tornavis/source/blender/blenkernel/BKE_paint.hh

921 lines
29 KiB
C++

/* SPDX-FileCopyrightText: 2009 by Nicholas Bishop. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*/
#include "BLI_array.hh"
#include "BLI_bit_vector.hh"
#include "BLI_bitmap.h"
#include "BLI_compiler_compat.h"
#include "BLI_math_matrix_types.hh"
#include "BLI_math_vector_types.hh"
#include "BLI_offset_indices.hh"
#include "BLI_ordered_edge.hh"
#include "BLI_set.hh"
#include "BLI_utildefines.h"
#include "DNA_brush_enums.h"
#include "DNA_object_enums.h"
#include "BKE_attribute.h"
#include "BKE_pbvh.hh"
#include "bmesh.h"
struct BMFace;
struct BMesh;
struct BlendDataReader;
struct BlendLibReader;
struct BlendWriter;
struct Brush;
struct CurveMapping;
struct Depsgraph;
struct EnumPropertyItem;
struct ExpandCache;
struct FilterCache;
struct GHash;
struct GridPaintMask;
struct Image;
struct ImagePool;
struct ImageUser;
struct KeyBlock;
struct ListBase;
struct MLoopTri;
struct Main;
struct Mesh;
struct MDeformVert;
struct MLoopCol;
struct MPropCol;
struct MultiresModifierData;
struct Object;
struct PBVH;
struct Paint;
struct PaintCurve;
struct PaintModeSettings;
struct Palette;
struct PaletteColor;
struct RegionView3D;
struct Scene;
struct StrokeCache;
struct Sculpt;
struct SculptSession;
struct SubdivCCG;
struct Tex;
struct ToolSettings;
struct UnifiedPaintSettings;
struct View3D;
struct ViewLayer;
struct bContext;
struct bToolRef;
struct tPaletteColorHSV;
extern const uchar PAINT_CURSOR_SCULPT[3];
extern const uchar PAINT_CURSOR_VERTEX_PAINT[3];
extern const uchar PAINT_CURSOR_WEIGHT_PAINT[3];
extern const uchar PAINT_CURSOR_TEXTURE_PAINT[3];
extern const uchar PAINT_CURSOR_SCULPT_CURVES[3];
enum ePaintMode {
PAINT_MODE_SCULPT = 0,
/** Vertex color. */
PAINT_MODE_VERTEX = 1,
PAINT_MODE_WEIGHT = 2,
/** 3D view (projection painting). */
PAINT_MODE_TEXTURE_3D = 3,
/** Image space (2D painting). */
PAINT_MODE_TEXTURE_2D = 4,
PAINT_MODE_SCULPT_UV = 5,
PAINT_MODE_GPENCIL = 6,
/* Grease Pencil Vertex Paint */
PAINT_MODE_VERTEX_GPENCIL = 7,
PAINT_MODE_SCULPT_GPENCIL = 8,
PAINT_MODE_WEIGHT_GPENCIL = 9,
/** Curves. */
PAINT_MODE_SCULPT_CURVES = 10,
/** Keep last. */
PAINT_MODE_INVALID = 11,
};
#define PAINT_MODE_HAS_BRUSH(mode) !ELEM(mode, PAINT_MODE_SCULPT_UV)
/* overlay invalidation */
enum ePaintOverlayControlFlags {
PAINT_OVERLAY_INVALID_TEXTURE_PRIMARY = 1,
PAINT_OVERLAY_INVALID_TEXTURE_SECONDARY = (1 << 2),
PAINT_OVERLAY_INVALID_CURVE = (1 << 3),
PAINT_OVERLAY_OVERRIDE_CURSOR = (1 << 4),
PAINT_OVERLAY_OVERRIDE_PRIMARY = (1 << 5),
PAINT_OVERLAY_OVERRIDE_SECONDARY = (1 << 6),
};
ENUM_OPERATORS(ePaintOverlayControlFlags, PAINT_OVERLAY_OVERRIDE_SECONDARY);
#define PAINT_OVERRIDE_MASK \
(PAINT_OVERLAY_OVERRIDE_SECONDARY | PAINT_OVERLAY_OVERRIDE_PRIMARY | \
PAINT_OVERLAY_OVERRIDE_CURSOR)
/**
* Defines 8 areas resulting of splitting the object space by the XYZ axis planes. This is used to
* flip or mirror transform values depending on where the vertex is and where the transform
* operation started to support XYZ symmetry on those operations in a predictable way.
*/
#define PAINT_SYMM_AREA_DEFAULT 0
enum ePaintSymmetryAreas {
PAINT_SYMM_AREA_X = (1 << 0),
PAINT_SYMM_AREA_Y = (1 << 1),
PAINT_SYMM_AREA_Z = (1 << 2),
};
ENUM_OPERATORS(ePaintSymmetryAreas, PAINT_SYMM_AREA_Z);
#define PAINT_SYMM_AREAS 8
void BKE_paint_invalidate_overlay_tex(Scene *scene, ViewLayer *view_layer, const Tex *tex);
void BKE_paint_invalidate_cursor_overlay(Scene *scene, ViewLayer *view_layer, CurveMapping *curve);
void BKE_paint_invalidate_overlay_all();
ePaintOverlayControlFlags BKE_paint_get_overlay_flags();
void BKE_paint_reset_overlay_invalid(ePaintOverlayControlFlags flag);
void BKE_paint_set_overlay_override(enum eOverlayFlags flag);
/* Palettes. */
Palette *BKE_palette_add(Main *bmain, const char *name);
PaletteColor *BKE_palette_color_add(Palette *palette);
bool BKE_palette_is_empty(const Palette *palette);
/**
* Remove color from palette. Must be certain color is inside the palette!
*/
void BKE_palette_color_remove(Palette *palette, PaletteColor *color);
void BKE_palette_clear(Palette *palette);
void BKE_palette_sort_hsv(tPaletteColorHSV *color_array, int totcol);
void BKE_palette_sort_svh(tPaletteColorHSV *color_array, int totcol);
void BKE_palette_sort_vhs(tPaletteColorHSV *color_array, int totcol);
void BKE_palette_sort_luminance(tPaletteColorHSV *color_array, int totcol);
bool BKE_palette_from_hash(Main *bmain, GHash *color_table, const char *name, bool linear);
/* Paint curves. */
PaintCurve *BKE_paint_curve_add(Main *bmain, const char *name);
/**
* Call when entering each respective paint mode.
*/
bool BKE_paint_ensure(ToolSettings *ts, Paint **r_paint);
void BKE_paint_init(Main *bmain, Scene *sce, ePaintMode mode, const uchar col[3]);
void BKE_paint_free(Paint *p);
/**
* Called when copying scene settings, so even if 'src' and 'tar' are the same still do a
* #id_us_plus(), rather than if we were copying between 2 existing scenes where a matching
* value should decrease the existing user count as with #paint_brush_set()
*/
void BKE_paint_copy(Paint *src, Paint *tar, int flag);
void BKE_paint_runtime_init(const ToolSettings *ts, Paint *paint);
void BKE_paint_cavity_curve_preset(Paint *p, int preset);
eObjectMode BKE_paint_object_mode_from_paintmode(ePaintMode mode);
bool BKE_paint_ensure_from_paintmode(Scene *sce, ePaintMode mode);
Paint *BKE_paint_get_active_from_paintmode(Scene *sce, ePaintMode mode);
const EnumPropertyItem *BKE_paint_get_tool_enum_from_paintmode(ePaintMode mode);
const char *BKE_paint_get_tool_enum_translation_context_from_paintmode(ePaintMode mode);
const char *BKE_paint_get_tool_prop_id_from_paintmode(ePaintMode mode);
uint BKE_paint_get_brush_tool_offset_from_paintmode(ePaintMode mode);
Paint *BKE_paint_get_active(Scene *sce, ViewLayer *view_layer);
Paint *BKE_paint_get_active_from_context(const bContext *C);
ePaintMode BKE_paintmode_get_active_from_context(const bContext *C);
ePaintMode BKE_paintmode_get_from_tool(const bToolRef *tref);
Brush *BKE_paint_brush(Paint *paint);
const Brush *BKE_paint_brush_for_read(const Paint *p);
void BKE_paint_brush_set(Paint *paint, Brush *br);
Palette *BKE_paint_palette(Paint *paint);
void BKE_paint_palette_set(Paint *p, Palette *palette);
void BKE_paint_curve_set(Brush *br, PaintCurve *pc);
void BKE_paint_curve_clamp_endpoint_add_index(PaintCurve *pc, int add_index);
/**
* Return true when in vertex/weight/texture paint + face-select mode?
*/
bool BKE_paint_select_face_test(Object *ob);
/**
* Return true when in vertex/weight paint + vertex-select mode?
*/
bool BKE_paint_select_vert_test(Object *ob);
/**
* used to check if selection is possible
* (when we don't care if its face or vert)
*/
bool BKE_paint_select_elem_test(Object *ob);
/**
* Checks if face/vertex hiding is always applied in the current mode.
* Returns true in vertex/weight paint.
*/
bool BKE_paint_always_hide_test(Object *ob);
/* Partial visibility. */
/**
* Returns non-zero if any of the corners of the grid
* face whose inner corner is at (x, y) are hidden, zero otherwise.
*/
bool paint_is_grid_face_hidden(const unsigned int *grid_hidden, int gridsize, int x, int y);
/**
* Return true if all vertices in the face are visible, false otherwise.
*/
bool paint_is_bmesh_face_hidden(BMFace *f);
/* Paint masks. */
float paint_grid_paint_mask(const GridPaintMask *gpm, uint level, uint x, uint y);
void BKE_paint_face_set_overlay_color_get(int face_set, int seed, uchar r_color[4]);
/* Stroke related. */
bool paint_calculate_rake_rotation(UnifiedPaintSettings *ups,
Brush *brush,
const float mouse_pos[2],
ePaintMode paint_mode,
bool stroke_has_started);
void paint_update_brush_rake_rotation(UnifiedPaintSettings *ups, Brush *brush, float rotation);
void BKE_paint_stroke_get_average(Scene *scene, Object *ob, float stroke[3]);
/* Tool slot API. */
void BKE_paint_toolslots_init_from_main(Main *bmain);
void BKE_paint_toolslots_len_ensure(Paint *paint, int len);
void BKE_paint_toolslots_brush_update_ex(Paint *paint, Brush *brush);
void BKE_paint_toolslots_brush_update(Paint *paint);
/**
* Run this to ensure brush types are set for each slot on entering modes
* (for new scenes for example).
*/
void BKE_paint_toolslots_brush_validate(Main *bmain, Paint *paint);
Brush *BKE_paint_toolslots_brush_get(Paint *paint, int slot_index);
/* .blend I/O */
void BKE_paint_blend_write(BlendWriter *writer, Paint *paint);
void BKE_paint_blend_read_data(BlendDataReader *reader, const Scene *scene, Paint *paint);
#define SCULPT_FACE_SET_NONE 0
/** Used for both vertex color and weight paint. */
struct SculptVertexPaintGeomMap {
blender::GroupedSpan<int> vert_to_loop;
blender::GroupedSpan<int> vert_to_face;
};
/** Pose Brush IK Chain. */
struct SculptPoseIKChainSegment {
blender::float3 orig;
blender::float3 head;
blender::float3 initial_orig;
blender::float3 initial_head;
float len;
blender::float3 scale;
float rot[4];
float *weights;
/* Store a 4x4 transform matrix for each of the possible combinations of enabled XYZ symmetry
* axis. */
float trans_mat[PAINT_SYMM_AREAS][4][4];
float pivot_mat[PAINT_SYMM_AREAS][4][4];
float pivot_mat_inv[PAINT_SYMM_AREAS][4][4];
};
struct SculptPoseIKChain {
SculptPoseIKChainSegment *segments;
int tot_segments;
blender::float3 grab_delta_offset;
};
/* Cloth Brush */
/* Cloth Simulation. */
enum eSculptClothNodeSimState {
/* Constraints were not built for this node, so it can't be simulated. */
SCULPT_CLOTH_NODE_UNINITIALIZED,
/* There are constraints for the geometry in this node, but it should not be simulated. */
SCULPT_CLOTH_NODE_INACTIVE,
/* There are constraints for this node and they should be used by the solver. */
SCULPT_CLOTH_NODE_ACTIVE,
};
enum eSculptClothConstraintType {
/* Constraint that creates the structure of the cloth. */
SCULPT_CLOTH_CONSTRAINT_STRUCTURAL = 0,
/* Constraint that references the position of a vertex and a position in deformation_pos which
* can be deformed by the tools. */
SCULPT_CLOTH_CONSTRAINT_DEFORMATION = 1,
/* Constraint that references the vertex position and a editable soft-body position for
* plasticity. */
SCULPT_CLOTH_CONSTRAINT_SOFTBODY = 2,
/* Constraint that references the vertex position and its initial position. */
SCULPT_CLOTH_CONSTRAINT_PIN = 3,
};
struct SculptClothLengthConstraint {
/* Elements that are affected by the constraint. */
/* Element a should always be a mesh vertex with the index stored in elem_index_a as it is always
* deformed. Element b could be another vertex of the same mesh or any other position (arbitrary
* point, position for a previous state). In that case, elem_index_a and elem_index_b should be
* the same to avoid affecting two different vertices when solving the constraints.
* *elem_position points to the position which is owned by the element. */
int elem_index_a;
float *elem_position_a;
int elem_index_b;
float *elem_position_b;
float length;
float strength;
/* Index in #SculptClothSimulation.node_state of the node from where this constraint was created.
* This constraints will only be used by the solver if the state is active. */
int node;
eSculptClothConstraintType type;
};
struct SculptClothSimulation {
SculptClothLengthConstraint *length_constraints;
int tot_length_constraints;
blender::Set<blender::OrderedEdge> created_length_constraints;
int capacity_length_constraints;
float *length_constraint_tweak;
/* Position anchors for deformation brushes. These positions are modified by the brush and the
* final positions of the simulated vertices are updated with constraints that use these points
* as targets. */
float (*deformation_pos)[3];
float *deformation_strength;
float mass;
float damping;
float softbody_strength;
float (*acceleration)[3];
float (*pos)[3];
float (*init_pos)[3];
float (*init_no)[3];
float (*softbody_pos)[3];
float (*prev_pos)[3];
float (*last_iteration_pos)[3];
ListBase *collider_list;
int totnode;
/** #PBVHNode pointer as a key, index in #SculptClothSimulation.node_state as value. */
GHash *node_state_index;
eSculptClothNodeSimState *node_state;
};
struct SculptPersistentBase {
blender::float3 co;
blender::float3 no;
float disp;
};
struct SculptVertexInfo {
/* Indexed by base mesh vertex index, stores if that vertex is a boundary. */
blender::BitVector<> boundary;
};
struct SculptBoundaryEditInfo {
/* Vertex index from where the topology propagation reached this vertex. */
int original_vertex_i;
/* How many steps were needed to reach this vertex from the boundary. */
int propagation_steps_num;
/* Strength that is used to deform this vertex. */
float strength_factor;
};
/* Edge for drawing the boundary preview in the cursor. */
struct SculptBoundaryPreviewEdge {
PBVHVertRef v1;
PBVHVertRef v2;
};
struct SculptBoundary {
/* Vertex indices of the active boundary. */
PBVHVertRef *verts;
int verts_capacity;
int verts_num;
/* Distance from a vertex in the boundary to initial vertex indexed by vertex index, taking into
* account the length of all edges between them. Any vertex that is not in the boundary will have
* a distance of 0. */
float *distance;
/* Data for drawing the preview. */
SculptBoundaryPreviewEdge *edges;
int edges_capacity;
int edges_num;
/* True if the boundary loops into itself. */
bool forms_loop;
/* Initial vertex in the boundary which is closest to the current sculpt active vertex. */
PBVHVertRef initial_vertex;
int initial_vertex_i;
/* Vertex that at max_propagation_steps from the boundary and closest to the original active
* vertex that was used to initialize the boundary. This is used as a reference to check how much
* the deformation will go into the mesh and to calculate the strength of the brushes. */
PBVHVertRef pivot_vertex;
/* Stores the initial positions of the pivot and boundary initial vertex as they may be deformed
* during the brush action. This allows to use them as a reference positions and vectors for some
* brush effects. */
blender::float3 initial_vertex_position;
blender::float3 initial_pivot_position;
/* Maximum number of topology steps that were calculated from the boundary. */
int max_propagation_steps;
/* Indexed by vertex index, contains the topology information needed for boundary deformations.
*/
SculptBoundaryEditInfo *edit_info;
/* Bend Deform type. */
struct {
float (*pivot_rotation_axis)[3];
float (*pivot_positions)[3];
} bend;
/* Slide Deform type. */
struct {
float (*directions)[3];
} slide;
/* Twist Deform type. */
struct {
blender::float3 rotation_axis;
blender::float3 pivot_position;
} twist;
};
struct SculptFakeNeighbors {
bool use_fake_neighbors;
/* Max distance used to calculate neighborhood information. */
float current_max_distance;
/* Indexed by vertex, stores the vertex index of its fake neighbor if available. */
int *fake_neighbor_index;
};
/* Session data (mode-specific) */
/* 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();