit the filter force");
RNA_def_float(ot->srna,
"cloth_mass",
1.0f,