tornavis/source/blender/blenkernel/BKE_paint.h

775 lines
26 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2009 by Nicholas Bishop. All rights reserved. */
#pragma once
/** \file
* \ingroup bke
*/
#include "BLI_bitmap.h"
#include "BLI_utildefines.h"
#include "DNA_brush_enums.h"
#include "DNA_object_enums.h"
#include "BKE_attribute.h"
#ifdef __cplusplus
extern "C" {
#endif
struct BMFace;
struct BMesh;
struct BlendDataReader;
struct BlendLibReader;
struct BlendWriter;
struct Brush;
struct CurveMapping;
struct Depsgraph;
struct EdgeSet;
struct EnumPropertyItem;
struct GHash;
struct GridPaintMask;
struct Image;
struct ImagePool;
struct ImageUser;
struct ListBase;
struct MLoop;
struct MLoopTri;
struct MVert;
struct Main;
struct Mesh;
struct MeshElemMap;
struct Object;
struct PBVH;
struct Paint;
struct PaintCurve;
struct PaintModeSettings;
struct Palette;
struct PaletteColor;
struct Scene;
struct StrokeCache;
struct SubdivCCG;
struct Tex;
struct ToolSettings;
struct UnifiedPaintSettings;
struct View3D;
struct ViewLayer;
struct bContext;
struct bToolRef;
struct tPaletteColorHSV;
extern const char PAINT_CURSOR_SCULPT[3];
extern const char PAINT_CURSOR_VERTEX_PAINT[3];
extern const char PAINT_CURSOR_WEIGHT_PAINT[3];
extern const char PAINT_CURSOR_TEXTURE_PAINT[3];
typedef 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,
} ePaintMode;
#define PAINT_MODE_HAS_BRUSH(mode) !ELEM(mode, PAINT_MODE_SCULPT_UV)
/* overlay invalidation */
typedef 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),
} ePaintOverlayControlFlags;
#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
typedef enum ePaintSymmetryAreas {
PAINT_SYMM_AREA_X = (1 << 0),
PAINT_SYMM_AREA_Y = (1 << 1),
PAINT_SYMM_AREA_Z = (1 << 2),
} ePaintSymmetryAreas;
#define PAINT_SYMM_AREAS 8
void BKE_paint_invalidate_overlay_tex(struct Scene *scene,
struct ViewLayer *view_layer,
const struct Tex *tex);
void BKE_paint_invalidate_cursor_overlay(struct Scene *scene,
struct ViewLayer *view_layer,
struct CurveMapping *curve);
void BKE_paint_invalidate_overlay_all(void);
ePaintOverlayControlFlags BKE_paint_get_overlay_flags(void);
void BKE_paint_reset_overlay_invalid(ePaintOverlayControlFlags flag);
void BKE_paint_set_overlay_override(enum eOverlayFlags flag);
/* Palettes. */
struct Palette *BKE_palette_add(struct Main *bmain, const char *name);
struct PaletteColor *BKE_palette_color_add(struct Palette *palette);
bool BKE_palette_is_empty(const struct Palette *palette);
/**
* Remove color from palette. Must be certain color is inside the palette!
*/
void BKE_palette_color_remove(struct Palette *palette, struct PaletteColor *color);
void BKE_palette_clear(struct Palette *palette);
void BKE_palette_sort_hsv(struct tPaletteColorHSV *color_array, int totcol);
void BKE_palette_sort_svh(struct tPaletteColorHSV *color_array, int totcol);
void BKE_palette_sort_vhs(struct tPaletteColorHSV *color_array, int totcol);
void BKE_palette_sort_luminance(struct tPaletteColorHSV *color_array, int totcol);
bool BKE_palette_from_hash(struct Main *bmain,
struct GHash *color_table,
const char *name,
bool linear);
/* Paint curves. */
struct PaintCurve *BKE_paint_curve_add(struct Main *bmain, const char *name);
/**
* Call when entering each respective paint mode.
*/
bool BKE_paint_ensure(struct ToolSettings *ts, struct Paint **r_paint);
void BKE_paint_init(struct Main *bmain, struct Scene *sce, ePaintMode mode, const char col[3]);
void BKE_paint_free(struct 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(struct Paint *src, struct Paint *tar, int flag);
void BKE_paint_runtime_init(const struct ToolSettings *ts, struct Paint *paint);
void BKE_paint_cavity_curve_preset(struct Paint *p, int preset);
eObjectMode BKE_paint_object_mode_from_paintmode(ePaintMode mode);
bool BKE_paint_ensure_from_paintmode(struct Scene *sce, ePaintMode mode);
struct Paint *BKE_paint_get_active_from_paintmode(struct Scene *sce, ePaintMode mode);
const struct EnumPropertyItem *BKE_paint_get_tool_enum_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);
struct Paint *BKE_paint_get_active(struct Scene *sce, struct ViewLayer *view_layer);
struct Paint *BKE_paint_get_active_from_context(const struct bContext *C);
ePaintMode BKE_paintmode_get_active_from_context(const struct bContext *C);
ePaintMode BKE_paintmode_get_from_tool(const struct bToolRef *tref);
struct Brush *BKE_paint_brush(struct Paint *paint);
const struct Brush *BKE_paint_brush_for_read(const struct Paint *p);
void BKE_paint_brush_set(struct Paint *paint, struct Brush *br);
struct Palette *BKE_paint_palette(struct Paint *paint);
void BKE_paint_palette_set(struct Paint *p, struct Palette *palette);
void BKE_paint_curve_set(struct Brush *br, struct PaintCurve *pc);
void BKE_paint_curve_clamp_endpoint_add_index(struct PaintCurve *pc, int add_index);
/**
* Return true when in vertex/weight/texture paint + face-select mode?
*/
bool BKE_paint_select_face_test(struct Object *ob);
/**
* Return true when in vertex/weight paint + vertex-select mode?
*/
bool BKE_paint_select_vert_test(struct 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(struct 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(struct Object *ob);
/* Partial visibility. */
/**
* Returns non-zero if any of the face's vertices are hidden, zero otherwise.
*/
bool paint_is_face_hidden(const struct MLoopTri *lt,
const struct MVert *mvert,
const struct MLoop *mloop);
/**
* 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(struct BMFace *f);
/* Paint masks. */
float paint_grid_paint_mask(const struct 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(struct UnifiedPaintSettings *ups,
struct Brush *brush,
const float mouse_pos[2]);
void paint_update_brush_rake_rotation(struct UnifiedPaintSettings *ups,
struct Brush *brush,
float rotation);
void BKE_paint_stroke_get_average(struct Scene *scene, struct Object *ob, float stroke[3]);
/* Tool slot API. */
void BKE_paint_toolslots_init_from_main(struct Main *bmain);
void BKE_paint_toolslots_len_ensure(struct Paint *paint, int len);
void BKE_paint_toolslots_brush_update_ex(struct Paint *paint, struct Brush *brush);
void BKE_paint_toolslots_brush_update(struct 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(struct Main *bmain, struct Paint *paint);
struct Brush *BKE_paint_toolslots_brush_get(struct Paint *paint, int slot_index);
/* .blend I/O */
void BKE_paint_blend_write(struct BlendWriter *writer, struct Paint *paint);
void BKE_paint_blend_read_data(struct BlendDataReader *reader,
const struct Scene *scene,
struct Paint *paint);
void BKE_paint_blend_read_lib(struct BlendLibReader *reader,
struct Scene *scene,
struct Paint *paint);
#define SCULPT_FACE_SET_NONE 0
/** Used for both vertex color and weight paint. */
struct SculptVertexPaintGeomMap {
int *vert_map_mem;
struct MeshElemMap *vert_to_loop;
int *poly_map_mem;
struct MeshElemMap *vert_to_poly;
};
/** Pose Brush IK Chain. */
typedef struct SculptPoseIKChainSegment {
float orig[3];
float head[3];
float initial_orig[3];
float initial_head[3];
float len;
float scale[3];
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];
} SculptPoseIKChainSegment;
typedef struct SculptPoseIKChain {
SculptPoseIKChainSegment *segments;
int tot_segments;
float grab_delta_offset[3];
} SculptPoseIKChain;
/* Cloth Brush */
/* Cloth Simulation. */
typedef 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,
} eSculptClothNodeSimState;
typedef 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,
} eSculptClothConstraintType;
typedef 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;
} SculptClothLengthConstraint;
typedef struct SculptClothSimulation {
SculptClothLengthConstraint *length_constraints;
int tot_length_constraints;
struct EdgeSet *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 (*softbody_pos)[3];
float (*prev_pos)[3];
float (*last_iteration_pos)[3];
struct ListBase *collider_list;
int totnode;
/** #PBVHNode pointer as a key, index in #SculptClothSimulation.node_state as value. */
struct GHash *node_state_index;
eSculptClothNodeSimState *node_state;
} SculptClothSimulation;
typedef struct SculptPersistentBase {
float co[3];
float no[3];
float disp;
} SculptPersistentBase;
typedef struct SculptVertexInfo {
/* Indexed by vertex, stores and ID of its topologically connected component. */
int *connected_component;
/* Indexed by base mesh vertex index, stores if that vertex is a boundary. */
BLI_bitmap *boundary;
} SculptVertexInfo;
typedef struct SculptBoundaryEditInfo {
/* Vertex index from where the topology propagation reached this vertex. */
int original_vertex;
/* How many steps were needed to reach this vertex from the boundary. */
int num_propagation_steps;
/* Strength that is used to deform this vertex. */
float strength_factor;
} SculptBoundaryEditInfo;
/* Edge for drawing the boundary preview in the cursor. */
typedef struct SculptBoundaryPreviewEdge {
int v1;
int v2;
} SculptBoundaryPreviewEdge;
typedef struct SculptBoundary {
/* Vertex indices of the active boundary. */
int *vertices;
int vertices_capacity;
int num_vertices;
/* 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 num_edges;
/* True if the boundary loops into itself. */
bool forms_loop;
/* Initial vertex in the boundary which is closest to the current sculpt active vertex. */
int initial_vertex;
/* 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. */
int 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. */
float initial_vertex_position[3];
float initial_pivot_position[3];
/* 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.
*/
struct 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 {
float rotation_axis[3];
float pivot_position[3];
} twist;
} SculptBoundary;
typedef 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;
} SculptFakeNeighbors;
/* Session data (mode-specific) */
typedef 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;
struct MultiresModifierData *modifier;
int level;
} multires;
/* Depsgraph for the Cloth Brush solver to get the colliders. */
struct Depsgraph *depsgraph;
/* These are always assigned to base mesh data when using PBVH_FACES and PBVH_GRIDS. */
struct MVert *mvert;
struct MPoly *mpoly;
struct MLoop *mloop;
/* These contain the vertex and poly counts of the final mesh. */
int totvert, totpoly;
struct KeyBlock *shapekey_active;
struct MPropCol *vcol;
struct MLoopCol *mcol;
eAttrDomain vcol_domain;
eCustomDataType vcol_type;
float *vmask;
/* Mesh connectivity maps. */
/* Vertices to adjacent polys. */
struct MeshElemMap *pmap;
int *pmap_mem;
/* Edges to adjacent polys. */
struct MeshElemMap *epmap;
int *epmap_mem;
/* Vertices to adjacent edges. */
struct MeshElemMap *vemap;
int *vemap_mem;
/* Mesh Face Sets */
/* Total number of polys of the base mesh. */
int totfaces;
/* Face sets store its visibility in the sign of the integer, using the absolute value as the
* Face Set ID. Positive IDs are visible, negative IDs are hidden.
* 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;
/* BMesh for dynamic topology sculpting */
struct BMesh *bm;
int cd_vert_node_offset;
int cd_face_node_offset;
bool bm_smooth_shading;
/* Undo/redo log for dynamic topology sculpting */
struct BMLog *bm_log;
/* Limit surface/grids. */
struct SubdivCCG *subdiv_ccg;
/* PBVH acceleration structure */
struct PBVH *pbvh;
bool show_mask;
bool show_face_sets;
/* Painting on deformed mesh */
bool deform_modifiers_active; /* Object is deformed with some modifiers. */
float (*orig_cos)[3]; /* Coords of un-deformed mesh. */
float (*deform_cos)[3]; /* Coords of deformed mesh but without stroke displacement. */
float (*deform_imats)[3][3]; /* Crazy-space deformation matrices. */
/* Pool for texture evaluations. */
struct ImagePool *tex_pool;
struct StrokeCache *cache;
struct FilterCache *filter_cache;
struct ExpandCache *expand_cache;
/* Cursor data and active vertex for tools */
int active_vertex_index;
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;
float cursor_location[3];
float cursor_normal[3];
float cursor_sampled_normal[3];
float cursor_view_normal[3];
/* 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). */
float gesture_initial_location[3];
float gesture_initial_normal[3];
bool gesture_initial_hit;
/* TODO(jbakker): Replace rv3d and v3d with ViewContext */
struct RegionView3D *rv3d;
struct View3D *v3d;
struct Scene *scene;
/* Dynamic mesh preview */
int *preview_vert_index_list;
int preview_vert_index_count;
/* Pose Brush Preview */
float pose_origin[3];
SculptPoseIKChain *pose_ik_chain_preview;
/* Boundary Brush Preview */
SculptBoundary *boundary_preview;
/* Mesh State Persistence */
/* This is freed with the PBVH, so it is always in sync with the mesh. */
SculptPersistentBase *persistent_base;
SculptVertexInfo vertex_info;
SculptFakeNeighbors fake_neighbors;
/* Transform operator */
float pivot_pos[3];
float pivot_rot[4];
float pivot_scale[3];
float init_pivot_pos[3];
float init_pivot_rot[4];
float init_pivot_scale[3];
float prev_pivot_pos[3];
float prev_pivot_rot[4];
float prev_pivot_scale[3];
union {
struct {
struct SculptVertexPaintGeomMap gmap;
} vpaint;
struct {
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). */
struct 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;
/**
* 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;
/**
* Last used painting canvas key.
*/
char *last_paint_canvas_key;
} SculptSession;
void BKE_sculptsession_free(struct Object *ob);
void BKE_sculptsession_free_deformMats(struct SculptSession *ss);
void BKE_sculptsession_free_vwpaint_data(struct SculptSession *ss);
void BKE_sculptsession_bm_to_me(struct Object *ob, bool reorder);
void BKE_sculptsession_bm_to_me_for_render(struct Object *object);
/**
* 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(struct Object *object);
/**
* \warning Expects a fully evaluated depsgraph.
*/
void BKE_sculpt_update_object_for_edit(struct Depsgraph *depsgraph,
struct Object *ob_orig,
bool need_pmap,
bool need_mask,
bool is_paint_tool);
void BKE_sculpt_update_object_before_eval(const struct Scene *scene, struct Object *ob_eval);
void BKE_sculpt_update_object_after_eval(struct Depsgraph *depsgraph, struct 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.
*/
struct MultiresModifierData *BKE_sculpt_multires_active(const struct Scene *scene,
struct Object *ob);
int BKE_sculpt_mask_layers_ensure(struct Object *ob, struct MultiresModifierData *mmd);
void BKE_sculpt_toolsettings_data_ensure(struct Scene *scene);
struct PBVH *BKE_sculpt_object_pbvh_ensure(struct Depsgraph *depsgraph, struct Object *ob);
void BKE_sculpt_bvh_update_from_ccg(struct PBVH *pbvh, struct SubdivCCG *subdiv_ccg);
/**
* This ensure that all elements in the mesh (both vertices and grids) have their visibility
* updated according to the face sets.
*/
void BKE_sculpt_sync_face_set_visibility(struct Mesh *mesh, struct SubdivCCG *subdiv_ccg);
/**
* Individual function to sync the Face Set visibility to mesh and grids.
*/
void BKE_sculpt_sync_face_sets_visibility_to_base_mesh(struct Mesh *mesh);
void BKE_sculpt_sync_face_sets_visibility_to_grids(struct Mesh *mesh,
struct SubdivCCG *subdiv_ccg);
/**
* Ensures that a Face Set data-layers exists. If it does not, it creates one respecting the
* visibility stored in the vertices of the mesh. If it does, it copies the visibility from the
* mesh to the Face Sets. */
void BKE_sculpt_face_sets_ensure_from_base_mesh_visibility(struct Mesh *mesh);
/**
* Ensures we do have expected mesh data in original mesh for the sculpt mode.
*
* \note IDs are expected to be original ones here, and calling code should ensure it updates its
* depsgraph properly after calling this function if it needs up-to-date evaluated data.
*/
void BKE_sculpt_ensure_orig_mesh_data(struct Scene *scene, struct Object *object);
/**
* 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 struct Object *ob, const struct View3D *v3d);
enum {
SCULPT_MASK_LAYER_CALC_VERT = (1 << 0),
SCULPT_MASK_LAYER_CALC_LOOP = (1 << 1),
};
/* 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(struct Object *ob,
const float fill_color[4],
bool only_selected);
/* 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(struct PaintModeSettings *settings, struct Object *ob);
bool BKE_paint_canvas_image_get(struct PaintModeSettings *settings,
struct Object *ob,
struct Image **r_image,
struct ImageUser **r_image_user);
int BKE_paint_canvas_uvmap_layer_index_get(const struct PaintModeSettings *settings,
struct Object *ob);
#ifdef __cplusplus
}
#endif