733 lines
24 KiB
C
733 lines
24 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2009 by Nicholas Bishop
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* All rights reserved.
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*/
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#pragma once
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/** \file
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* \ingroup bke
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*/
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#include "BLI_bitmap.h"
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#include "BLI_utildefines.h"
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#include "DNA_brush_enums.h"
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#include "DNA_object_enums.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct BMFace;
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struct BMesh;
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struct BlendDataReader;
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struct BlendLibReader;
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struct BlendWriter;
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struct Brush;
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struct CurveMapping;
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struct Depsgraph;
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struct EdgeSet;
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struct EnumPropertyItem;
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struct GHash;
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struct GridPaintMask;
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struct ImagePool;
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struct ListBase;
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struct MLoop;
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struct MLoopTri;
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struct MVert;
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struct Main;
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struct Mesh;
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struct MeshElemMap;
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struct Object;
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struct PBVH;
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struct Paint;
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struct PaintCurve;
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struct Palette;
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struct PaletteColor;
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struct Scene;
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struct StrokeCache;
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struct SubdivCCG;
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struct Tex;
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struct ToolSettings;
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struct UnifiedPaintSettings;
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struct View3D;
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struct ViewLayer;
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struct bContext;
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struct bToolRef;
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struct tPaletteColorHSV;
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extern const char PAINT_CURSOR_SCULPT[3];
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extern const char PAINT_CURSOR_VERTEX_PAINT[3];
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extern const char PAINT_CURSOR_WEIGHT_PAINT[3];
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extern const char PAINT_CURSOR_TEXTURE_PAINT[3];
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typedef enum ePaintMode {
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PAINT_MODE_SCULPT = 0,
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/** Vertex color. */
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PAINT_MODE_VERTEX = 1,
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PAINT_MODE_WEIGHT = 2,
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/** 3D view (projection painting). */
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PAINT_MODE_TEXTURE_3D = 3,
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/** Image space (2D painting). */
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PAINT_MODE_TEXTURE_2D = 4,
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PAINT_MODE_SCULPT_UV = 5,
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PAINT_MODE_GPENCIL = 6,
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/* Grease Pencil Vertex Paint */
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PAINT_MODE_VERTEX_GPENCIL = 7,
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PAINT_MODE_SCULPT_GPENCIL = 8,
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PAINT_MODE_WEIGHT_GPENCIL = 9,
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/** Keep last. */
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PAINT_MODE_INVALID = 10,
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} ePaintMode;
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#define PAINT_MODE_HAS_BRUSH(mode) !ELEM(mode, PAINT_MODE_SCULPT_UV)
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/* overlay invalidation */
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typedef enum ePaintOverlayControlFlags {
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PAINT_OVERLAY_INVALID_TEXTURE_PRIMARY = 1,
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PAINT_OVERLAY_INVALID_TEXTURE_SECONDARY = (1 << 2),
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PAINT_OVERLAY_INVALID_CURVE = (1 << 3),
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PAINT_OVERLAY_OVERRIDE_CURSOR = (1 << 4),
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PAINT_OVERLAY_OVERRIDE_PRIMARY = (1 << 5),
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PAINT_OVERLAY_OVERRIDE_SECONDARY = (1 << 6),
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} ePaintOverlayControlFlags;
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#define PAINT_OVERRIDE_MASK \
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(PAINT_OVERLAY_OVERRIDE_SECONDARY | PAINT_OVERLAY_OVERRIDE_PRIMARY | \
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PAINT_OVERLAY_OVERRIDE_CURSOR)
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/**
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* Defines 8 areas resulting of splitting the object space by the XYZ axis planes. This is used to
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* flip or mirror transform values depending on where the vertex is and where the transform
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* operation started to support XYZ symmetry on those operations in a predictable way.
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*/
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#define PAINT_SYMM_AREA_DEFAULT 0
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typedef enum ePaintSymmetryAreas {
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PAINT_SYMM_AREA_X = (1 << 0),
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PAINT_SYMM_AREA_Y = (1 << 1),
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PAINT_SYMM_AREA_Z = (1 << 2),
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} ePaintSymmetryAreas;
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#define PAINT_SYMM_AREAS 8
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void BKE_paint_invalidate_overlay_tex(struct Scene *scene,
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struct ViewLayer *view_layer,
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const struct Tex *tex);
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void BKE_paint_invalidate_cursor_overlay(struct Scene *scene,
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struct ViewLayer *view_layer,
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struct CurveMapping *curve);
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void BKE_paint_invalidate_overlay_all(void);
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ePaintOverlayControlFlags BKE_paint_get_overlay_flags(void);
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void BKE_paint_reset_overlay_invalid(ePaintOverlayControlFlags flag);
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void BKE_paint_set_overlay_override(enum eOverlayFlags flag);
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/* Palettes. */
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struct Palette *BKE_palette_add(struct Main *bmain, const char *name);
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struct PaletteColor *BKE_palette_color_add(struct Palette *palette);
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bool BKE_palette_is_empty(const struct Palette *palette);
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/**
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* Remove color from palette. Must be certain color is inside the palette!
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*/
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void BKE_palette_color_remove(struct Palette *palette, struct PaletteColor *color);
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void BKE_palette_clear(struct Palette *palette);
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void BKE_palette_sort_hsv(struct tPaletteColorHSV *color_array, const int totcol);
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void BKE_palette_sort_svh(struct tPaletteColorHSV *color_array, const int totcol);
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void BKE_palette_sort_vhs(struct tPaletteColorHSV *color_array, const int totcol);
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void BKE_palette_sort_luminance(struct tPaletteColorHSV *color_array, const int totcol);
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bool BKE_palette_from_hash(struct Main *bmain,
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struct GHash *color_table,
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const char *name,
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const bool linear);
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/* Paint curves. */
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struct PaintCurve *BKE_paint_curve_add(struct Main *bmain, const char *name);
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/**
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* Call when entering each respective paint mode.
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*/
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bool BKE_paint_ensure(struct ToolSettings *ts, struct Paint **r_paint);
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void BKE_paint_init(struct Main *bmain, struct Scene *sce, ePaintMode mode, const char col[3]);
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void BKE_paint_free(struct Paint *p);
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/**
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* Called when copying scene settings, so even if 'src' and 'tar' are the same still do a
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* #id_us_plus(), rather than if we were copying between 2 existing scenes where a matching
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* value should decrease the existing user count as with #paint_brush_set()
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*/
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void BKE_paint_copy(struct Paint *src, struct Paint *tar, const int flag);
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void BKE_paint_runtime_init(const struct ToolSettings *ts, struct Paint *paint);
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void BKE_paint_cavity_curve_preset(struct Paint *p, int preset);
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eObjectMode BKE_paint_object_mode_from_paintmode(ePaintMode mode);
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bool BKE_paint_ensure_from_paintmode(struct Scene *sce, ePaintMode mode);
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struct Paint *BKE_paint_get_active_from_paintmode(struct Scene *sce, ePaintMode mode);
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const struct EnumPropertyItem *BKE_paint_get_tool_enum_from_paintmode(ePaintMode mode);
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const char *BKE_paint_get_tool_prop_id_from_paintmode(ePaintMode mode);
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uint BKE_paint_get_brush_tool_offset_from_paintmode(const ePaintMode mode);
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struct Paint *BKE_paint_get_active(struct Scene *sce, struct ViewLayer *view_layer);
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struct Paint *BKE_paint_get_active_from_context(const struct bContext *C);
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ePaintMode BKE_paintmode_get_active_from_context(const struct bContext *C);
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ePaintMode BKE_paintmode_get_from_tool(const struct bToolRef *tref);
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struct Brush *BKE_paint_brush(struct Paint *paint);
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void BKE_paint_brush_set(struct Paint *paint, struct Brush *br);
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struct Palette *BKE_paint_palette(struct Paint *paint);
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void BKE_paint_palette_set(struct Paint *p, struct Palette *palette);
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void BKE_paint_curve_set(struct Brush *br, struct PaintCurve *pc);
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void BKE_paint_curve_clamp_endpoint_add_index(struct PaintCurve *pc, const int add_index);
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/**
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* Return true when in vertex/weight/texture paint + face-select mode?
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*/
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bool BKE_paint_select_face_test(struct Object *ob);
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/**
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* Return true when in vertex/weight paint + vertex-select mode?
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*/
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bool BKE_paint_select_vert_test(struct Object *ob);
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/**
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* used to check if selection is possible
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* (when we don't care if its face or vert)
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*/
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bool BKE_paint_select_elem_test(struct Object *ob);
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/* Partial visibility. */
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/**
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* Returns non-zero if any of the face's vertices are hidden, zero otherwise.
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*/
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bool paint_is_face_hidden(const struct MLoopTri *lt,
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const struct MVert *mvert,
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const struct MLoop *mloop);
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/**
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* Returns non-zero if any of the corners of the grid
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* face whose inner corner is at (x, y) are hidden, zero otherwise.
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*/
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bool paint_is_grid_face_hidden(const unsigned int *grid_hidden, int gridsize, int x, int y);
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/**
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* Return true if all vertices in the face are visible, false otherwise.
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*/
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bool paint_is_bmesh_face_hidden(struct BMFace *f);
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/* Paint masks. */
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float paint_grid_paint_mask(const struct GridPaintMask *gpm, uint level, uint x, uint y);
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void BKE_paint_face_set_overlay_color_get(const int face_set, const int seed, uchar r_color[4]);
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/* Stroke related. */
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bool paint_calculate_rake_rotation(struct UnifiedPaintSettings *ups,
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struct Brush *brush,
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const float mouse_pos[2]);
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void paint_update_brush_rake_rotation(struct UnifiedPaintSettings *ups,
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struct Brush *brush,
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float rotation);
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void BKE_paint_stroke_get_average(struct Scene *scene, struct Object *ob, float stroke[3]);
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/* Tool slot API. */
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void BKE_paint_toolslots_init_from_main(struct Main *bmain);
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void BKE_paint_toolslots_len_ensure(struct Paint *paint, int len);
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void BKE_paint_toolslots_brush_update_ex(struct Paint *paint, struct Brush *brush);
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void BKE_paint_toolslots_brush_update(struct Paint *paint);
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/**
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* Run this to ensure brush types are set for each slot on entering modes
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* (for new scenes for example).
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*/
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void BKE_paint_toolslots_brush_validate(struct Main *bmain, struct Paint *paint);
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struct Brush *BKE_paint_toolslots_brush_get(struct Paint *paint, int slot_index);
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/* .blend I/O */
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void BKE_paint_blend_write(struct BlendWriter *writer, struct Paint *paint);
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void BKE_paint_blend_read_data(struct BlendDataReader *reader,
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const struct Scene *scene,
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struct Paint *paint);
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void BKE_paint_blend_read_lib(struct BlendLibReader *reader,
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struct Scene *scene,
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struct Paint *paint);
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#define SCULPT_FACE_SET_NONE 0
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/** Used for both vertex color and weight paint. */
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struct SculptVertexPaintGeomMap {
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int *vert_map_mem;
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struct MeshElemMap *vert_to_loop;
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int *poly_map_mem;
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struct MeshElemMap *vert_to_poly;
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};
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/** Pose Brush IK Chain. */
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typedef struct SculptPoseIKChainSegment {
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float orig[3];
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float head[3];
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float initial_orig[3];
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float initial_head[3];
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float len;
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float scale[3];
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float rot[4];
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float *weights;
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/* Store a 4x4 transform matrix for each of the possible combinations of enabled XYZ symmetry
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* axis. */
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float trans_mat[PAINT_SYMM_AREAS][4][4];
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float pivot_mat[PAINT_SYMM_AREAS][4][4];
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float pivot_mat_inv[PAINT_SYMM_AREAS][4][4];
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} SculptPoseIKChainSegment;
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typedef struct SculptPoseIKChain {
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SculptPoseIKChainSegment *segments;
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int tot_segments;
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float grab_delta_offset[3];
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} SculptPoseIKChain;
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/* Cloth Brush */
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/* Cloth Simulation. */
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typedef enum eSculptClothNodeSimState {
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/* Constraints were not built for this node, so it can't be simulated. */
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SCULPT_CLOTH_NODE_UNINITIALIZED,
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/* There are constraints for the geometry in this node, but it should not be simulated. */
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SCULPT_CLOTH_NODE_INACTIVE,
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/* There are constraints for this node and they should be used by the solver. */
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SCULPT_CLOTH_NODE_ACTIVE,
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} eSculptClothNodeSimState;
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typedef enum eSculptClothConstraintType {
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/* Constraint that creates the structure of the cloth. */
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SCULPT_CLOTH_CONSTRAINT_STRUCTURAL = 0,
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/* Constraint that references the position of a vertex and a position in deformation_pos which
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* can be deformed by the tools. */
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SCULPT_CLOTH_CONSTRAINT_DEFORMATION = 1,
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/* Constraint that references the vertex position and a editable soft-body position for
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* plasticity. */
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SCULPT_CLOTH_CONSTRAINT_SOFTBODY = 2,
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/* Constraint that references the vertex position and its initial position. */
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SCULPT_CLOTH_CONSTRAINT_PIN = 3,
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} eSculptClothConstraintType;
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typedef struct SculptClothLengthConstraint {
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/* Elements that are affected by the constraint. */
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/* Element a should always be a mesh vertex with the index stored in elem_index_a as it is always
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* deformed. Element b could be another vertex of the same mesh or any other position (arbitrary
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* point, position for a previous state). In that case, elem_index_a and elem_index_b should be
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* the same to avoid affecting two different vertices when solving the constraints.
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* *elem_position points to the position which is owned by the element. */
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int elem_index_a;
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float *elem_position_a;
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int elem_index_b;
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float *elem_position_b;
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float length;
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float strength;
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/* Index in #SculptClothSimulation.node_state of the node from where this constraint was created.
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* This constraints will only be used by the solver if the state is active. */
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int node;
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eSculptClothConstraintType type;
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} SculptClothLengthConstraint;
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typedef struct SculptClothSimulation {
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SculptClothLengthConstraint *length_constraints;
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int tot_length_constraints;
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struct EdgeSet *created_length_constraints;
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int capacity_length_constraints;
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float *length_constraint_tweak;
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/* Position anchors for deformation brushes. These positions are modified by the brush and the
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* final positions of the simulated vertices are updated with constraints that use these points
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* as targets. */
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float (*deformation_pos)[3];
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float *deformation_strength;
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float mass;
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float damping;
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float softbody_strength;
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float (*acceleration)[3];
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float (*pos)[3];
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float (*init_pos)[3];
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float (*softbody_pos)[3];
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float (*prev_pos)[3];
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float (*last_iteration_pos)[3];
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struct ListBase *collider_list;
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int totnode;
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/** #PBVHNode pointer as a key, index in #SculptClothSimulation.node_state as value. */
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struct GHash *node_state_index;
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eSculptClothNodeSimState *node_state;
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} SculptClothSimulation;
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typedef struct SculptPersistentBase {
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float co[3];
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float no[3];
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float disp;
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} SculptPersistentBase;
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typedef struct SculptVertexInfo {
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/* Indexed by vertex, stores and ID of its topologically connected component. */
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int *connected_component;
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/* Indexed by base mesh vertex index, stores if that vertex is a boundary. */
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BLI_bitmap *boundary;
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} SculptVertexInfo;
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typedef struct SculptBoundaryEditInfo {
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/* Vertex index from where the topology propagation reached this vertex. */
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int original_vertex;
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/* How many steps were needed to reach this vertex from the boundary. */
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int num_propagation_steps;
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/* Strength that is used to deform this vertex. */
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float strength_factor;
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} SculptBoundaryEditInfo;
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/* Edge for drawing the boundary preview in the cursor. */
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typedef struct SculptBoundaryPreviewEdge {
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int v1;
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int v2;
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} SculptBoundaryPreviewEdge;
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typedef struct SculptBoundary {
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/* Vertex indices of the active boundary. */
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int *vertices;
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int vertices_capacity;
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int num_vertices;
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/* Distance from a vertex in the boundary to initial vertex indexed by vertex index, taking into
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* account the length of all edges between them. Any vertex that is not in the boundary will have
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* a distance of 0. */
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float *distance;
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/* Data for drawing the preview. */
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SculptBoundaryPreviewEdge *edges;
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int edges_capacity;
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int num_edges;
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/* True if the boundary loops into itself. */
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bool forms_loop;
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/* Initial vertex in the boundary which is closest to the current sculpt active vertex. */
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int initial_vertex;
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/* Vertex that at max_propagation_steps from the boundary and closest to the original active
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* vertex that was used to initialize the boundary. This is used as a reference to check how much
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* the deformation will go into the mesh and to calculate the strength of the brushes. */
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int pivot_vertex;
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/* Stores the initial positions of the pivot and boundary initial vertex as they may be deformed
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* during the brush action. This allows to use them as a reference positions and vectors for some
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* brush effects. */
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float initial_vertex_position[3];
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float initial_pivot_position[3];
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/* Maximum number of topology steps that were calculated from the boundary. */
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int max_propagation_steps;
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/* Indexed by vertex index, contains the topology information needed for boundary deformations.
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*/
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struct SculptBoundaryEditInfo *edit_info;
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/* Bend Deform type. */
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struct {
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float (*pivot_rotation_axis)[3];
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float (*pivot_positions)[3];
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} bend;
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/* Slide Deform type. */
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struct {
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float (*directions)[3];
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} slide;
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/* Twist Deform type. */
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struct {
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float rotation_axis[3];
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float pivot_position[3];
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} twist;
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} SculptBoundary;
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typedef struct SculptFakeNeighbors {
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bool use_fake_neighbors;
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/* Max distance used to calculate neighborhood information. */
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float current_max_distance;
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/* Indexed by vertex, stores the vertex index of its fake neighbor if available. */
|
|
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;
|
|
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. */
|
|
|
|
/* Used to cache the render of the active texture */
|
|
unsigned int texcache_side, *texcache, texcache_actual;
|
|
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;
|
|
|
|
/* For non-airbrush painting to re-apply from the original (MLoop aligned). */
|
|
unsigned int *previous_color;
|
|
} 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;
|
|
|
|
} 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 need_colors);
|
|
void BKE_sculpt_update_object_before_eval(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(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),
|
|
};
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|