2025-07-01
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'''
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Copyright (C) 2023 CG Cookie
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http://cgcookie.com
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hello@cgcookie.com
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Created by Jonathan Denning, Jonathan Williamson
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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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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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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'''
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import math
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import random
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import gpu
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from mathutils import Matrix, Vector
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from ..rfwidget import RFWidget
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from ...addon_common.common.fsm import FSM
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from ...addon_common.common.blender import tag_redraw_all
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from ...addon_common.common.boundvar import BoundBool, BoundInt, BoundFloat
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from ...addon_common.common.drawing import DrawCallbacks
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from ...addon_common.common.globals import Globals
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from ...addon_common.common import gpustate
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from ...addon_common.common.maths import Vec, Point, Point2D, Direction, Color, Vec2D
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from ...config.options import themes, options
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class RFWidget_BrushFalloff_Factory:
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'''
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This is a class factory. It is needed, because the FSM is shared across instances.
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RFTools might need to share RFWidgets that are independent of each other.
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'''
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@staticmethod
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def create(action_name, radius, falloff, strength, fill_color=Color((1,1,1,1)), outer_color=Color((1,1,1,1)), inner_color=Color((1,1,1,0.5)), below_alpha=Color((1,1,1,0.25))):
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class RFWidget_BrushFalloff(RFWidget):
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rfw_name = 'Brush Falloff'
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rfw_cursor = 'CROSSHAIR'
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@RFWidget.on_init
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def init(self):
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self.action_name = action_name
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self.outer_color = outer_color
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self.inner_color = inner_color
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self.fill_color = fill_color
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self.color_mult_below = below_alpha
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self.redraw_on_mouse = True
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self.last_mouse = None
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self.last_view = None
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self.hit = False
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self.hit_scale = 1.0
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@FSM.on_state('main')
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def main(self):
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self.update_mouse()
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if self.rfcontext.actions.pressed('brush radius increase'):
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self.radius += 10
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tag_redraw_all('BrushFalloff increase radius')
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return
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if self.rfcontext.actions.pressed('brush radius decrease'):
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self.radius -= 10
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tag_redraw_all('BrushFalloff decrease radius')
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return
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if self.rfcontext.actions.pressed('brush radius'):
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self._dist_to_var_fn = self.dist_to_radius
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self._var_to_dist_fn = self.radius_to_dist
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return 'change'
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if self.rfcontext.actions.pressed('brush strength'):
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self._dist_to_var_fn = self.dist_to_strength
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self._var_to_dist_fn = self.strength_to_dist
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return 'change'
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if self.rfcontext.actions.pressed('brush falloff'):
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self._dist_to_var_fn = self.dist_to_falloff
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self._var_to_dist_fn = self.falloff_to_dist
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return 'change'
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@FSM.on_state('change', 'enter')
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def change_enter(self):
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dist = self._var_to_dist_fn()
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actions = self.rfcontext.actions
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self._change_pre = dist
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self._change_center = actions.mouse - Vec2D((dist, 0))
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self._timer = self.actions.start_timer(120)
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tag_redraw_all('BrushFalloff change_enter')
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@FSM.on_state('change')
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def change(self):
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assert self._dist_to_var_fn
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actions = self.rfcontext.actions
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if actions.pressed('cancel', ignoremods=True, ignoredrag=True):
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self._dist_to_var_fn(self._change_pre)
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return 'main'
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if actions.pressed({'confirm', 'confirm drag'}, ignoremods=True):
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return 'main'
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dist = (self._change_center - actions.mouse).length
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self._dist_to_var_fn(dist)
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@FSM.on_state('change', 'exit')
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def change_exit(self):
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self._dist_to_var_fn = None
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self._var_to_dist_fn = None
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self._timer.done()
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tag_redraw_all('BrushFalloff change_exit')
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@DrawCallbacks.on_draw('post3d')
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@FSM.onlyinstate('main')
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def draw_brush(self):
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if not self.hit: return
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ff = math.pow(0.5, 1.0 / max(self.falloff, 0.0001))
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p, n = self.hit_p, self.hit_n
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ro = self.radius * self.hit_scale
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ri = ro * ff
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rm = (ro + ri) / 2.0
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co, ci, cc = self.outer_color, self.inner_color, self.fill_color * self.fill_color_scale
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fwd = Direction(self.rfcontext.Vec_forward()) * (self.hit_depth * 0.0005)
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# draw below
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gpustate.depth_mask(False)
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gpustate.depth_test('GREATER')
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Globals.drawing.draw3D_circle(p-fwd*1.0, rm, cc * self.color_mult_below, n=n, width=ro - ri)
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Globals.drawing.draw3D_circle(p-fwd*2.0, ro, co * self.color_mult_below, n=n, width=2*self.hit_scale)
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Globals.drawing.draw3D_circle(p-fwd*2.0, ri, ci * self.color_mult_below, n=n, width=2*self.hit_scale)
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# draw above
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gpustate.depth_test('LESS_EQUAL')
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Globals.drawing.draw3D_circle(p-fwd*1.0, rm, cc, n=n, width=ro - ri)
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Globals.drawing.draw3D_circle(p-fwd*2.0, ro, co, n=n, width=2*self.hit_scale)
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Globals.drawing.draw3D_circle(p-fwd*2.0, ri, ci, n=n, width=2*self.hit_scale)
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# reset
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gpustate.depth_test('LESS_EQUAL')
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gpustate.depth_mask(True)
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@DrawCallbacks.on_draw('post2d')
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@FSM.onlyinstate('change')
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def draw_brush_sizing(self):
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#r = (self._change_center - self.actions.mouse).length
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r = self.radius
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co = self.outer_color
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ci = self.inner_color
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cc = self.fill_color * self.fill_color_scale
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ff = math.pow(0.5, 1.0 / max(self.falloff, 0.0001))
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fs = (1-ff) * self.radius
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Globals.drawing.draw2D_circle(self._change_center, r-fs/2, cc, width=fs)
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Globals.drawing.draw2D_circle(self._change_center, r, co, width=1)
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Globals.drawing.draw2D_circle(self._change_center, r*ff, ci, width=1)
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##################
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# getters
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def get_scaled_radius(self):
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return self.hit_scale * self.radius
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def get_scaled_size(self):
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return self.hit_scale * self.size
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def get_strength_dist(self, dist:float):
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return max(0.0, min(1.0, (1.0 - math.pow(dist / self.get_scaled_radius(), self.falloff)))) * self.strength
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def get_strength_Point(self, point:Point):
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if not self.hit_p: return 0.0
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return self.get_strength_dist((point - self.hit_p).length)
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###################
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# radius
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@property
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def radius(self):
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return radius.get()
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@radius.setter
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def radius(self, v):
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radius.set(max(1, float(v)))
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def radius_to_dist(self):
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return self.radius
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def dist_to_radius(self, d):
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self.radius = max(1, int(d))
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def radius_gettersetter(self):
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def getter():
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return int(self.radius)
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def setter(v):
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self.radius = max(1, int(v))
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return (getter, setter)
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def get_radius_boundvar(self):
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return radius
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##################
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# strength
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@property
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def strength(self):
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return strength.get()
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@strength.setter
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def strength(self, v):
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# print('strength', v)
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strength.set(max(0.01, min(1.0, float(v))))
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def strength_to_dist(self):
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return self.radius * (1.0 - self.strength)
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def dist_to_strength(self, d):
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self.strength = 1.0 - max(0.01, min(1.0, d / self.radius))
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def strength_gettersetter(self):
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def getter():
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return int(self.strength * 100)
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def setter(v):
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self.strength = max(1, min(100, v)) / 100
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return (getter, setter)
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def get_strength_boundvar(self):
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return strength
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##################
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# falloff
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@property
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def falloff(self):
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return falloff.get()
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@falloff.setter
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def falloff(self, v):
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# print('falloff', v)
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falloff.set(max(0.0, min(100.0, float(v))))
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def falloff_to_dist(self):
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return self.radius * math.pow(0.5, 1.0 / max(self.falloff, 0.0001))
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def dist_to_falloff(self, d):
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self.falloff = math.log(0.5) / math.log(max(0.01, min(0.99, d / self.radius)))
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def falloff_gettersetter(self):
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def getter():
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return int(100 * math.pow(0.5, 1.0 / max(self.falloff, 0.0001)))
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def setter(v):
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self.falloff = math.log(0.5) / math.log(max(0.01, min(0.99, v / 100)))
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pass
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return (getter, setter)
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def get_falloff_boundvar(self):
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return falloff
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##################
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# fill_color_scale
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@property
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def fill_color_scale(self):
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return Color((1, 1, 1, self.strength * (options['brush max alpha'] - options['brush min alpha']) + options['brush min alpha']))
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##################
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# mouse
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def update_mouse(self):
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recompute = False
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recompute |= (self.last_mouse != self.actions.mouse)
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recompute |= (self.last_view != self.rfcontext.get_view_version())
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if not recompute: return
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self.last_mouse = self.actions.mouse
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self.last_view = self.rfcontext.get_view_version()
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self.hit = False
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# figure out how much to scale so that the brush drawn in 3D appears the same size on screen
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xy = self.actions.mouse
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p,n,_,_ = self.rfcontext.raycast_sources_mouse()
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if not p: return
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depth = self.rfcontext.Point_to_depth(p)
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if not depth: return
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scale = self.rfcontext.size2D_to_size(1.0, depth)
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if scale is None: return
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rmat = Matrix.Rotation(Direction.Z.angle(n), 4, Direction.Z.cross(n))
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self.hit = True
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self.hit_scale = scale
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self.hit_p = p
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self.hit_n = n
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self.hit_depth = depth
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self.hit_x = Vec(rmat @ Direction.X)
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self.hit_y = Vec(rmat @ Direction.Y)
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self.hit_z = Vec(rmat @ Direction.Z)
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self.hit_rmat = rmat
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return RFWidget_BrushFalloff
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