tornavis/source/blender/editors/sculpt_paint/sculpt_intern.hh

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64 KiB
C++

/* SPDX-FileCopyrightText: 2006 by Nicholas Bishop. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edsculpt
*/
#pragma once
#include <queue>
#include "BKE_attribute.hh"
#include "BKE_paint.hh"
#include "BKE_pbvh_api.hh"
#include "BLI_array.hh"
#include "BLI_bit_vector.hh"
#include "BLI_generic_array.hh"
#include "BLI_math_matrix_types.hh"
#include "BLI_math_vector_types.hh"
#include "BLI_set.hh"
#include "BLI_span.hh"
#include "BLI_vector.hh"
#include "DNA_brush_enums.h"
#include "ED_view3d.hh"
namespace blender::ed::sculpt_paint {
namespace auto_mask {
struct NodeData;
struct Cache;
}
namespace cloth {
struct SimulationData;
}
namespace undo {
struct Node;
}
}
struct BMLog;
struct Dial;
struct DistRayAABB_Precalc;
struct Image;
struct ImageUser;
struct KeyBlock;
struct Object;
struct SculptProjectVector;
struct bContext;
struct PaintModeSettings;
struct WeightPaintInfo;
struct WPaintData;
struct wmKeyConfig;
struct wmKeyMap;
struct wmOperator;
struct wmOperatorType;
/* -------------------------------------------------------------------- */
/** \name Sculpt Types
* \{ */
enum SculptUpdateType {
SCULPT_UPDATE_COORDS = 1 << 0,
SCULPT_UPDATE_MASK = 1 << 1,
SCULPT_UPDATE_VISIBILITY = 1 << 2,
SCULPT_UPDATE_COLOR = 1 << 3,
SCULPT_UPDATE_IMAGE = 1 << 4,
SCULPT_UPDATE_FACE_SET = 1 << 5,
};
struct SculptCursorGeometryInfo {
blender::float3 location;
blender::float3 normal;
blender::float3 active_vertex_co;
};
#define SCULPT_VERTEX_NEIGHBOR_FIXED_CAPACITY 256
struct SculptVertexNeighborIter {
/* Storage */
PBVHVertRef *neighbors;
int *neighbor_indices;
int size;
int capacity;
PBVHVertRef neighbors_fixed[SCULPT_VERTEX_NEIGHBOR_FIXED_CAPACITY];
int neighbor_indices_fixed[SCULPT_VERTEX_NEIGHBOR_FIXED_CAPACITY];
/* Internal iterator. */
int num_duplicates;
int i;
/* Public */
int index;
PBVHVertRef vertex;
bool is_duplicate;
};
/* Sculpt Original Data */
struct SculptOrigVertData {
BMLog *bm_log;
blender::ed::sculpt_paint::undo::Node *unode;
float (*coords)[3];
float (*normals)[3];
const float *vmasks;
float (*colors)[4];
/* Original coordinate, normal, and mask. */
const float *co;
const float *no;
float mask;
const float *col;
};
struct SculptOrigFaceData {
blender::ed::sculpt_paint::undo::Node *unode;
BMLog *bm_log;
const int *face_sets;
int face_set;
};
/* Flood Fill. */
struct SculptFloodFill {
std::queue<PBVHVertRef> queue;
blender::BitVector<> visited_verts;
};
enum eBoundaryAutomaskMode {
AUTOMASK_INIT_BOUNDARY_EDGES = 1,
AUTOMASK_INIT_BOUNDARY_FACE_SETS = 2,
};
namespace blender::ed::sculpt_paint::undo {
enum class Type {
Position,
HideVert,
HideFace,
Mask,
DyntopoBegin,
DyntopoEnd,
DyntopoSymmetrize,
Geometry,
FaceSet,
Color,
};
/* Storage of geometry for the undo node.
* Is used as a storage for either original or modified geometry. */
struct NodeGeometry {
/* Is used for sanity check, helping with ensuring that two and only two
* geometry pushes happened in the undo stack. */
bool is_initialized;
CustomData vert_data;
CustomData edge_data;
CustomData corner_data;
CustomData face_data;
int *face_offset_indices;
const ImplicitSharingInfo *face_offsets_sharing_info;
int totvert;
int totedge;
int totloop;
int faces_num;
};
struct Node {
Type type;
char idname[MAX_ID_NAME]; /* Name instead of pointer. */
void *node; /* only during push, not valid afterwards! */
Array<float3> position;
Array<float3> orig_position;
Array<float3> normal;
Array<float4> col;
Array<float> mask;
Array<float4> loop_col;
Array<float4> orig_loop_col;
/* non-multires */
/* to verify if totvert it still the same */
int mesh_verts_num;
int mesh_corners_num;
Array<int> vert_indices;
int unique_verts_num;
Array<int> corner_indices;
BitVector<> vert_hidden;
BitVector<> face_hidden;
/* multires */
int maxgrid; /* same for grid */
int gridsize; /* same for grid */
Array<int> grids; /* to restore into right location */
BitGroupVector<> grid_hidden;
/* bmesh */
BMLogEntry *bm_entry;
bool applied;
/* shape keys */
char shapeName[MAX_NAME]; /* `sizeof(KeyBlock::name)`. */
/* Geometry modification operations.
*
* Original geometry is stored before some modification is run and is used to restore state of
* the object when undoing the operation
*
* Modified geometry is stored after the modification and is used to redo the modification. */
bool geometry_clear_pbvh;
undo::NodeGeometry geometry_original;
undo::NodeGeometry geometry_modified;
/* Geometry at the bmesh enter moment. */
undo::NodeGeometry geometry_bmesh_enter;
/* pivot */
float3 pivot_pos;
float pivot_rot[4];
/* Sculpt Face Sets */
Array<int> face_sets;
Vector<int> face_indices;
size_t undo_size;
};
}
/* Factor of brush to have rake point following behind
* (could be configurable but this is reasonable default). */
#define SCULPT_RAKE_BRUSH_FACTOR 0.25f
struct SculptRakeData {
float follow_dist;
blender::float3 follow_co;
float angle;
};
/*************** Brush testing declarations ****************/
struct SculptBrushTest {
float radius_squared;
float radius;
blender::float3 location;
float dist;
ePaintSymmetryFlags mirror_symmetry_pass;
int radial_symmetry_pass;
blender::float4x4 symm_rot_mat_inv;
/* For circle (not sphere) projection. */
float plane_view[4];
/* Some tool code uses a plane for its calculations. */
float plane_tool[4];
/* View3d clipping - only set rv3d for clipping */
RegionView3D *clip_rv3d;
};
using SculptBrushTestFn = bool (*)(SculptBrushTest *test, const float co[3]);
/* Sculpt Filters */
enum SculptFilterOrientation {
SCULPT_FILTER_ORIENTATION_LOCAL = 0,
SCULPT_FILTER_ORIENTATION_WORLD = 1,
SCULPT_FILTER_ORIENTATION_VIEW = 2,
};
/* Defines how transform tools are going to apply its displacement. */
enum SculptTransformDisplacementMode {
/* Displaces the elements from their original coordinates. */
SCULPT_TRANSFORM_DISPLACEMENT_ORIGINAL = 0,
/* Displaces the elements incrementally from their previous position. */
SCULPT_TRANSFORM_DISPLACEMENT_INCREMENTAL = 1,
};
#define SCULPT_CLAY_STABILIZER_LEN 10
namespace blender::ed::sculpt_paint {
namespace filter {
struct Cache {
bool enabled_axis[3];
bool enabled_force_axis[3];
int random_seed;
/* Used for alternating between filter operations in filters that need to apply different ones to
* achieve certain effects. */
int iteration_count;
/* Stores the displacement produced by the laplacian step of HC smooth. */
float (*surface_smooth_laplacian_disp)[3];
float surface_smooth_shape_preservation;
float surface_smooth_current_vertex;
/* Sharpen mesh filter. */
float sharpen_smooth_ratio;
float sharpen_intensify_detail_strength;
int sharpen_curvature_smooth_iterations;
float *sharpen_factor;
float (*detail_directions)[3];
/* Filter orientation. */
SculptFilterOrientation orientation;
float4x4 obmat;
float4x4 obmat_inv;
float4x4 viewmat;
float4x4 viewmat_inv;
/* Displacement eraser. */
float (*limit_surface_co)[3];
/* unmasked nodes */
Vector<PBVHNode *> nodes;
/* Cloth filter. */
cloth::SimulationData *cloth_sim;
float3 cloth_sim_pinch_point;
/* mask expand iteration caches */
int mask_update_current_it;
int mask_update_last_it;
int *mask_update_it;
float *normal_factor;
float *edge_factor;
float *prev_mask;
float3 mask_expand_initial_co;
int new_face_set;
int *prev_face_set;
int active_face_set;
SculptTransformDisplacementMode transform_displacement_mode;
std::unique_ptr<auto_mask::Cache> automasking;
float3 initial_normal;
float3 view_normal;
/* Pre-smoothed colors used by sharpening. Colors are HSL. */
float (*pre_smoothed_color)[4];
ViewContext vc;
float start_filter_strength;
bool no_orig_co;
};
}
/**
* This structure contains all the temporary data
* needed for individual brush strokes.
*/
struct StrokeCache {
/* Invariants */
float initial_radius;
float3 scale;
int flag;
float3 clip_tolerance;
float4x4 clip_mirror_mtx;
float2 initial_mouse;
/* Variants */
float radius;
float radius_squared;
float3 true_location;
float3 true_last_location;
float3 location;
float3 last_location;
float stroke_distance;
/* Used for alternating between deformation in brushes that need to apply different ones to
* achieve certain effects. */
int iteration_count;
/* Original pixel radius with the pressure curve applied for dyntopo detail size */
float dyntopo_pixel_radius;
bool is_last_valid;
bool pen_flip;
bool invert;
float pressure;
float bstrength;
float normal_weight; /* from brush (with optional override) */
float x_tilt;
float y_tilt;
/* Position of the mouse corresponding to the stroke location, modified by the paint_stroke
* operator according to the stroke type. */
float2 mouse;
/* Position of the mouse event in screen space, not modified by the stroke type. */
float2 mouse_event;
float (*prev_colors)[4];
GArray<> prev_colors_vpaint;
/* Multires Displacement Smear. */
float (*prev_displacement)[3];
float (*limit_surface_co)[3];
/* The rest is temporary storage that isn't saved as a property */
bool first_time; /* Beginning of stroke may do some things special */
/* from ED_view3d_ob_project_mat_get() */
float4x4 projection_mat;
/* Clean this up! */
ViewContext *vc;
const Brush *brush;
float special_rotation;
float3 grab_delta, grab_delta_symmetry;
float3 old_grab_location, orig_grab_location;
/* screen-space rotation defined by mouse motion */
float rake_rotation[4], rake_rotation_symmetry[4];
bool is_rake_rotation_valid;
SculptRakeData rake_data;
/* Face Sets */
int paint_face_set;
/* Symmetry index between 0 and 7 bit combo 0 is Brush only;
* 1 is X mirror; 2 is Y mirror; 3 is XY; 4 is Z; 5 is XZ; 6 is YZ; 7 is XYZ */
int symmetry;
/* The symmetry pass we are currently on between 0 and 7. */
ePaintSymmetryFlags mirror_symmetry_pass;
float3 true_view_normal;
float3 view_normal;
/* sculpt_normal gets calculated by calc_sculpt_normal(), then the
* sculpt_normal_symm gets updated quickly with the usual symmetry
* transforms */
float3 sculpt_normal;
float3 sculpt_normal_symm;
/* Used for area texture mode, local_mat gets calculated by
* calc_brush_local_mat() and used in sculpt_apply_texture().
* Transforms from model-space coords to local area coords.
*/
float4x4 brush_local_mat;
/* The matrix from local area coords to model-space coords is used to calculate the vector
* displacement in area plane mode. */
float4x4 brush_local_mat_inv;
float3 plane_offset; /* used to shift the plane around when doing tiled strokes */
int tile_pass;
float3 last_center;
int radial_symmetry_pass;
float4x4 symm_rot_mat;
float4x4 symm_rot_mat_inv;
/* Accumulate mode. Note: inverted for SCULPT_TOOL_DRAW_SHARP. */
bool accum;
float3 anchored_location;
/* Paint Brush. */
struct {
float hardness;
float flow;
float wet_mix;
float wet_persistence;
float density;
} paint_brush;
/* Pose brush */
SculptPoseIKChain *pose_ik_chain;
/* Enhance Details. */
float (*detail_directions)[3];
/* Clay Thumb brush */
/* Angle of the front tilting plane of the brush to simulate clay accumulation. */
float clay_thumb_front_angle;
/* Stores pressure samples to get an stabilized strength and radius variation. */
float clay_pressure_stabilizer[SCULPT_CLAY_STABILIZER_LEN];
int clay_pressure_stabilizer_index;
/* Cloth brush */
cloth::SimulationData *cloth_sim;
float3 initial_location;
float3 true_initial_location;
float3 initial_normal;
float3 true_initial_normal;
/* Boundary brush */
SculptBoundary *boundaries[PAINT_SYMM_AREAS];
/* Surface Smooth Brush */
/* Stores the displacement produced by the laplacian step of HC smooth. */
float (*surface_smooth_laplacian_disp)[3];
/* Layer brush */
float *layer_displacement_factor;
float vertex_rotation; /* amount to rotate the vertices when using rotate brush */
Dial *dial;
char saved_active_brush_name[MAX_ID_NAME];
char saved_mask_brush_tool;
int saved_smooth_size; /* smooth tool copies the size of the current tool */
bool alt_smooth;
float plane_trim_squared;
bool supports_gravity;
float3 true_gravity_direction;
float3 gravity_direction;
std::unique_ptr<auto_mask::Cache> automasking;
float4x4 stroke_local_mat;
float multiplane_scrape_angle;
float4 wet_mix_prev_color;
float density_seed;
rcti previous_r; /* previous redraw rectangle */
rcti current_r; /* current redraw rectangle */
int stroke_id;
};
/* -------------------------------------------------------------------- */
/** \name Sculpt Expand
* \{ */
namespace expand {
enum eSculptExpandFalloffType {
SCULPT_EXPAND_FALLOFF_GEODESIC,
SCULPT_EXPAND_FALLOFF_TOPOLOGY,
SCULPT_EXPAND_FALLOFF_TOPOLOGY_DIAGONALS,
SCULPT_EXPAND_FALLOFF_NORMALS,
SCULPT_EXPAND_FALLOFF_SPHERICAL,
SCULPT_EXPAND_FALLOFF_BOUNDARY_TOPOLOGY,
SCULPT_EXPAND_FALLOFF_BOUNDARY_FACE_SET,
SCULPT_EXPAND_FALLOFF_ACTIVE_FACE_SET,
};
enum eSculptExpandTargetType {
SCULPT_EXPAND_TARGET_MASK,
SCULPT_EXPAND_TARGET_FACE_SETS,
SCULPT_EXPAND_TARGET_COLORS,
};
enum eSculptExpandRecursionType {
SCULPT_EXPAND_RECURSION_TOPOLOGY,
SCULPT_EXPAND_RECURSION_GEODESICS,
};
#define EXPAND_SYMM_AREAS 8
struct Cache {
/* Target data elements that the expand operation will affect. */
eSculptExpandTargetType target;
/* Falloff data. */
eSculptExpandFalloffType falloff_type;
/* Indexed by vertex index, precalculated falloff value of that vertex (without any falloff
* editing modification applied). */
float *vert_falloff;
/* Max falloff value in *vert_falloff. */
float max_vert_falloff;
/* Indexed by base mesh face index, precalculated falloff value of that face. These values are
* calculated from the per vertex falloff (*vert_falloff) when needed. */
float *face_falloff;
float max_face_falloff;
/* Falloff value of the active element (vertex or base mesh face) that Expand will expand to. */
float active_falloff;
/* When set to true, expand skips all falloff computations and considers all elements as enabled.
*/
bool all_enabled;
/* Initial mouse and cursor data from where the current falloff started. This data can be changed
* during the execution of Expand by moving the origin. */
float2 initial_mouse_move;
float2 initial_mouse;
PBVHVertRef initial_active_vertex;
int initial_active_vertex_i;
int initial_active_face_set;
/* Maximum number of vertices allowed in the SculptSession for previewing the falloff using
* geodesic distances. */
int max_geodesic_move_preview;
/* Original falloff type before starting the move operation. */
eSculptExpandFalloffType move_original_falloff_type;
/* Falloff type using when moving the origin for preview. */
eSculptExpandFalloffType move_preview_falloff_type;
/* Face set ID that is going to be used when creating a new Face Set. */
int next_face_set;
/* Face Set ID of the Face set selected for editing. */
int update_face_set;
/* Mouse position since the last time the origin was moved. Used for reference when moving the
* initial position of Expand. */
float2 original_mouse_move;
/* Active island checks. */
/* Indexed by symmetry pass index, contains the connected island ID for that
* symmetry pass. Other connected island IDs not found in this
* array will be ignored by Expand. */
int active_connected_islands[EXPAND_SYMM_AREAS];
/* Snapping. */
/* Set containing all Face Sets IDs that Expand will use to snap the new data. */
std::unique_ptr<Set<int>> snap_enabled_face_sets;
/* Texture distortion data. */
Brush *brush;
Scene *scene;
// struct MTex *mtex;
/* Controls how much texture distortion will be applied to the current falloff */
float texture_distortion_strength;
/* Cached PBVH nodes. This allows to skip gathering all nodes from the PBVH each time expand
* needs to update the state of the elements. */
Vector<PBVHNode *> nodes;
/* Expand state options. */
/* Number of loops (times that the falloff is going to be repeated). */
int loop_count;
/* Invert the falloff result. */
bool invert;
/* When set to true, preserves the previous state of the data and adds the new one on top. */
bool preserve;
/* When set to true, the mask or colors will be applied as a gradient. */
bool falloff_gradient;
/* When set to true, Expand will use the Brush falloff curve data to shape the gradient. */
bool brush_gradient;
/* When set to true, Expand will move the origin (initial active vertex and cursor position)
* instead of updating the active vertex and active falloff. */
bool move;
/* When set to true, Expand will snap the new data to the Face Sets IDs found in
* *original_face_sets. */
bool snap;
/* When set to true, Expand will use the current Face Set ID to modify an existing Face Set
* instead of creating a new one. */
bool modify_active_face_set;
/* When set to true, Expand will reposition the sculpt pivot to the boundary of the expand result
* after finishing the operation. */
bool reposition_pivot;
/* If nothing is masked set mask of every vertex to 0. */
bool auto_mask;
/* Color target data type related data. */
float fill_color[4];
short blend_mode;
/* Face Sets at the first step of the expand operation, before starting modifying the active
* vertex and active falloff. These are not the original Face Sets of the sculpt before starting
* the operator as they could have been modified by Expand when initializing the operator and
* before starting changing the active vertex. These Face Sets are used for restoring and
* checking the Face Sets state while the Expand operation modal runs. */
Array<int> initial_face_sets;
/* Original data of the sculpt as it was before running the Expand operator. */
Array<float> original_mask;
Array<int> original_face_sets;
float (*original_colors)[4];
bool check_islands;
int normal_falloff_blur_steps;
};
}
}
/** \} */
/** \} */
/* -------------------------------------------------------------------- */
/** \name Sculpt Poll Functions
* \{ */
bool SCULPT_mode_poll(bContext *C);
bool SCULPT_mode_poll_view3d(bContext *C);
/**
* Checks for a brush, not just sculpt mode.
*/
bool SCULPT_poll(bContext *C);
/**
* Returns true if sculpt session can handle color attributes
* (BKE_pbvh_type(ss->pbvh) == PBVH_FACES). If false an error
* message will be shown to the user. Operators should return
* OPERATOR_CANCELLED in this case.
*
* NOTE: Does not check if a color attribute actually exists.
* Calling code must handle this itself; in most cases a call to
* BKE_sculpt_color_layer_create_if_needed() is sufficient.
*/
bool SCULPT_handles_colors_report(SculptSession *ss, ReportList *reports);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Sculpt Update Functions
* \{ */
void SCULPT_flush_update_step(bContext *C, SculptUpdateType update_flags);
void SCULPT_flush_update_done(const bContext *C, Object *ob, SculptUpdateType update_flags);
void SCULPT_pbvh_clear(Object *ob);
/**
* Flush displacement from deformed PBVH to original layer.
*/
void SCULPT_flush_stroke_deform(Sculpt *sd, Object *ob, bool is_proxy_used);
/**
* Should be used after modifying the mask or Face Sets IDs.
*/
void SCULPT_tag_update_overlays(bContext *C);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Stroke Functions
* \{ */
/**
* Do a ray-cast in the tree to find the 3d brush location
* (This allows us to ignore the GL depth buffer)
* Returns 0 if the ray doesn't hit the mesh, non-zero otherwise.
*
* If check_closest is true and the ray test fails a point closest
* to the ray will be found. If limit_closest_radius is true then
* the closest point will be tested against the active brush radius.
*/
bool SCULPT_stroke_get_location_ex(bContext *C,
float out[3],
const float mval[2],
bool force_original,
bool check_closest,
bool limit_closest_radius);
bool SCULPT_stroke_get_location(bContext *C,
float out[3],
const float mouse[2],
bool force_original);
/**
* Gets the normal, location and active vertex location of the geometry under the cursor. This also
* updates the active vertex and cursor related data of the SculptSession using the mouse position
*/
bool SCULPT_cursor_geometry_info_update(bContext *C,
SculptCursorGeometryInfo *out,
const float mouse[2],
bool use_sampled_normal);
void SCULPT_geometry_preview_lines_update(bContext *C, SculptSession *ss, float radius);
void SCULPT_stroke_modifiers_check(const bContext *C, Object *ob, const Brush *brush);
float SCULPT_raycast_init(ViewContext *vc,
const float mval[2],
float ray_start[3],
float ray_end[3],
float ray_normal[3],
bool original);
/* Symmetry */
ePaintSymmetryFlags SCULPT_mesh_symmetry_xyz_get(Object *object);
/**
* Returns true when the step belongs to the stroke that is directly performed by the brush and
* not by one of the symmetry passes.
*/
bool SCULPT_stroke_is_main_symmetry_pass(blender::ed::sculpt_paint::StrokeCache *cache);
/**
* Return true only once per stroke on the first symmetry pass, regardless of the symmetry passes
* enabled.
*
* This should be used for functionality that needs to be computed once per stroke of a particular
* tool (allocating memory, updating random seeds...).
*/
bool SCULPT_stroke_is_first_brush_step(blender::ed::sculpt_paint::StrokeCache *cache);
/**
* Returns true on the first brush step of each symmetry pass.
*/
bool SCULPT_stroke_is_first_brush_step_of_symmetry_pass(
blender::ed::sculpt_paint::StrokeCache *cache);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Sculpt mesh accessor API
* \{ */
struct SculptMaskWriteInfo {
float *layer = nullptr;
int bm_offset = -1;
};
SculptMaskWriteInfo SCULPT_mask_get_for_write(SculptSession *ss);
inline void SCULPT_mask_vert_set(const PBVHType type,
const SculptMaskWriteInfo mask_write,
const float value,
PBVHVertexIter &vd)
{
switch (type) {
case PBVH_FACES:
mask_write.layer[vd.index] = value;
break;
case PBVH_BMESH:
BM_ELEM_CD_SET_FLOAT(vd.bm_vert, mask_write.bm_offset, value);
break;
case PBVH_GRIDS:
*CCG_elem_mask(&vd.key, vd.grid) = value;
break;
}
}
/** Ensure random access; required for PBVH_BMESH */
void SCULPT_vertex_random_access_ensure(SculptSession *ss);
int SCULPT_vertex_count_get(const SculptSession *ss);
const float *SCULPT_vertex_co_get(const SculptSession *ss, PBVHVertRef vertex);
/** Get the normal for a given sculpt vertex; do not modify the result */
void SCULPT_vertex_normal_get(const SculptSession *ss, PBVHVertRef vertex, float no[3]);
float SCULPT_mask_get_at_grids_vert_index(const SubdivCCG &subdiv_ccg,
const CCGKey &key,
int vert_index);
void SCULPT_vertex_color_get(const SculptSession *ss, PBVHVertRef vertex, float r_color[4]);
void SCULPT_vertex_color_set(SculptSession *ss, PBVHVertRef vertex, const float color[4]);
bool SCULPT_vertex_is_occluded(SculptSession *ss, PBVHVertRef vertex, bool original);
/** Returns true if a color attribute exists in the current sculpt session. */
bool SCULPT_has_colors(const SculptSession *ss);
/** Returns true if the active color attribute is on loop (AttrDomain::Corner) domain. */
bool SCULPT_has_loop_colors(const Object *ob);
const float *SCULPT_vertex_persistent_co_get(SculptSession *ss, PBVHVertRef vertex);
void SCULPT_vertex_persistent_normal_get(SculptSession *ss, PBVHVertRef vertex, float no[3]);
/**
* Coordinates used for manipulating the base mesh when Grab Active Vertex is enabled.
*/
const float *SCULPT_vertex_co_for_grab_active_get(SculptSession *ss, PBVHVertRef vertex);
/**
* Returns the info of the limit surface when multi-res is available,
* otherwise it returns the current coordinate of the vertex.
*/
void SCULPT_vertex_limit_surface_get(SculptSession *ss, PBVHVertRef vertex, float r_co[3]);
/**
* Returns the pointer to the coordinates that should be edited from a brush tool iterator
* depending on the given deformation target.
*/
float *SCULPT_brush_deform_target_vertex_co_get(SculptSession *ss,
int deform_target,
PBVHVertexIter *iter);
void SCULPT_vertex_neighbors_get(SculptSession *ss,
PBVHVertRef vertex,
bool include_duplicates,
SculptVertexNeighborIter *iter);
/** Iterator over neighboring vertices. */
#define SCULPT_VERTEX_NEIGHBORS_ITER_BEGIN(ss, v_index, neighbor_iterator) \
SCULPT_vertex_neighbors_get(ss, v_index, false, &neighbor_iterator); \
for (neighbor_iterator.i = 0; neighbor_iterator.i < neighbor_iterator.size; \
neighbor_iterator.i++) \
{ \
neighbor_iterator.vertex = neighbor_iterator.neighbors[neighbor_iterator.i]; \
neighbor_iterator.index = neighbor_iterator.neighbor_indices[neighbor_iterator.i];
/**
* Iterate over neighboring and duplicate vertices (for PBVH_GRIDS).
* Duplicates come first since they are nearest for flood-fill.
*/
#define SCULPT_VERTEX_DUPLICATES_AND_NEIGHBORS_ITER_BEGIN(ss, v_index, neighbor_iterator) \
SCULPT_vertex_neighbors_get(ss, v_index, true, &neighbor_iterator); \
for (neighbor_iterator.i = neighbor_iterator.size - 1; neighbor_iterator.i >= 0; \
neighbor_iterator.i--) \
{ \
neighbor_iterator.vertex = neighbor_iterator.neighbors[neighbor_iterator.i]; \
neighbor_iterator.index = neighbor_iterator.neighbor_indices[neighbor_iterator.i]; \
neighbor_iterator.is_duplicate = (neighbor_iterator.i >= \
neighbor_iterator.size - neighbor_iterator.num_duplicates);
#define SCULPT_VERTEX_NEIGHBORS_ITER_END(neighbor_iterator) \
} \
if (neighbor_iterator.neighbors != neighbor_iterator.neighbors_fixed) { \
MEM_freeN(neighbor_iterator.neighbors); \
} \
((void)0)
PBVHVertRef SCULPT_active_vertex_get(SculptSession *ss);
const float *SCULPT_active_vertex_co_get(SculptSession *ss);
/* Returns PBVH deformed vertices array if shape keys or deform modifiers are used, otherwise
* returns mesh original vertices array. */
blender::MutableSpan<blender::float3> SCULPT_mesh_deformed_positions_get(SculptSession *ss);
/* Fake Neighbors */
#define FAKE_NEIGHBOR_NONE -1
void SCULPT_fake_neighbors_ensure(Object *ob, float max_dist);
void SCULPT_fake_neighbors_enable(Object *ob);
void SCULPT_fake_neighbors_disable(Object *ob);
void SCULPT_fake_neighbors_free(Object *ob);
/* Vertex Info. */
void SCULPT_boundary_info_ensure(Object *object);
/* Boundary Info needs to be initialized in order to use this function. */
bool SCULPT_vertex_is_boundary(const SculptSession *ss, PBVHVertRef vertex);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Sculpt Visibility API
* \{ */
namespace blender::ed::sculpt_paint {
namespace hide {
bool vert_visible_get(const SculptSession *ss, PBVHVertRef vertex);
bool vert_all_faces_visible_get(const SculptSession *ss, PBVHVertRef vertex);
bool vert_any_face_visible_get(SculptSession *ss, PBVHVertRef vertex);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Face Sets API
* \{ */
namespace face_set {
int active_face_set_get(SculptSession *ss);
int vert_face_set_get(SculptSession *ss, PBVHVertRef vertex);
bool vert_has_face_set(SculptSession *ss, PBVHVertRef vertex, int face_set);
bool vert_has_unique_face_set(SculptSession *ss, PBVHVertRef vertex);
bke::SpanAttributeWriter<int> ensure_face_sets_mesh(Object &object);
int ensure_face_sets_bmesh(Object &object);
Array<int> duplicate_face_sets(const Mesh &mesh);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Original Data API
* \{ */
/**
* Initialize a #SculptOrigVertData for accessing original vertex data;
* handles #BMesh, #Mesh, and multi-resolution.
*/
void SCULPT_orig_vert_data_init(SculptOrigVertData *data,
Object *ob,
PBVHNode *node,
blender::ed::sculpt_paint::undo::Type type);
/**
* Update a #SculptOrigVertData for a particular vertex from the PBVH iterator.
*/
void SCULPT_orig_vert_data_update(SculptOrigVertData *orig_data, PBVHVertexIter *iter);
/**
* Initialize a #SculptOrigVertData for accessing original vertex data;
* handles #BMesh, #Mesh, and multi-resolution.
*/
void SCULPT_orig_vert_data_unode_init(SculptOrigVertData *data,
Object *ob,
blender::ed::sculpt_paint::undo::Node *unode);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Brush Utilities.
* \{ */
bool SCULPT_tool_needs_all_pbvh_nodes(const Brush *brush);
void SCULPT_calc_brush_plane(Sculpt *sd,
Object *ob,
blender::Span<PBVHNode *> nodes,
float r_area_no[3],
float r_area_co[3]);
std::optional<blender::float3> SCULPT_calc_area_normal(Sculpt *sd,
Object *ob,
blender::Span<PBVHNode *> nodes);
/**
* This calculates flatten center and area normal together,
* amortizing the memory bandwidth and loop overhead to calculate both at the same time.
*/
void SCULPT_calc_area_normal_and_center(Sculpt *sd,
Object *ob,
blender::Span<PBVHNode *> nodes,
float r_area_no[3],
float r_area_co[3]);
void SCULPT_calc_area_center(Sculpt *sd,
Object *ob,
blender::Span<PBVHNode *> nodes,
float r_area_co[3]);
PBVHVertRef SCULPT_nearest_vertex_get(Object *ob,
const float co[3],
float max_distance,
bool use_original);
int SCULPT_plane_point_side(const float co[3], const float plane[4]);
int SCULPT_plane_trim(const blender::ed::sculpt_paint::StrokeCache *cache,
const Brush *brush,
const float val[3]);
/**
* Handles clipping against a mirror modifier and #SCULPT_LOCK_X/Y/Z axis flags.
*/
void SCULPT_clip(Sculpt *sd, SculptSession *ss, float co[3], const float val[3]);
float SCULPT_brush_plane_offset_get(Sculpt *sd, SculptSession *ss);
ePaintSymmetryAreas SCULPT_get_vertex_symm_area(const float co[3]);
bool SCULPT_check_vertex_pivot_symmetry(const float vco[3], const float pco[3], char symm);
/**
* Checks if a vertex is inside the brush radius from any of its mirrored axis.
*/
bool SCULPT_is_vertex_inside_brush_radius_symm(const float vertex[3],
const float br_co[3],
float radius,
char symm);
bool SCULPT_is_symmetry_iteration_valid(char i, char symm);
void SCULPT_flip_v3_by_symm_area(float v[3],
ePaintSymmetryFlags symm,
ePaintSymmetryAreas symmarea,
const float pivot[3]);
void SCULPT_flip_quat_by_symm_area(float quat[4],
ePaintSymmetryFlags symm,
ePaintSymmetryAreas symmarea,
const float pivot[3]);
/**
* Initialize a point-in-brush test
*/
void SCULPT_brush_test_init(SculptSession *ss, SculptBrushTest *test);
bool SCULPT_brush_test_sphere_sq(SculptBrushTest *test, const float co[3]);
bool SCULPT_brush_test_cube(SculptBrushTest *test,
const float co[3],
const float local[4][4],
const float roundness,
const float tip_scale_x);
bool SCULPT_brush_test_circle_sq(SculptBrushTest *test, const float co[3]);
namespace blender::ed::sculpt_paint {
bool node_fully_masked_or_hidden(const PBVHNode &node);
bool node_in_sphere(const PBVHNode &node, const float3 &location, float radius_sq, bool original);
bool node_in_cylinder(const DistRayAABB_Precalc &dist_ray_precalc,
const PBVHNode &node,
float radius_sq,
bool original);
}
void SCULPT_combine_transform_proxies(Sculpt *sd, Object *ob);
/**
* Initialize a point-in-brush test with a given falloff shape.
*
* \param falloff_shape: #PAINT_FALLOFF_SHAPE_SPHERE or #PAINT_FALLOFF_SHAPE_TUBE.
* \return The brush falloff function.
*/
SculptBrushTestFn SCULPT_brush_test_init_with_falloff_shape(SculptSession *ss,
SculptBrushTest *test,
char falloff_shape);
const float *SCULPT_brush_frontface_normal_from_falloff_shape(SculptSession *ss,
char falloff_shape);
void SCULPT_cube_tip_init(Sculpt *sd, Object *ob, Brush *brush, float mat[4][4]);
/**
* Return a multiplier for brush strength on a particular vertex.
*/
float SCULPT_brush_strength_factor(
SculptSession *ss,
const Brush *br,
const float point[3],
float len,
const float vno[3],
const float fno[3],
float mask,
const PBVHVertRef vertex,
int thread_id,
const blender::ed::sculpt_paint::auto_mask::NodeData *automask_data);
/**
* Return a color of a brush texture on a particular vertex multiplied by active masks.
*/
void SCULPT_brush_strength_color(
SculptSession *ss,
const Brush *brush,
const float brush_point[3],
float len,
const float vno[3],
const float fno[3],
float mask,
const PBVHVertRef vertex,
int thread_id,
const blender::ed::sculpt_paint::auto_mask::NodeData *automask_data,
float r_rgba[4]);
/**
* Calculates the vertex offset for a single vertex depending on the brush setting rgb as vector
* displacement.
*/
void SCULPT_calc_vertex_displacement(SculptSession *ss,
const Brush *brush,
float rgba[3],
float r_offset[3]);
/**
* Tilts a normal by the x and y tilt values using the view axis.
*/
void SCULPT_tilt_apply_to_normal(float r_normal[3],
blender::ed::sculpt_paint::StrokeCache *cache,
float tilt_strength);
/**
* Get effective surface normal with pen tilt and tilt strength applied to it.
*/
void SCULPT_tilt_effective_normal_get(const SculptSession *ss, const Brush *brush, float r_no[3]);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Flood Fill
* \{ */
namespace blender::ed::sculpt_paint::flood_fill {
void init_fill(SculptSession *ss, SculptFloodFill *flood);
void add_active(Object *ob, SculptSession *ss, SculptFloodFill *flood, float radius);
void add_initial_with_symmetry(
Object *ob, SculptSession *ss, SculptFloodFill *flood, PBVHVertRef vertex, float radius);
void add_initial(SculptFloodFill *flood, PBVHVertRef vertex);
void add_and_skip_initial(SculptFloodFill *flood, PBVHVertRef vertex);
void execute(SculptSession *ss,
SculptFloodFill *flood,
bool (*func)(SculptSession *ss,
PBVHVertRef from_v,
PBVHVertRef to_v,
bool is_duplicate,
void *userdata),
void *userdata);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Dynamic topology
* \{ */
namespace blender::ed::sculpt_paint::dyntopo {
enum WarnFlag {
VDATA = (1 << 0),
EDATA = (1 << 1),
LDATA = (1 << 2),
MODIFIER = (1 << 3),
};
ENUM_OPERATORS(WarnFlag, MODIFIER);
/** Enable dynamic topology; mesh will be triangulated */
void enable_ex(Main *bmain, Depsgraph *depsgraph, Object *ob);
void disable(bContext *C, undo::Node *unode);
void disable_with_undo(Main *bmain, Depsgraph *depsgraph, Scene *scene, Object *ob);
/**
* Returns true if the stroke will use dynamic topology, false
* otherwise.
*
* Factors: some brushes like grab cannot do dynamic topology.
* Others, like smooth, are better without.
* Same goes for alt-key smoothing.
*/
bool stroke_is_dyntopo(const SculptSession *ss, const Brush *brush);
void triangulate(BMesh *bm);
WarnFlag check_attribute_warning(Scene *scene, Object *ob);
namespace detail_size {
/**
* Scaling factor to match the displayed size to the actual sculpted size
*/
constexpr float RELATIVE_SCALE_FACTOR = 0.4f;
/**
* Converts from Sculpt#constant_detail to the PBVH max edge length.
*/
float constant_to_detail_size(const float constant_detail, const Object *ob);
/**
* Converts from Sculpt#detail_percent to the PBVH max edge length.
*/
float brush_to_detail_size(const float brush_percent, const float brush_radius);
/**
* Converts from Sculpt#detail_size to the PBVH max edge length.
*/
float relative_to_detail_size(const float relative_detail,
const float brush_radius,
const float pixel_radius,
const float pixel_size);
/**
* Converts from Sculpt#constant_detail to equivalent Sculpt#detail_percent value.
*
* Corresponds to a change from Constant & Manual Detailing to Brush Detailing.
*/
float constant_to_brush_detail(const float constant_detail,
const float brush_radius,
const Object *ob);
/**
* Converts from Sculpt#constant_detail to equivalent Sculpt#detail_size value.
*
* Corresponds to a change from Constant & Manual Detailing to Relative Detailing.
*/
float constant_to_relative_detail(const float constant_detail,
const float brush_radius,
const float pixel_radius,
const float pixel_size,
const Object *ob);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Auto-masking.
* \{ */
namespace blender::ed::sculpt_paint::auto_mask {
struct Settings {
/* eAutomasking_flag. */
int flags;
int initial_face_set;
int initial_island_nr;
float cavity_factor;
int cavity_blur_steps;
CurveMapping *cavity_curve;
float start_normal_limit, start_normal_falloff;
float view_normal_limit, view_normal_falloff;
bool topology_use_brush_limit;
};
struct Cache {
Settings settings;
bool can_reuse_mask;
uchar current_stroke_id;
};
struct NodeData {
SculptOrigVertData orig_data;
bool have_orig_data;
};
/**
* Call before PBVH vertex iteration.
* \param automask_data: pointer to an uninitialized #auto_mask::NodeData struct.
*/
NodeData node_begin(Object &object, const Cache *automasking, PBVHNode &node);
/* Call before factor_get and SCULPT_brush_strength_factor. */
void node_update(NodeData &automask_data, PBVHVertexIter &vd);
float factor_get(Cache *automasking,
SculptSession *ss,
PBVHVertRef vertex,
const NodeData *automask_data);
/* Returns the automasking cache depending on the active tool. Used for code that can run both for
* brushes and filter. */
Cache *active_cache_get(SculptSession *ss);
/**
* Creates and initializes an automasking cache.
*
* For automasking modes that cannot be calculated in real time,
* data is also stored at the vertex level prior to the stroke starting.
*/
std::unique_ptr<Cache> cache_init(const Sculpt *sd, Object *ob);
std::unique_ptr<Cache> cache_init(const Sculpt *sd, const Brush *brush, Object *ob);
void cache_free(Cache *automasking);
bool mode_enabled(const Sculpt *sd, const Brush *br, eAutomasking_flag mode);
bool is_enabled(const Sculpt *sd, const SculptSession *ss, const Brush *br);
bool needs_normal(const SculptSession *ss, const Sculpt *sculpt, const Brush *brush);
int settings_hash(const Object &ob, const Cache &automasking);
bool tool_can_reuse_automask(int sculpt_tool);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Geodesic distances.
* \{ */
namespace blender::ed::sculpt_paint::geodesic {
/**
* Returns an array indexed by vertex index containing the geodesic distance to the closest vertex
* in the initial vertex set. The caller is responsible for freeing the array.
* Geodesic distances will only work when used with PBVH_FACES, for other types of PBVH it will
* fallback to euclidean distances to one of the initial vertices in the set.
*/
float *distances_create(Object *ob, GSet *initial_verts, float limit_radius);
float *distances_create_from_vert_and_symm(Object *ob, PBVHVertRef vertex, float limit_radius);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Filter API
* \{ */
namespace blender::ed::sculpt_paint::filter {
void cache_init(bContext *C,
Object *ob,
Sculpt *sd,
undo::Type undo_type,
const float mval_fl[2],
float area_normal_radius,
float start_strength);
void cache_free(SculptSession *ss);
void register_operator_props(wmOperatorType *ot);
/* Filter orientation utils. */
void to_orientation_space(float r_v[3], filter::Cache *filter_cache);
void to_object_space(float r_v[3], filter::Cache *filter_cache);
void zero_disabled_axis_components(float r_v[3], filter::Cache *filter_cache);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Cloth Simulation.
* \{ */
namespace blender::ed::sculpt_paint::cloth {
/* Cloth Simulation. */
enum NodeSimState {
/* 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 ConstraintType {
/* 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 LengthConstraint {
/* 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 #SimulationData.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;
ConstraintType type;
};
struct SimulationData {
LengthConstraint *length_constraints;
int tot_length_constraints;
Set<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 #SimulationData.node_state as value. */
GHash *node_state_index;
NodeSimState *node_state;
VArraySpan<float> mask_mesh;
int mask_cd_offset_bmesh;
CCGKey grid_key;
};
/* Main cloth brush function */
void do_cloth_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void simulation_free(SimulationData *cloth_sim);
/* Public functions. */
SimulationData *brush_simulation_create(Object *ob,
float cloth_mass,
float cloth_damping,
float cloth_softbody_strength,
bool use_collisions,
bool needs_deform_coords);
void brush_simulation_init(SculptSession *ss, SimulationData *cloth_sim);
void sim_activate_nodes(SimulationData *cloth_sim, Span<PBVHNode *> nodes);
void brush_store_simulation_state(SculptSession *ss, SimulationData *cloth_sim);
void do_simulation_step(Sculpt *sd, Object *ob, SimulationData *cloth_sim, Span<PBVHNode *> nodes);
void ensure_nodes_constraints(Sculpt *sd,
Object *ob,
Span<PBVHNode *> nodes,
SimulationData *cloth_sim,
float initial_location[3],
float radius);
/**
* Cursor drawing function.
*/
void simulation_limits_draw(uint gpuattr,
const Brush *brush,
const float location[3],
const float normal[3],
float rds,
float line_width,
const float outline_col[3],
float alpha);
void plane_falloff_preview_draw(uint gpuattr,
SculptSession *ss,
const float outline_col[3],
float outline_alpha);
Vector<PBVHNode *> brush_affected_nodes_gather(SculptSession *ss, Brush *brush);
bool is_cloth_deform_brush(const Brush *brush);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Smoothing API
* \{ */
namespace blender::ed::sculpt_paint::smooth {
/**
* For bmesh: Average surrounding verts based on an orthogonality measure.
* Naturally converges to a quad-like structure.
*/
void bmesh_four_neighbor_average(float avg[3], float direction[3], BMVert *v);
void neighbor_coords_average(SculptSession *ss, float result[3], PBVHVertRef vertex);
float neighbor_mask_average(SculptSession *ss, SculptMaskWriteInfo write_info, PBVHVertRef vertex);
void neighbor_color_average(SculptSession *ss, float result[4], PBVHVertRef vertex);
/**
* Mask the mesh boundaries smoothing only the mesh surface without using auto-masking.
*/
void neighbor_coords_average_interior(SculptSession *ss, float result[3], PBVHVertRef vertex);
void do_smooth_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes, float bstrength);
void do_smooth_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
void do_smooth_mask_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes, float bstrength);
/* Surface Smooth Brush. */
void surface_smooth_laplacian_step(SculptSession *ss,
float *disp,
const float co[3],
float (*laplacian_disp)[3],
PBVHVertRef vertex,
const float origco[3],
float alpha);
void surface_smooth_displace_step(SculptSession *ss,
float *co,
float (*laplacian_disp)[3],
PBVHVertRef vertex,
float beta,
float fade);
void do_surface_smooth_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
/* Slide/Relax */
void relax_vertex(SculptSession *ss,
PBVHVertexIter *vd,
float factor,
bool filter_boundary_face_sets,
float *r_final_pos);
}
/** \} */
/**
* Expose 'calc_area_normal' externally (just for vertex paint).
*/
std::optional<blender::float3> SCULPT_pbvh_calc_area_normal(const Brush *brush,
Object *ob,
blender::Span<PBVHNode *> nodes);
/**
* Flip all the edit-data across the axis/axes specified by \a symm.
* Used to calculate multiple modifications to the mesh when symmetry is enabled.
*/
void SCULPT_cache_calc_brushdata_symm(blender::ed::sculpt_paint::StrokeCache *cache,
ePaintSymmetryFlags symm,
char axis,
float angle);
void SCULPT_cache_free(blender::ed::sculpt_paint::StrokeCache *cache);
/* -------------------------------------------------------------------- */
/** \name Sculpt Undo
* \{ */
namespace blender::ed::sculpt_paint::undo {
undo::Node *push_node(Object *ob, PBVHNode *node, undo::Type type);
undo::Node *get_node(PBVHNode *node, undo::Type type);
/**
* Pushes an undo step using the operator name. This is necessary for
* redo panels to work; operators that do not support that may use
* #push_begin_ex instead if so desired.
*/
void push_begin(Object *ob, const wmOperator *op);
/**
* NOTE: #push_begin is preferred since `name`
* must match operator name for redo panels to work.
*/
void push_begin_ex(Object *ob, const char *name);
void push_end(Object *ob);
void push_end_ex(Object *ob, const bool use_nested_undo);
}
/** \} */
void SCULPT_vertcos_to_key(Object *ob, KeyBlock *kb, blender::Span<blender::float3> vertCos);
/**
* Get a screen-space rectangle of the modified area.
*/
bool SCULPT_get_redraw_rect(ARegion *region, RegionView3D *rv3d, Object *ob, rcti *rect);
/* Operators. */
/* -------------------------------------------------------------------- */
/** \name Expand Operator
* \{ */
namespace blender::ed::sculpt_paint::expand {
void SCULPT_OT_expand(wmOperatorType *ot);
void modal_keymap(wmKeyConfig *keyconf);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Gesture Operators
* \{ */
namespace blender::ed::sculpt_paint::gesture {
enum ShapeType {
Box = 0,
Lasso = 1,
Line = 2,
};
enum class SelectionType {
Inside = 0,
Outside = 1,
};
struct LassoData {
float4x4 projviewobjmat;
rcti boundbox;
int width;
/* 2D bitmap to test if a vertex is affected by the lasso shape. */
blender::BitVector<> mask_px;
};
struct LineData {
/* Plane aligned to the gesture line. */
float true_plane[4];
float plane[4];
/* Planes to limit the action to the length of the gesture segment at both sides of the affected
* area. */
float side_plane[2][4];
float true_side_plane[2][4];
bool use_side_planes;
bool flip;
};
struct Operation;
/* Common data used for executing a gesture operation. */
struct GestureData {
SculptSession *ss;
ViewContext vc;
/* Enabled and currently active symmetry. */
ePaintSymmetryFlags symm;
ePaintSymmetryFlags symmpass;
/* Operation parameters. */
ShapeType shape_type;
bool front_faces_only;
SelectionType selection_type;
Operation *operation;
/* Gesture data. */
/* Screen space points that represent the gesture shape. */
Array<float2> gesture_points;
/* View parameters. */
float3 true_view_normal;
float3 view_normal;
float3 true_view_origin;
float3 view_origin;
float true_clip_planes[4][4];
float clip_planes[4][4];
/* These store the view origin and normal in world space, which is used in some gestures to
* generate geometry aligned from the view directly in world space. */
/* World space view origin and normal are not affected by object symmetry when doing symmetry
* passes, so there is no separate variables with the `true_` prefix to store their original
* values without symmetry modifications. */
float3 world_space_view_origin;
float3 world_space_view_normal;
/* Lasso Gesture. */
LassoData lasso;
/* Line Gesture. */
LineData line;
/* Task Callback Data. */
Vector<PBVHNode *> nodes;
~GestureData();
};
/* Common abstraction structure for gesture operations. */
struct Operation {
/* Initial setup (data updates, special undo push...). */
void (*begin)(bContext &, GestureData &);
/* Apply the gesture action for each symmetry pass. */
void (*apply_for_symmetry_pass)(bContext &, GestureData &);
/* Remaining actions after finishing the symmetry passes iterations
* (updating data-layers, tagging PBVH updates...). */
void (*end)(bContext &, GestureData &);
};
/* Determines whether or not a gesture action should be applied. */
bool is_affected(GestureData &gesture_data, const float3 &co, const float3 &vertex_normal);
/* Initialization functions. */
std::unique_ptr<GestureData> init_from_box(bContext *C, wmOperator *op);
std::unique_ptr<GestureData> init_from_lasso(bContext *C, wmOperator *op);
std::unique_ptr<GestureData> init_from_line(bContext *C, wmOperator *op);
/* Common gesture operator properties. */
void operator_properties(wmOperatorType *ot, ShapeType shapeType);
/* Apply the gesture action to the selected nodes. */
void apply(bContext &C, GestureData &gesture_data, wmOperator &op);
}
namespace blender::ed::sculpt_paint::project {
void SCULPT_OT_project_line_gesture(wmOperatorType *ot);
}
namespace blender::ed::sculpt_paint::trim {
void SCULPT_OT_trim_lasso_gesture(wmOperatorType *ot);
void SCULPT_OT_trim_box_gesture(wmOperatorType *ot);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Face Set Operators
* \{ */
namespace blender::ed::sculpt_paint::face_set {
void SCULPT_OT_face_sets_randomize_colors(wmOperatorType *ot);
void SCULPT_OT_face_set_change_visibility(wmOperatorType *ot);
void SCULPT_OT_face_sets_init(wmOperatorType *ot);
void SCULPT_OT_face_sets_create(wmOperatorType *ot);
void SCULPT_OT_face_sets_edit(wmOperatorType *ot);
void SCULPT_OT_face_set_lasso_gesture(wmOperatorType *ot);
void SCULPT_OT_face_set_box_gesture(wmOperatorType *ot);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Transform Operators
* \{ */
void SCULPT_OT_set_pivot_position(wmOperatorType *ot);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Filter Operators
* \{ */
namespace blender::ed::sculpt_paint::filter {
void SCULPT_OT_mesh_filter(wmOperatorType *ot);
wmKeyMap *modal_keymap(wmKeyConfig *keyconf);
}
namespace blender::ed::sculpt_paint::cloth {
void SCULPT_OT_cloth_filter(wmOperatorType *ot);
}
namespace blender::ed::sculpt_paint::color {
void SCULPT_OT_color_filter(wmOperatorType *ot);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Interactive Mask Operators
* \{ */
namespace blender::ed::sculpt_paint::mask {
void SCULPT_OT_mask_filter(wmOperatorType *ot);
void SCULPT_OT_mask_init(wmOperatorType *ot);
}
/** \} */
/* Detail size. */
/* -------------------------------------------------------------------- */
/** \name Dyntopo/Retopology Operators
* \{ */
namespace blender::ed::sculpt_paint::dyntopo {
void SCULPT_OT_detail_flood_fill(wmOperatorType *ot);
void SCULPT_OT_sample_detail_size(wmOperatorType *ot);
void SCULPT_OT_dyntopo_detail_size_edit(wmOperatorType *ot);
void SCULPT_OT_dynamic_topology_toggle(wmOperatorType *ot);
}
/** \} */
/* sculpt_brush_types.cc */
/* -------------------------------------------------------------------- */
/** \name Brushes
* \{ */
namespace blender::ed::sculpt_paint::pose {
/**
* Main Brush Function.
*/
void do_pose_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
/**
* Calculate the pose origin and (Optionally the pose factor)
* that is used when using the pose brush.
*
* \param r_pose_origin: Must be a valid pointer.
* \param r_pose_factor: Optional, when set to NULL it won't be calculated.
*/
void calc_pose_data(Object *ob,
SculptSession *ss,
float initial_location[3],
float radius,
float pose_offset,
float *r_pose_origin,
float *r_pose_factor);
void pose_brush_init(Object *ob, SculptSession *ss, Brush *br);
SculptPoseIKChain *ik_chain_init(
Object *ob, SculptSession *ss, Brush *br, const float initial_location[3], float radius);
void ik_chain_free(SculptPoseIKChain *ik_chain);
}
namespace blender::ed::sculpt_paint::boundary {
/**
* Main function to get #SculptBoundary data both for brush deformation and viewport preview.
* Can return NULL if there is no boundary from the given vertex using the given radius.
*/
SculptBoundary *data_init(Object *object, Brush *brush, PBVHVertRef initial_vertex, float radius);
void data_free(SculptBoundary *boundary);
/* Main Brush Function. */
void do_boundary_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void edges_preview_draw(uint gpuattr,
SculptSession *ss,
const float outline_col[3],
float outline_alpha);
void pivot_line_preview_draw(uint gpuattr, SculptSession *ss);
}
/* Multi-plane Scrape Brush. */
/* Main Brush Function. */
void SCULPT_do_multiplane_scrape_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_multiplane_scrape_preview_draw(uint gpuattr,
Brush *brush,
SculptSession *ss,
const float outline_col[3],
float outline_alpha);
namespace blender::ed::sculpt_paint {
namespace face_set {
void do_draw_face_sets_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
}
namespace color {
void do_paint_brush(PaintModeSettings *paint_mode_settings,
Sculpt *sd,
Object *ob,
Span<PBVHNode *> nodes,
Span<PBVHNode *> texnodes);
void do_smear_brush(Sculpt *sd, Object *ob, Span<PBVHNode *> nodes);
}
}
/**
* \brief Get the image canvas for painting on the given object.
*
* \return #true if an image is found. The #r_image and #r_image_user fields are filled with
* the image and image user. Returns false when the image isn't found. In the later case the
* r_image and r_image_user are set to NULL.
*/
bool SCULPT_paint_image_canvas_get(PaintModeSettings *paint_mode_settings,
Object *ob,
Image **r_image,
ImageUser **r_image_user) ATTR_NONNULL();
void SCULPT_do_paint_brush_image(PaintModeSettings *paint_mode_settings,
Sculpt *sd,
Object *ob,
blender::Span<PBVHNode *> texnodes);
bool SCULPT_use_image_paint_brush(PaintModeSettings *settings, Object *ob) ATTR_NONNULL();
float SCULPT_clay_thumb_get_stabilized_pressure(blender::ed::sculpt_paint::StrokeCache *cache);
void SCULPT_do_draw_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_fill_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_scrape_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_clay_thumb_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_flatten_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_clay_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_clay_strips_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_snake_hook_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_thumb_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_rotate_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_layer_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_inflate_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_nudge_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_crease_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_pinch_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_grab_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_elastic_deform_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_draw_sharp_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_slide_relax_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_displacement_smear_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_displacement_eraser_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_mask_brush_draw(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
void SCULPT_do_mask_brush(Sculpt *sd, Object *ob, blender::Span<PBVHNode *> nodes);
/** \} */
void SCULPT_bmesh_topology_rake(Sculpt *sd,
Object *ob,
blender::Span<PBVHNode *> nodes,
float bstrength);
/* end sculpt_brush_types.cc */
/* sculpt_ops.cc */
namespace blender::ed::sculpt_paint {
void SCULPT_OT_brush_stroke(wmOperatorType *ot);
}
inline bool SCULPT_tool_is_paint(int tool)
{
return ELEM(tool, SCULPT_TOOL_PAINT, SCULPT_TOOL_SMEAR);
}
inline bool SCULPT_tool_is_mask(int tool)
{
return ELEM(tool, SCULPT_TOOL_MASK);
}
BLI_INLINE bool SCULPT_tool_is_attribute_only(int tool)
{
return SCULPT_tool_is_paint(tool) || SCULPT_tool_is_mask(tool) ||
ELEM(tool, SCULPT_TOOL_DRAW_FACE_SETS);
}
void SCULPT_stroke_id_ensure(Object *ob);
void SCULPT_stroke_id_next(Object *ob);
namespace blender::ed::sculpt_paint {
void ensure_valid_pivot(const Object *ob, Scene *scene);
}
/* -------------------------------------------------------------------- */
/** \name Topology island API
* \{
* Each mesh island shell gets its own integer
* key; these are temporary and internally limited to 8 bits.
* Uses the `ss->topology_island_key` attribute.
*/
/* Ensures vertex island keys exist and are valid. */
void SCULPT_topology_islands_ensure(Object *ob);
/**
* Mark vertex island keys as invalid.
* Call when adding or hiding geometry.
*/
void SCULPT_topology_islands_invalidate(SculptSession *ss);
/** Get vertex island key. */
int SCULPT_vertex_island_get(const SculptSession *ss, PBVHVertRef vertex);
/** \} */
namespace blender::ed::sculpt_paint {
float sculpt_calc_radius(ViewContext *vc,
const Brush *brush,
const Scene *scene,
const float3 location);
}
inline void *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;
}