921 lines
29 KiB
C++
921 lines
29 KiB
C++
/* SPDX-FileCopyrightText: 2009 by Nicholas Bishop. All rights reserved.
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup bke
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*/
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#include "BLI_array.hh"
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#include "BLI_bit_vector.hh"
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#include "BLI_bitmap.h"
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#include "BLI_compiler_compat.h"
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#include "BLI_math_matrix_types.hh"
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#include "BLI_math_vector_types.hh"
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#include "BLI_offset_indices.hh"
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#include "BLI_ordered_edge.hh"
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#include "BLI_set.hh"
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#include "BLI_utildefines.h"
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#include "DNA_brush_enums.h"
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#include "DNA_object_enums.h"
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#include "BKE_attribute.h"
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#include "BKE_pbvh.hh"
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#include "bmesh.h"
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struct BMFace;
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struct BMesh;
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struct BlendDataReader;
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struct BlendLibReader;
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struct BlendWriter;
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struct Brush;
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struct CurveMapping;
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struct Depsgraph;
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struct EnumPropertyItem;
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struct ExpandCache;
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struct FilterCache;
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struct GHash;
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struct GridPaintMask;
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struct Image;
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struct ImagePool;
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struct ImageUser;
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struct KeyBlock;
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struct ListBase;
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struct MLoopTri;
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struct Main;
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struct Mesh;
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struct MDeformVert;
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struct MLoopCol;
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struct MPropCol;
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struct MultiresModifierData;
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struct Object;
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struct PBVH;
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struct Paint;
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struct PaintCurve;
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struct PaintModeSettings;
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struct Palette;
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struct PaletteColor;
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struct RegionView3D;
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struct Scene;
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struct StrokeCache;
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struct Sculpt;
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struct SculptSession;
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struct SubdivCCG;
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struct Tex;
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struct ToolSettings;
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struct UnifiedPaintSettings;
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struct View3D;
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struct ViewLayer;
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struct bContext;
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struct bToolRef;
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struct tPaletteColorHSV;
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extern const uchar PAINT_CURSOR_SCULPT[3];
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extern const uchar PAINT_CURSOR_VERTEX_PAINT[3];
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extern const uchar PAINT_CURSOR_WEIGHT_PAINT[3];
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extern const uchar PAINT_CURSOR_TEXTURE_PAINT[3];
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extern const uchar PAINT_CURSOR_SCULPT_CURVES[3];
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enum ePaintMode {
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PAINT_MODE_SCULPT = 0,
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/** Vertex color. */
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PAINT_MODE_VERTEX = 1,
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PAINT_MODE_WEIGHT = 2,
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/** 3D view (projection painting). */
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PAINT_MODE_TEXTURE_3D = 3,
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/** Image space (2D painting). */
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PAINT_MODE_TEXTURE_2D = 4,
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PAINT_MODE_SCULPT_UV = 5,
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PAINT_MODE_GPENCIL = 6,
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/* Grease Pencil Vertex Paint */
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PAINT_MODE_VERTEX_GPENCIL = 7,
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PAINT_MODE_SCULPT_GPENCIL = 8,
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PAINT_MODE_WEIGHT_GPENCIL = 9,
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/** Curves. */
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PAINT_MODE_SCULPT_CURVES = 10,
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/** Keep last. */
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PAINT_MODE_INVALID = 11,
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};
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#define PAINT_MODE_HAS_BRUSH(mode) !ELEM(mode, PAINT_MODE_SCULPT_UV)
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/* overlay invalidation */
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enum ePaintOverlayControlFlags {
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PAINT_OVERLAY_INVALID_TEXTURE_PRIMARY = 1,
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PAINT_OVERLAY_INVALID_TEXTURE_SECONDARY = (1 << 2),
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PAINT_OVERLAY_INVALID_CURVE = (1 << 3),
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PAINT_OVERLAY_OVERRIDE_CURSOR = (1 << 4),
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PAINT_OVERLAY_OVERRIDE_PRIMARY = (1 << 5),
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PAINT_OVERLAY_OVERRIDE_SECONDARY = (1 << 6),
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};
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ENUM_OPERATORS(ePaintOverlayControlFlags, PAINT_OVERLAY_OVERRIDE_SECONDARY);
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#define PAINT_OVERRIDE_MASK \
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(PAINT_OVERLAY_OVERRIDE_SECONDARY | PAINT_OVERLAY_OVERRIDE_PRIMARY | \
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PAINT_OVERLAY_OVERRIDE_CURSOR)
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/**
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* Defines 8 areas resulting of splitting the object space by the XYZ axis planes. This is used to
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* flip or mirror transform values depending on where the vertex is and where the transform
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* operation started to support XYZ symmetry on those operations in a predictable way.
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*/
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#define PAINT_SYMM_AREA_DEFAULT 0
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enum ePaintSymmetryAreas {
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PAINT_SYMM_AREA_X = (1 << 0),
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PAINT_SYMM_AREA_Y = (1 << 1),
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PAINT_SYMM_AREA_Z = (1 << 2),
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};
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ENUM_OPERATORS(ePaintSymmetryAreas, PAINT_SYMM_AREA_Z);
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#define PAINT_SYMM_AREAS 8
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void BKE_paint_invalidate_overlay_tex(Scene *scene, ViewLayer *view_layer, const Tex *tex);
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void BKE_paint_invalidate_cursor_overlay(Scene *scene, ViewLayer *view_layer, CurveMapping *curve);
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void BKE_paint_invalidate_overlay_all();
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ePaintOverlayControlFlags BKE_paint_get_overlay_flags();
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void BKE_paint_reset_overlay_invalid(ePaintOverlayControlFlags flag);
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void BKE_paint_set_overlay_override(enum eOverlayFlags flag);
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/* Palettes. */
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Palette *BKE_palette_add(Main *bmain, const char *name);
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PaletteColor *BKE_palette_color_add(Palette *palette);
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bool BKE_palette_is_empty(const Palette *palette);
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/**
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* Remove color from palette. Must be certain color is inside the palette!
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*/
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void BKE_palette_color_remove(Palette *palette, PaletteColor *color);
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void BKE_palette_clear(Palette *palette);
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void BKE_palette_sort_hsv(tPaletteColorHSV *color_array, int totcol);
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void BKE_palette_sort_svh(tPaletteColorHSV *color_array, int totcol);
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void BKE_palette_sort_vhs(tPaletteColorHSV *color_array, int totcol);
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void BKE_palette_sort_luminance(tPaletteColorHSV *color_array, int totcol);
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bool BKE_palette_from_hash(Main *bmain, GHash *color_table, const char *name, bool linear);
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/* Paint curves. */
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PaintCurve *BKE_paint_curve_add(Main *bmain, const char *name);
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/**
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* Call when entering each respective paint mode.
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*/
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bool BKE_paint_ensure(ToolSettings *ts, Paint **r_paint);
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void BKE_paint_init(Main *bmain, Scene *sce, ePaintMode mode, const uchar col[3]);
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void BKE_paint_free(Paint *p);
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/**
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* Called when copying scene settings, so even if 'src' and 'tar' are the same still do a
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* #id_us_plus(), rather than if we were copying between 2 existing scenes where a matching
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* value should decrease the existing user count as with #paint_brush_set()
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*/
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void BKE_paint_copy(Paint *src, Paint *tar, int flag);
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void BKE_paint_runtime_init(const ToolSettings *ts, Paint *paint);
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void BKE_paint_cavity_curve_preset(Paint *p, int preset);
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eObjectMode BKE_paint_object_mode_from_paintmode(ePaintMode mode);
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bool BKE_paint_ensure_from_paintmode(Scene *sce, ePaintMode mode);
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Paint *BKE_paint_get_active_from_paintmode(Scene *sce, ePaintMode mode);
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const EnumPropertyItem *BKE_paint_get_tool_enum_from_paintmode(ePaintMode mode);
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const char *BKE_paint_get_tool_enum_translation_context_from_paintmode(ePaintMode mode);
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const char *BKE_paint_get_tool_prop_id_from_paintmode(ePaintMode mode);
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uint BKE_paint_get_brush_tool_offset_from_paintmode(ePaintMode mode);
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Paint *BKE_paint_get_active(Scene *sce, ViewLayer *view_layer);
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Paint *BKE_paint_get_active_from_context(const bContext *C);
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ePaintMode BKE_paintmode_get_active_from_context(const bContext *C);
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ePaintMode BKE_paintmode_get_from_tool(const bToolRef *tref);
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Brush *BKE_paint_brush(Paint *paint);
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const Brush *BKE_paint_brush_for_read(const Paint *p);
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void BKE_paint_brush_set(Paint *paint, Brush *br);
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Palette *BKE_paint_palette(Paint *paint);
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void BKE_paint_palette_set(Paint *p, Palette *palette);
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void BKE_paint_curve_set(Brush *br, PaintCurve *pc);
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void BKE_paint_curve_clamp_endpoint_add_index(PaintCurve *pc, int add_index);
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/**
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* Return true when in vertex/weight/texture paint + face-select mode?
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*/
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bool BKE_paint_select_face_test(Object *ob);
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/**
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* Return true when in vertex/weight paint + vertex-select mode?
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*/
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bool BKE_paint_select_vert_test(Object *ob);
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/**
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* used to check if selection is possible
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* (when we don't care if its face or vert)
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*/
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bool BKE_paint_select_elem_test(Object *ob);
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/**
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* Checks if face/vertex hiding is always applied in the current mode.
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* Returns true in vertex/weight paint.
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*/
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bool BKE_paint_always_hide_test(Object *ob);
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/* Partial visibility. */
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/**
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* Returns non-zero if any of the corners of the grid
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* face whose inner corner is at (x, y) are hidden, zero otherwise.
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*/
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bool paint_is_grid_face_hidden(const unsigned int *grid_hidden, int gridsize, int x, int y);
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/**
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* Return true if all vertices in the face are visible, false otherwise.
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*/
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bool paint_is_bmesh_face_hidden(BMFace *f);
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/* Paint masks. */
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float paint_grid_paint_mask(const GridPaintMask *gpm, uint level, uint x, uint y);
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void BKE_paint_face_set_overlay_color_get(int face_set, int seed, uchar r_color[4]);
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/* Stroke related. */
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bool paint_calculate_rake_rotation(UnifiedPaintSettings *ups,
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Brush *brush,
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const float mouse_pos[2],
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ePaintMode paint_mode,
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bool stroke_has_started);
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void paint_update_brush_rake_rotation(UnifiedPaintSettings *ups, Brush *brush, float rotation);
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void BKE_paint_stroke_get_average(Scene *scene, Object *ob, float stroke[3]);
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/* Tool slot API. */
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void BKE_paint_toolslots_init_from_main(Main *bmain);
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void BKE_paint_toolslots_len_ensure(Paint *paint, int len);
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void BKE_paint_toolslots_brush_update_ex(Paint *paint, Brush *brush);
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void BKE_paint_toolslots_brush_update(Paint *paint);
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/**
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* Run this to ensure brush types are set for each slot on entering modes
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* (for new scenes for example).
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*/
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void BKE_paint_toolslots_brush_validate(Main *bmain, Paint *paint);
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Brush *BKE_paint_toolslots_brush_get(Paint *paint, int slot_index);
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/* .blend I/O */
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void BKE_paint_blend_write(BlendWriter *writer, Paint *paint);
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void BKE_paint_blend_read_data(BlendDataReader *reader, const Scene *scene, Paint *paint);
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#define SCULPT_FACE_SET_NONE 0
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/** Used for both vertex color and weight paint. */
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struct SculptVertexPaintGeomMap {
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blender::GroupedSpan<int> vert_to_loop;
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blender::GroupedSpan<int> vert_to_face;
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};
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/** Pose Brush IK Chain. */
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struct SculptPoseIKChainSegment {
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blender::float3 orig;
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blender::float3 head;
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blender::float3 initial_orig;
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blender::float3 initial_head;
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float len;
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blender::float3 scale;
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float rot[4];
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float *weights;
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/* Store a 4x4 transform matrix for each of the possible combinations of enabled XYZ symmetry
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* axis. */
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float trans_mat[PAINT_SYMM_AREAS][4][4];
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float pivot_mat[PAINT_SYMM_AREAS][4][4];
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float pivot_mat_inv[PAINT_SYMM_AREAS][4][4];
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};
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struct SculptPoseIKChain {
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SculptPoseIKChainSegment *segments;
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int tot_segments;
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blender::float3 grab_delta_offset;
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};
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/* Cloth Brush */
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/* Cloth Simulation. */
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enum eSculptClothNodeSimState {
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/* Constraints were not built for this node, so it can't be simulated. */
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SCULPT_CLOTH_NODE_UNINITIALIZED,
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/* There are constraints for the geometry in this node, but it should not be simulated. */
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SCULPT_CLOTH_NODE_INACTIVE,
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/* There are constraints for this node and they should be used by the solver. */
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SCULPT_CLOTH_NODE_ACTIVE,
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};
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enum eSculptClothConstraintType {
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/* Constraint that creates the structure of the cloth. */
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SCULPT_CLOTH_CONSTRAINT_STRUCTURAL = 0,
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/* Constraint that references the position of a vertex and a position in deformation_pos which
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* can be deformed by the tools. */
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SCULPT_CLOTH_CONSTRAINT_DEFORMATION = 1,
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/* Constraint that references the vertex position and a editable soft-body position for
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* plasticity. */
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SCULPT_CLOTH_CONSTRAINT_SOFTBODY = 2,
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/* Constraint that references the vertex position and its initial position. */
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SCULPT_CLOTH_CONSTRAINT_PIN = 3,
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};
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struct SculptClothLengthConstraint {
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/* Elements that are affected by the constraint. */
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/* Element a should always be a mesh vertex with the index stored in elem_index_a as it is always
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* deformed. Element b could be another vertex of the same mesh or any other position (arbitrary
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* point, position for a previous state). In that case, elem_index_a and elem_index_b should be
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* the same to avoid affecting two different vertices when solving the constraints.
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* *elem_position points to the position which is owned by the element. */
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int elem_index_a;
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float *elem_position_a;
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int elem_index_b;
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float *elem_position_b;
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float length;
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float strength;
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/* Index in #SculptClothSimulation.node_state of the node from where this constraint was created.
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* This constraints will only be used by the solver if the state is active. */
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int node;
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eSculptClothConstraintType type;
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};
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struct SculptClothSimulation {
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SculptClothLengthConstraint *length_constraints;
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int tot_length_constraints;
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blender::Set<blender::OrderedEdge> created_length_constraints;
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int capacity_length_constraints;
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float *length_constraint_tweak;
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/* Position anchors for deformation brushes. These positions are modified by the brush and the
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* final positions of the simulated vertices are updated with constraints that use these points
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* as targets. */
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float (*deformation_pos)[3];
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float *deformation_strength;
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float mass;
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float damping;
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float softbody_strength;
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float (*acceleration)[3];
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float (*pos)[3];
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float (*init_pos)[3];
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float (*init_no)[3];
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float (*softbody_pos)[3];
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float (*prev_pos)[3];
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float (*last_iteration_pos)[3];
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ListBase *collider_list;
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int totnode;
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/** #PBVHNode pointer as a key, index in #SculptClothSimulation.node_state as value. */
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GHash *node_state_index;
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eSculptClothNodeSimState *node_state;
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};
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struct SculptPersistentBase {
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blender::float3 co;
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blender::float3 no;
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float disp;
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};
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struct SculptVertexInfo {
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/* Indexed by base mesh vertex index, stores if that vertex is a boundary. */
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blender::BitVector<> boundary;
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};
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struct SculptBoundaryEditInfo {
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/* Vertex index from where the topology propagation reached this vertex. */
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int original_vertex_i;
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/* How many steps were needed to reach this vertex from the boundary. */
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int propagation_steps_num;
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/* Strength that is used to deform this vertex. */
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float strength_factor;
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};
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/* Edge for drawing the boundary preview in the cursor. */
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struct SculptBoundaryPreviewEdge {
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PBVHVertRef v1;
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PBVHVertRef v2;
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};
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struct SculptBoundary {
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/* Vertex indices of the active boundary. */
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PBVHVertRef *verts;
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int verts_capacity;
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int verts_num;
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/* Distance from a vertex in the boundary to initial vertex indexed by vertex index, taking into
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* account the length of all edges between them. Any vertex that is not in the boundary will have
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* a distance of 0. */
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float *distance;
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/* Data for drawing the preview. */
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SculptBoundaryPreviewEdge *edges;
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int edges_capacity;
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int edges_num;
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/* True if the boundary loops into itself. */
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bool forms_loop;
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/* Initial vertex in the boundary which is closest to the current sculpt active vertex. */
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PBVHVertRef initial_vertex;
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int initial_vertex_i;
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/* Vertex that at max_propagation_steps from the boundary and closest to the original active
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* vertex that was used to initialize the boundary. This is used as a reference to check how much
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* the deformation will go into the mesh and to calculate the strength of the brushes. */
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PBVHVertRef pivot_vertex;
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/* Stores the initial positions of the pivot and boundary initial vertex as they may be deformed
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* during the brush action. This allows to use them as a reference positions and vectors for some
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* brush effects. */
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blender::float3 initial_vertex_position;
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blender::float3 initial_pivot_position;
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/* Maximum number of topology steps that were calculated from the boundary. */
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int max_propagation_steps;
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/* Indexed by vertex index, contains the topology information needed for boundary deformations.
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*/
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SculptBoundaryEditInfo *edit_info;
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/* Bend Deform type. */
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struct {
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float (*pivot_rotation_axis)[3];
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float (*pivot_positions)[3];
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} bend;
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/* Slide Deform type. */
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struct {
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float (*directions)[3];
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} slide;
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/* Twist Deform type. */
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struct {
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blender::float3 rotation_axis;
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blender::float3 pivot_position;
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} twist;
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};
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struct SculptFakeNeighbors {
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bool use_fake_neighbors;
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/* Max distance used to calculate neighborhood information. */
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float current_max_distance;
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/* Indexed by vertex, stores the vertex index of its fake neighbor if available. */
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int *fake_neighbor_index;
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};
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/* Session data (mode-specific) */
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|
|
|
/* Custom Temporary Attributes */
|
|
|
|
struct SculptAttributeParams {
|
|
/* Allocate a flat array outside the CustomData system. Cannot be combined with permanent. */
|
|
int simple_array : 1;
|
|
|
|
/* Do not mark CustomData layer as temporary. Cannot be combined with simple_array. Doesn't
|
|
* work with PBVH_GRIDS.
|
|
*/
|
|
int permanent : 1; /* Cannot be combined with simple_array. */
|
|
int stroke_only : 1; /* Release layer at end of struct */
|
|
};
|
|
|
|
struct SculptAttribute {
|
|
/* Domain, data type and name */
|
|
eAttrDomain domain;
|
|
eCustomDataType proptype;
|
|
char name[MAX_CUSTOMDATA_LAYER_NAME];
|
|
|
|
/* Source layer on mesh/bmesh, if any. */
|
|
CustomDataLayer *layer;
|
|
|
|
/* Data stored as flat array. */
|
|
void *data;
|
|
int elem_size, elem_num;
|
|
bool data_for_bmesh; /* Temporary data store as array outside of bmesh. */
|
|
|
|
/* Data is a flat array outside the CustomData system.
|
|
* This will be true if simple_array is requested in
|
|
* SculptAttributeParams, or the PBVH type is PBVH_GRIDS or PBVH_BMESH.
|
|
*/
|
|
bool simple_array;
|
|
/* Data stored per BMesh element. */
|
|
int bmesh_cd_offset;
|
|
|
|
/* Sculpt usage */
|
|
SculptAttributeParams params;
|
|
|
|
/**
|
|
* Used to keep track of which pre-allocated SculptAttribute instances
|
|
* inside of SculptSession.temp_attribute are used.
|
|
*/
|
|
bool used;
|
|
};
|
|
|
|
#define SCULPT_MAX_ATTRIBUTES 64
|
|
|
|
/* Get a standard attribute name. Key must match up with a member
|
|
* of SculptAttributePointers.
|
|
*/
|
|
|
|
#define SCULPT_ATTRIBUTE_NAME(key) \
|
|
(offsetof(SculptAttributePointers, key) >= 0 ? /* Spellcheck name. */ \
|
|
(".sculpt_" #key) /* Make name. */ \
|
|
: \
|
|
"You misspelled the layer name key")
|
|
|
|
/* Convenience pointers for standard sculpt attributes. */
|
|
|
|
struct SculptAttributePointers {
|
|
/* Persistent base. */
|
|
SculptAttribute *persistent_co;
|
|
SculptAttribute *persistent_no;
|
|
SculptAttribute *persistent_disp;
|
|
|
|
/* Precomputed auto-mask factor indexed by vertex, owned by the auto-masking system and
|
|
* initialized in #SCULPT_automasking_cache_init when needed. */
|
|
SculptAttribute *automasking_factor;
|
|
SculptAttribute *automasking_occlusion; /* CD_PROP_INT8. */
|
|
SculptAttribute *automasking_stroke_id;
|
|
SculptAttribute *automasking_cavity;
|
|
|
|
SculptAttribute *topology_island_key; /* CD_PROP_INT8 */
|
|
|
|
/* BMesh */
|
|
SculptAttribute *dyntopo_node_id_vertex;
|
|
SculptAttribute *dyntopo_node_id_face;
|
|
};
|
|
|
|
struct SculptSession {
|
|
/* Mesh data (not copied) can come either directly from a Mesh, or from a MultiresDM */
|
|
struct { /* Special handling for multires meshes */
|
|
bool active;
|
|
MultiresModifierData *modifier;
|
|
int level;
|
|
} multires;
|
|
|
|
/* Depsgraph for the Cloth Brush solver to get the colliders. */
|
|
Depsgraph *depsgraph;
|
|
|
|
/* These are always assigned to base mesh data when using PBVH_FACES and PBVH_GRIDS. */
|
|
blender::MutableSpan<blender::float3> vert_positions;
|
|
blender::OffsetIndices<int> faces;
|
|
blender::Span<int> corner_verts;
|
|
|
|
/* These contain the vertex and poly counts of the final mesh. */
|
|
int totvert, faces_num;
|
|
|
|
KeyBlock *shapekey_active;
|
|
MPropCol *vcol;
|
|
MLoopCol *mcol;
|
|
|
|
eAttrDomain vcol_domain;
|
|
eCustomDataType vcol_type;
|
|
|
|
/* Mesh connectivity maps. */
|
|
/* Vertices to adjacent polys. */
|
|
blender::GroupedSpan<int> pmap;
|
|
|
|
/* Edges to adjacent faces. */
|
|
blender::Array<int> edge_to_face_offsets;
|
|
blender::Array<int> edge_to_face_indices;
|
|
blender::GroupedSpan<int> epmap;
|
|
|
|
/* Vertices to adjacent edges. */
|
|
blender::Array<int> vert_to_edge_offsets;
|
|
blender::Array<int> vert_to_edge_indices;
|
|
blender::GroupedSpan<int> vemap;
|
|
|
|
/* Mesh Face Sets */
|
|
/* Total number of faces of the base mesh. */
|
|
int totfaces;
|
|
|
|
/* The 0 ID is not used by the tools or the visibility system, it is just used when creating new
|
|
* geometry (the trim tool, for example) to detect which geometry was just added, so it can be
|
|
* assigned a valid Face Set after creation. Tools are not intended to run with Face Sets IDs set
|
|
* to 0. */
|
|
int *face_sets;
|
|
/**
|
|
* A reference to the ".hide_poly" attribute, to store whether (base) faces are hidden.
|
|
* May be null.
|
|
*/
|
|
bool *hide_poly;
|
|
|
|
/* BMesh for dynamic topology sculpting */
|
|
BMesh *bm;
|
|
/* Undo/redo log for dynamic topology sculpting */
|
|
BMLog *bm_log;
|
|
|
|
/* Limit surface/grids. */
|
|
SubdivCCG *subdiv_ccg;
|
|
|
|
/* PBVH acceleration structure */
|
|
PBVH *pbvh;
|
|
|
|
/* Object is deformed with some modifiers. */
|
|
bool deform_modifiers_active;
|
|
/* Coords of un-deformed mesh. */
|
|
blender::Array<blender::float3> orig_cos;
|
|
/* Coords of deformed mesh but without stroke displacement. */
|
|
blender::Array<blender::float3, 0> deform_cos;
|
|
/* Crazy-space deformation matrices. */
|
|
blender::Array<blender::float3x3, 0> deform_imats;
|
|
|
|
/* Pool for texture evaluations. */
|
|
ImagePool *tex_pool;
|
|
|
|
StrokeCache *cache;
|
|
FilterCache *filter_cache;
|
|
ExpandCache *expand_cache;
|
|
|
|
/* Cursor data and active vertex for tools */
|
|
PBVHVertRef active_vertex;
|
|
|
|
int active_face_index;
|
|
int active_grid_index;
|
|
|
|
/* When active, the cursor draws with faded colors, indicating that there is an action
|
|
* enabled.
|
|
*/
|
|
bool draw_faded_cursor;
|
|
float cursor_radius;
|
|
blender::float3 cursor_location;
|
|
blender::float3 cursor_normal;
|
|
blender::float3 cursor_sampled_normal;
|
|
blender::float3 cursor_view_normal;
|
|
|
|
/* For Sculpt trimming gesture tools, initial ray-cast data from the position of the mouse
|
|
* when
|
|
* the gesture starts (intersection with the surface and if they ray hit the surface or not).
|
|
*/
|
|
blender::float3 gesture_initial_location;
|
|
blender::float3 gesture_initial_normal;
|
|
bool gesture_initial_hit;
|
|
|
|
/* TODO(jbakker): Replace rv3d and v3d with ViewContext */
|
|
RegionView3D *rv3d;
|
|
View3D *v3d;
|
|
Scene *scene;
|
|
|
|
/* Dynamic mesh preview */
|
|
PBVHVertRef *preview_vert_list;
|
|
int preview_vert_count;
|
|
|
|
/* Pose Brush Preview */
|
|
blender::float3 pose_origin;
|
|
SculptPoseIKChain *pose_ik_chain_preview;
|
|
|
|
/* Boundary Brush Preview */
|
|
SculptBoundary *boundary_preview;
|
|
|
|
SculptVertexInfo vertex_info;
|
|
SculptFakeNeighbors fake_neighbors;
|
|
|
|
/* Transform operator */
|
|
blender::float3 pivot_pos;
|
|
float pivot_rot[4];
|
|
blender::float3 pivot_scale;
|
|
|
|
blender::float3 init_pivot_pos;
|
|
float init_pivot_rot[4];
|
|
blender::float3 init_pivot_scale;
|
|
|
|
blender::float3 prev_pivot_pos;
|
|
float prev_pivot_rot[4];
|
|
blender::float3 prev_pivot_scale;
|
|
|
|
struct {
|
|
struct {
|
|
SculptVertexPaintGeomMap gmap;
|
|
} vpaint;
|
|
|
|
struct {
|
|
SculptVertexPaintGeomMap gmap;
|
|
/* Keep track of how much each vertex has been painted (non-airbrush only). */
|
|
float *alpha_weight;
|
|
|
|
/* Needed to continuously re-apply over the same weights (BRUSH_ACCUMULATE disabled).
|
|
* Lazy initialize as needed (flag is set to 1 to tag it as uninitialized). */
|
|
MDeformVert *dvert_prev;
|
|
} wpaint;
|
|
|
|
/* TODO: identify sculpt-only fields */
|
|
// struct { ... } sculpt;
|
|
} mode;
|
|
eObjectMode mode_type;
|
|
|
|
/* This flag prevents PBVH from being freed when creating the vp_handle for texture paint. */
|
|
bool building_vp_handle;
|
|
|
|
/**
|
|
* ID data is older than sculpt-mode data.
|
|
* Set #Main.is_memfile_undo_flush_needed when enabling.
|
|
*/
|
|
char needs_flush_to_id;
|
|
|
|
/* This is a fixed-size array so we can pass pointers to its elements
|
|
* to client code. This is important to keep bmesh offsets up to date.
|
|
*/
|
|
SculptAttribute temp_attributes[SCULPT_MAX_ATTRIBUTES];
|
|
|
|
/* Convenience #SculptAttribute pointers. */
|
|
SculptAttributePointers attrs;
|
|
|
|
/**
|
|
* Some tools follows the shading chosen by the last used tool canvas.
|
|
* When not set the viewport shading color would be used.
|
|
*
|
|
* NOTE: This setting is temporarily until paint mode is added.
|
|
*/
|
|
bool sticky_shading_color;
|
|
|
|
uchar stroke_id;
|
|
|
|
/**
|
|
* Last used painting canvas key.
|
|
*/
|
|
char *last_paint_canvas_key;
|
|
blender::float3 last_normal;
|
|
|
|
int last_automasking_settings_hash;
|
|
uchar last_automask_stroke_id;
|
|
bool islands_valid; /* Is attrs.topology_island_key valid? */
|
|
};
|
|
|
|
void BKE_sculptsession_free(Object *ob);
|
|
void BKE_sculptsession_free_deformMats(SculptSession *ss);
|
|
void BKE_sculptsession_free_vwpaint_data(SculptSession *ss);
|
|
void BKE_sculptsession_bm_to_me(Object *ob, bool reorder);
|
|
void BKE_sculptsession_bm_to_me_for_render(Object *object);
|
|
int BKE_sculptsession_vertex_count(const SculptSession *ss);
|
|
|
|
/* Ensure an attribute layer exists. */
|
|
SculptAttribute *BKE_sculpt_attribute_ensure(Object *ob,
|
|
eAttrDomain domain,
|
|
eCustomDataType proptype,
|
|
const char *name,
|
|
const SculptAttributeParams *params);
|
|
|
|
/* Returns nullptr if attribute does not exist. */
|
|
SculptAttribute *BKE_sculpt_attribute_get(Object *ob,
|
|
eAttrDomain domain,
|
|
eCustomDataType proptype,
|
|
const char *name);
|
|
|
|
bool BKE_sculpt_attribute_exists(Object *ob,
|
|
eAttrDomain domain,
|
|
eCustomDataType proptype,
|
|
const char *name);
|
|
|
|
bool BKE_sculpt_attribute_destroy(Object *ob, SculptAttribute *attr);
|
|
|
|
/* Destroy all attributes and pseudo-attributes created by sculpt mode. */
|
|
void BKE_sculpt_attribute_destroy_temporary_all(Object *ob);
|
|
|
|
/* Destroy attributes that were marked as stroke only in SculptAttributeParams. */
|
|
void BKE_sculpt_attributes_destroy_temporary_stroke(Object *ob);
|
|
|
|
BLI_INLINE void *BKE_sculpt_vertex_attr_get(const PBVHVertRef vertex, const SculptAttribute *attr)
|
|
{
|
|
if (attr->data) {
|
|
char *p = (char *)attr->data;
|
|
int idx = (int)vertex.i;
|
|
|
|
if (attr->data_for_bmesh) {
|
|
BMElem *v = (BMElem *)vertex.i;
|
|
idx = v->head.index;
|
|
}
|
|
|
|
return p + attr->elem_size * (int)idx;
|
|
}
|
|
else {
|
|
BMElem *v = (BMElem *)vertex.i;
|
|
return BM_ELEM_CD_GET_VOID_P(v, attr->bmesh_cd_offset);
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
BLI_INLINE void *BKE_sculpt_face_attr_get(const PBVHFaceRef vertex, const SculptAttribute *attr)
|
|
{
|
|
if (attr->data) {
|
|
char *p = (char *)attr->data;
|
|
int idx = (int)vertex.i;
|
|
|
|
if (attr->data_for_bmesh) {
|
|
BMElem *v = (BMElem *)vertex.i;
|
|
idx = v->head.index;
|
|
}
|
|
|
|
return p + attr->elem_size * (int)idx;
|
|
}
|
|
else {
|
|
BMElem *v = (BMElem *)vertex.i;
|
|
return BM_ELEM_CD_GET_VOID_P(v, attr->bmesh_cd_offset);
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/**
|
|
* Create new color layer on object if it doesn't have one and if experimental feature set has
|
|
* sculpt vertex color enabled. Returns truth if new layer has been added, false otherwise.
|
|
*/
|
|
void BKE_sculpt_color_layer_create_if_needed(Object *object);
|
|
|
|
/**
|
|
* \warning Expects a fully evaluated depsgraph.
|
|
*/
|
|
void BKE_sculpt_update_object_for_edit(
|
|
Depsgraph *depsgraph, Object *ob_orig, bool need_pmap, bool need_mask, bool is_paint_tool);
|
|
void BKE_sculpt_update_object_before_eval(Object *ob_eval);
|
|
void BKE_sculpt_update_object_after_eval(Depsgraph *depsgraph, Object *ob_eval);
|
|
|
|
/**
|
|
* Sculpt mode handles multi-res differently from regular meshes, but only if
|
|
* it's the last modifier on the stack and it is not on the first level.
|
|
*/
|
|
MultiresModifierData *BKE_sculpt_multires_active(const Scene *scene, Object *ob);
|
|
int *BKE_sculpt_face_sets_ensure(Object *ob);
|
|
/**
|
|
* Create the attribute used to store face visibility and retrieve its data.
|
|
* Note that changes to the face visibility have to be propagated to other domains
|
|
* (see #SCULPT_visibility_sync_all_from_faces).
|
|
*/
|
|
bool *BKE_sculpt_hide_poly_ensure(Mesh *mesh);
|
|
|
|
/**
|
|
* Ensures a mask layer exists. If depsgraph and bmain are non-null,
|
|
* a mask doesn't exist and the object has a multi-resolution modifier
|
|
* then the scene depsgraph will be evaluated to update the runtime
|
|
* subdivision data.
|
|
*
|
|
* \note always call *before* #BKE_sculpt_update_object_for_edit.
|
|
*/
|
|
void BKE_sculpt_mask_layers_ensure(Depsgraph *depsgraph,
|
|
Main *bmain,
|
|
Object *ob,
|
|
MultiresModifierData *mmd);
|
|
void BKE_sculpt_toolsettings_data_ensure(Scene *scene);
|
|
|
|
PBVH *BKE_sculpt_object_pbvh_ensure(Depsgraph *depsgraph, Object *ob);
|
|
|
|
void BKE_sculpt_bvh_update_from_ccg(PBVH *pbvh, SubdivCCG *subdiv_ccg);
|
|
|
|
void BKE_sculpt_ensure_orig_mesh_data(Scene *scene, Object *object);
|
|
void BKE_sculpt_sync_face_visibility_to_grids(Mesh *mesh, SubdivCCG *subdiv_ccg);
|
|
|
|
/**
|
|
* Test if PBVH can be used directly for drawing, which is faster than
|
|
* drawing the mesh and all updates that come with it.
|
|
*/
|
|
bool BKE_sculptsession_use_pbvh_draw(const Object *ob, const RegionView3D *rv3d);
|
|
|
|
/* paint_vertex.cc */
|
|
|
|
/**
|
|
* Fills the object's active color attribute layer with the fill color.
|
|
*
|
|
* \param[in] ob: The object.
|
|
* \param[in] fill_color: The fill color.
|
|
* \param[in] only_selected: Limit the fill to selected faces or vertices.
|
|
*
|
|
* \return #true if successful.
|
|
*/
|
|
bool BKE_object_attributes_active_color_fill(Object *ob,
|
|
const float fill_color[4],
|
|
bool only_selected);
|
|
|
|
/** C accessor for #Object::sculpt::pbvh. */
|
|
PBVH *BKE_object_sculpt_pbvh_get(Object *object);
|
|
bool BKE_object_sculpt_use_dyntopo(const Object *object);
|
|
|
|
/* paint_canvas.cc */
|
|
|
|
/**
|
|
* Create a key that can be used to compare with previous ones to identify changes.
|
|
* The resulting 'string' is owned by the caller.
|
|
*/
|
|
char *BKE_paint_canvas_key_get(PaintModeSettings *settings, Object *ob);
|
|
|
|
bool BKE_paint_canvas_image_get(PaintModeSettings *settings,
|
|
Object *ob,
|
|
Image **r_image,
|
|
ImageUser **r_image_user);
|
|
int BKE_paint_canvas_uvmap_layer_index_get(const PaintModeSettings *settings, Object *ob);
|
|
void BKE_sculpt_check_cavity_curves(Sculpt *sd);
|
|
CurveMapping *BKE_sculpt_default_cavity_curve();
|