634 lines
22 KiB
C++
634 lines
22 KiB
C++
/* SPDX-FileCopyrightText: 2009 by Nicholas Bishop. All rights reserved.
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup bke
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*/
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#include <variant>
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#include "BLI_array.hh"
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#include "BLI_bit_vector.hh"
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#include "BLI_math_matrix_types.hh"
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#include "BLI_math_vector_types.hh"
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#include "BLI_offset_indices.hh"
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#include "BLI_shared_cache.hh"
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#include "BLI_utility_mixins.hh"
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#include "BLI_vector.hh"
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#include "DNA_brush_enums.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_object_enums.h"
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struct AssetWeakReference;
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struct BMFace;
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struct BMLog;
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struct BMVert;
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struct BMesh;
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struct BlendDataReader;
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struct BlendWriter;
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struct Brush;
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struct CurveMapping;
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struct Depsgraph;
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struct EnumPropertyItem;
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namespace blender {
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namespace bke {
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enum class AttrDomain : int8_t;
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namespace pbvh {
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class Tree;
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}
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} // namespace bke
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namespace ed::sculpt_paint {
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namespace expand {
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struct Cache;
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}
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namespace filter {
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struct Cache;
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}
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struct StrokeCache;
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} // namespace ed::sculpt_paint
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} // namespace blender
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struct GHash;
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struct GridPaintMask;
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struct Image;
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struct ImagePool;
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struct ImageUser;
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struct KeyBlock;
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struct Main;
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struct Mesh;
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struct MDeformVert;
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struct MultiresModifierData;
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struct Object;
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struct Paint;
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struct PaintCurve;
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struct PaintModeSettings;
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struct Palette;
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struct PaletteColor;
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struct RegionView3D;
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struct Scene;
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struct Sculpt;
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struct SculptSession;
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struct SubdivCCG;
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struct Tex;
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struct ToolSettings;
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struct UnifiedPaintSettings;
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struct View3D;
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struct ViewLayer;
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struct bContext;
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struct bToolRef;
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struct tPaletteColorHSV;
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extern const uchar PAINT_CURSOR_SCULPT[3];
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extern const uchar PAINT_CURSOR_VERTEX_PAINT[3];
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extern const uchar PAINT_CURSOR_WEIGHT_PAINT[3];
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extern const uchar PAINT_CURSOR_TEXTURE_PAINT[3];
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extern const uchar PAINT_CURSOR_SCULPT_CURVES[3];
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extern const uchar PAINT_CURSOR_PAINT_GREASE_PENCIL[3];
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extern const uchar PAINT_CURSOR_SCULPT_GREASE_PENCIL[3];
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enum class PaintMode : int8_t {
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Sculpt = 0,
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/** Vertex color. */
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Vertex = 1,
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Weight = 2,
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/** 3D view (projection painting). */
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Texture3D = 3,
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/** Image space (2D painting). */
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Texture2D = 4,
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GPencil = 6,
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/* Grease Pencil Vertex Paint */
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VertexGPencil = 7,
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SculptGPencil = 8,
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WeightGPencil = 9,
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/** Curves. */
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SculptCurves = 10,
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/** Grease Pencil. */
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SculptGreasePencil = 11,
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/** Keep last. */
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Invalid = 12,
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};
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/* overlay invalidation */
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enum ePaintOverlayControlFlags {
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PAINT_OVERLAY_INVALID_TEXTURE_PRIMARY = 1,
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PAINT_OVERLAY_INVALID_TEXTURE_SECONDARY = (1 << 2),
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PAINT_OVERLAY_INVALID_CURVE = (1 << 3),
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PAINT_OVERLAY_OVERRIDE_CURSOR = (1 << 4),
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PAINT_OVERLAY_OVERRIDE_PRIMARY = (1 << 5),
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PAINT_OVERLAY_OVERRIDE_SECONDARY = (1 << 6),
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};
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ENUM_OPERATORS(ePaintOverlayControlFlags, PAINT_OVERLAY_OVERRIDE_SECONDARY);
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#define PAINT_OVERRIDE_MASK \
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(PAINT_OVERLAY_OVERRIDE_SECONDARY | PAINT_OVERLAY_OVERRIDE_PRIMARY | \
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PAINT_OVERLAY_OVERRIDE_CURSOR)
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/**
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* Defines 8 areas resulting of splitting the object space by the XYZ axis planes. This is used to
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* flip or mirror transform values depending on where the vertex is and where the transform
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* operation started to support XYZ symmetry on those operations in a predictable way.
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*/
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#define PAINT_SYMM_AREA_DEFAULT 0
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enum ePaintSymmetryAreas {
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PAINT_SYMM_AREA_X = (1 << 0),
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PAINT_SYMM_AREA_Y = (1 << 1),
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PAINT_SYMM_AREA_Z = (1 << 2),
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};
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ENUM_OPERATORS(ePaintSymmetryAreas, PAINT_SYMM_AREA_Z);
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#define PAINT_SYMM_AREAS 8
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void BKE_paint_invalidate_overlay_tex(Scene *scene, ViewLayer *view_layer, const Tex *tex);
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void BKE_paint_invalidate_cursor_overlay(Scene *scene, ViewLayer *view_layer, CurveMapping *curve);
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void BKE_paint_invalidate_overlay_all();
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ePaintOverlayControlFlags BKE_paint_get_overlay_flags();
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void BKE_paint_reset_overlay_invalid(ePaintOverlayControlFlags flag);
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void BKE_paint_set_overlay_override(enum eOverlayFlags flag);
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/* Palettes. */
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Palette *BKE_palette_add(Main *bmain, const char *name);
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PaletteColor *BKE_palette_color_add(Palette *palette);
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bool BKE_palette_is_empty(const Palette *palette);
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/**
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* Remove color from palette. Must be certain color is inside the palette!
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*/
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void BKE_palette_color_remove(Palette *palette, PaletteColor *color);
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void BKE_palette_clear(Palette *palette);
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void BKE_palette_sort_hsv(tPaletteColorHSV *color_array, int totcol);
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void BKE_palette_sort_svh(tPaletteColorHSV *color_array, int totcol);
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void BKE_palette_sort_vhs(tPaletteColorHSV *color_array, int totcol);
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void BKE_palette_sort_luminance(tPaletteColorHSV *color_array, int totcol);
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bool BKE_palette_from_hash(Main *bmain, GHash *color_table, const char *name, bool linear);
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/* Paint curves. */
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PaintCurve *BKE_paint_curve_add(Main *bmain, const char *name);
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/**
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* Call when entering each respective paint mode.
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*/
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bool BKE_paint_ensure(ToolSettings *ts, Paint **r_paint);
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/**
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* \param ensure_brushes: Call #BKE_paint_brushes_ensure().
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*/
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void BKE_paint_init(
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Main *bmain, Scene *sce, PaintMode mode, const uchar col[3], bool ensure_brushes = true);
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void BKE_paint_free(Paint *paint);
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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(const Paint *src, Paint *dst, int flag);
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void BKE_paint_cavity_curve_preset(Paint *paint, int preset);
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eObjectMode BKE_paint_object_mode_from_paintmode(PaintMode mode);
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bool BKE_paint_ensure_from_paintmode(Scene *sce, PaintMode mode);
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Paint *BKE_paint_get_active_from_paintmode(Scene *sce, PaintMode mode);
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const EnumPropertyItem *BKE_paint_get_tool_enum_from_paintmode(PaintMode mode);
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uint BKE_paint_get_brush_type_offset_from_paintmode(PaintMode mode);
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std::optional<int> BKE_paint_get_brush_type_from_obmode(const Brush *brush,
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const eObjectMode ob_mode);
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std::optional<int> BKE_paint_get_brush_type_from_paintmode(const Brush *brush,
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const PaintMode mode);
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Paint *BKE_paint_get_active(Scene *sce, ViewLayer *view_layer);
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Paint *BKE_paint_get_active_from_context(const bContext *C);
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PaintMode BKE_paintmode_get_active_from_context(const bContext *C);
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PaintMode BKE_paintmode_get_from_tool(const bToolRef *tref);
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bool BKE_paint_use_unified_color(const ToolSettings *tool_settings, const Paint *paint);
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/* Paint brush retrieval and assignment. */
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Brush *BKE_paint_brush(Paint *paint);
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const Brush *BKE_paint_brush_for_read(const Paint *paint);
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Brush *BKE_paint_brush_from_essentials(Main *bmain, eObjectMode obmode, const char *name);
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/**
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* Check if brush \a brush may be set/activated for \a paint. Passing null for \a brush will return
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* true.
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*/
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bool BKE_paint_brush_poll(const Paint *paint, const Brush *brush);
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/**
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* Activates \a brush for painting, and updates #Paint.brush_asset_reference so the brush can be
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* restored after file read. No change is done if #BKE_paint_brush_poll() returns false.
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*
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* \return True on success. If \a brush is already active, this is considered a success (the brush
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* asset reference will still be updated).
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*
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* \note #WM_toolsystem_activate_brush_and_tool() might be the preferable way to change the active
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* brush. It also lets the tool-system decide if the active tool should be changed given the type
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* of brush, and it updates the "last used brush" for the previous tool.
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* #BKE_paint_brush_set() should only be called to force a brush to be active,
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* circumventing the tool system.
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*/
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bool BKE_paint_brush_set(Paint *paint, Brush *brush);
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/**
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* Version of #BKE_paint_brush_set() that takes an asset reference instead of a brush, importing
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* the brush if necessary.
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*/
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bool BKE_paint_brush_set(Main *bmain,
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Paint *paint,
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const AssetWeakReference *brush_asset_reference);
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bool BKE_paint_brush_set_default(Main *bmain, Paint *paint);
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bool BKE_paint_brush_set_essentials(Main *bmain, Paint *paint, const char *name);
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std::optional<AssetWeakReference> BKE_paint_brush_type_default_reference(
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eObjectMode ob_mode, std::optional<int> brush_type);
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void BKE_paint_brushes_set_default_references(ToolSettings *ts);
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/**
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* Make sure the active brush asset is available as active brush, importing it if necessary. If
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* there is no user set active brush, the default one is used/imported from the essentials asset
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* library.
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*
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* It's good to avoid this until the user actually shows intentions to use brushes, to avoid unused
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* brushes in files. E.g. use this when entering a paint mode, but not for versioning.
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*
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* Also handles the active eraser brush asset.
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*/
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void BKE_paint_brushes_ensure(Main *bmain, Paint *paint);
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void BKE_paint_brushes_validate(Main *bmain, Paint *paint);
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/* Secondary eraser brush. */
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Brush *BKE_paint_eraser_brush(Paint *paint);
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const Brush *BKE_paint_eraser_brush_for_read(const Paint *paint);
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bool BKE_paint_eraser_brush_set(Paint *paint, Brush *brush);
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Brush *BKE_paint_eraser_brush_from_essentials(Main *bmain, eObjectMode ob_mode, const char *name);
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bool BKE_paint_eraser_brush_set_default(Main *bmain, Paint *paint);
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bool BKE_paint_eraser_brush_set_essentials(Main *bmain, Paint *paint, const char *name);
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/* Paint palette. */
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Palette *BKE_paint_palette(Paint *paint);
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void BKE_paint_palette_set(Paint *paint, Palette *palette);
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void BKE_paint_curve_clamp_endpoint_add_index(PaintCurve *pc, int add_index);
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/**
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* Return true when in vertex/weight/texture paint + face-select mode?
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*/
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bool BKE_paint_select_face_test(const 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(const Object *ob);
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/**
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* Return true when in grease pencil sculpt mode.
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*/
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bool BKE_paint_select_grease_pencil_test(const 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(const Object *ob);
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/**
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* Checks if face/vertex hiding is always applied in the current mode.
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* Returns true in vertex/weight paint.
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*/
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bool BKE_paint_always_hide_test(const Object *ob);
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/* Partial visibility. */
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/**
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* Returns whether any of the corners of the grid face whose inner corner is at (x, y) are hidden.
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*/
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bool paint_is_grid_face_hidden(blender::BoundedBitSpan 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(const BMFace *f);
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/* Paint masks. */
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float paint_grid_paint_mask(const GridPaintMask *gpm, uint level, uint x, uint y);
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void BKE_paint_face_set_overlay_color_get(int face_set, int seed, uchar r_color[4]);
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/* Stroke related. */
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bool paint_calculate_rake_rotation(UnifiedPaintSettings &ups,
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const Brush &brush,
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const float mouse_pos[2],
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PaintMode paint_mode,
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bool stroke_has_started);
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void paint_update_brush_rake_rotation(UnifiedPaintSettings &ups,
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const Brush &brush,
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float rotation);
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void BKE_paint_stroke_get_average(const Scene *scene, const Object *ob, float stroke[3]);
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/* .blend I/O */
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void BKE_paint_blend_write(BlendWriter *writer, Paint *paint);
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void BKE_paint_blend_read_data(BlendDataReader *reader, const Scene *scene, Paint *paint);
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#define SCULPT_FACE_SET_NONE 0
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/* Data used for displaying extra visuals while using the Pose brush */
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struct SculptPoseIKChainPreview {
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blender::Array<blender::float3> initial_orig_coords;
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blender::Array<blender::float3> initial_head_coords;
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};
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struct SculptVertexInfo {
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/* Indexed by base mesh vertex index, stores if that vertex is a boundary. */
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blender::BitVector<> boundary;
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};
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/* Data used for displaying extra visuals while using the Boundary brush. */
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struct SculptBoundaryPreview {
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blender::Vector<std::pair<blender::float3, blender::float3>> edges;
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blender::float3 pivot_position;
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blender::float3 initial_vert_position;
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};
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struct SculptFakeNeighbors {
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/* Max distance used to calculate neighborhood information. */
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float current_max_distance;
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/* Indexed by vertex, stores the vertex index of its fake neighbor if available. */
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blender::Array<int> fake_neighbor_index;
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};
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struct SculptTopologyIslandCache {
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/**
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* An ID for the island containing each geometry vertex. Will be empty if there is only a single
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* island.
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*/
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blender::Array<uint8_t> vert_island_ids;
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};
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using ActiveVert = std::variant<std::monostate, int, BMVert *>;
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struct SculptSession : blender::NonCopyable, blender::NonMovable {
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/* Mesh data (not copied) can come either directly from a Mesh, or from a MultiresDM */
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struct { /* Special handling for multires meshes */
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bool active = false;
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MultiresModifierData *modifier = nullptr;
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int level = 0;
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} multires = {};
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KeyBlock *shapekey_active = nullptr;
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/* Edges to adjacent faces. */
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blender::Array<int> edge_to_face_offsets;
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blender::Array<int> edge_to_face_indices;
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blender::GroupedSpan<int> edge_to_face_map;
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/* Vertices to adjacent edges. */
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blender::Array<int> vert_to_edge_offsets;
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blender::Array<int> vert_to_edge_indices;
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blender::GroupedSpan<int> vert_to_edge_map;
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/* BMesh for dynamic topology sculpting */
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BMesh *bm = nullptr;
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/* Undo/redo log for dynamic topology sculpting */
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BMLog *bm_log = nullptr;
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/* Limit surface/grids. */
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SubdivCCG *subdiv_ccg = nullptr;
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/* BVH tree acceleration structure */
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std::unique_ptr<blender::bke::pbvh::Tree> pbvh;
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/* Object is deformed with some modifiers. */
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bool deform_modifiers_active = false;
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/* Coords of deformed mesh but without stroke displacement. */
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blender::Array<blender::float3, 0> deform_cos;
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/* Crazy-space deformation matrices. */
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blender::Array<blender::float3x3, 0> deform_imats;
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/**
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* Normals corresponding to the #deform_cos evaluated/deform positions. Stored as a #SharedCache
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* for consistency with mesh caches in #MeshRuntime::vert_normals_cache.
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*/
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blender::SharedCache<blender::Vector<blender::float3>> vert_normals_deform;
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blender::SharedCache<blender::Vector<blender::float3>> face_normals_deform;
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/* Pool for texture evaluations. */
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ImagePool *tex_pool = nullptr;
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blender::ed::sculpt_paint::StrokeCache *cache = nullptr;
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blender::ed::sculpt_paint::filter::Cache *filter_cache = nullptr;
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blender::ed::sculpt_paint::expand::Cache *expand_cache = nullptr;
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/* Cursor data and active vertex for tools */
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std::optional<int> active_face_index;
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std::optional<int> active_grid_index;
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/* When active, the cursor draws with faded colors, indicating that there is an action
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* enabled.
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*/
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bool draw_faded_cursor = false;
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float cursor_radius = 0.0f;
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blender::float3 cursor_location;
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blender::float3 cursor_normal;
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blender::float3 cursor_sampled_normal;
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blender::float3 cursor_view_normal;
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/* TODO(jbakker): Replace rv3d and v3d with ViewContext */
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RegionView3D *rv3d = nullptr;
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View3D *v3d = nullptr;
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/* Dynamic mesh preview */
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blender::Array<int> preview_verts;
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/* Pose Brush Preview */
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std::unique_ptr<SculptPoseIKChainPreview> pose_ik_chain_preview;
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/* Boundary Brush Preview */
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std::unique_ptr<SculptBoundaryPreview> boundary_preview;
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SculptVertexInfo vertex_info = {};
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SculptFakeNeighbors fake_neighbors = {};
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/* Transform operator */
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blender::float3 pivot_pos = {};
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blender::float4 pivot_rot = {};
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blender::float3 pivot_scale = {};
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blender::float3 init_pivot_pos = {};
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blender::float4 init_pivot_rot = {};
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blender::float3 init_pivot_scale = {};
|
|
|
|
blender::float3 prev_pivot_pos = {};
|
|
blender::float4 prev_pivot_rot = {};
|
|
blender::float3 prev_pivot_scale = {};
|
|
|
|
struct {
|
|
struct {
|
|
/* 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). */
|
|
blender::Array<MDeformVert> dvert_prev;
|
|
} wpaint;
|
|
|
|
/* TODO: identify sculpt-only fields */
|
|
// struct { ... } sculpt;
|
|
} mode = {};
|
|
eObjectMode mode_type;
|
|
|
|
/* This flag prevents bke::pbvh::Tree from being freed when creating the vp_handle for
|
|
* texture paint. */
|
|
bool building_vp_handle = false;
|
|
|
|
/**
|
|
* ID data is older than sculpt-mode data.
|
|
* Set #Main.is_memfile_undo_flush_needed when enabling.
|
|
*/
|
|
char needs_flush_to_id = false;
|
|
|
|
/**
|
|
* Some tools follows the shading chosen by the last used tool canvas.
|
|
* When not set the viewport shading color would be used.
|
|
*
|
|
* NOTE: This setting is temporarily until paint mode is added.
|
|
*/
|
|
bool sticky_shading_color = false;
|
|
|
|
/**
|
|
* Last used painting canvas key.
|
|
*/
|
|
char *last_paint_canvas_key = nullptr;
|
|
blender::float3 last_normal;
|
|
|
|
std::unique_ptr<SculptTopologyIslandCache> topology_island_cache;
|
|
|
|
private:
|
|
/* In general, this value is expected to be valid (non-empty) as long as the cursor is over the
|
|
* mesh. Changing the underlying mesh type (e.g. enabling dyntopo, changing multires levels)
|
|
* should invalidate this value.
|
|
*/
|
|
ActiveVert active_vert_ = {};
|
|
|
|
/* This value should always exist except when the cursor has never been over the mesh, or when
|
|
* the underlying mesh type has changed and the last `active_vert_` value no longer corresponds
|
|
* to a value that can be correctly interpreted */
|
|
ActiveVert last_active_vert_ = {};
|
|
|
|
public:
|
|
SculptSession();
|
|
~SculptSession();
|
|
|
|
ActiveVert active_vert() const;
|
|
|
|
ActiveVert last_active_vert() const;
|
|
|
|
/**
|
|
* Retrieves the corresponding index of the ActiveVert inside a mesh-sized array.
|
|
*
|
|
* Helpful in generic cases where we are unlikely to already be processing data in a backing-type
|
|
* specific manner.
|
|
*
|
|
* \note For BMesh, a call to SCULPT_vertex_random_access_ensure is needed to get valid results.
|
|
* \returns -1 if there is no currently active vertex.
|
|
*/
|
|
int active_vert_index() const;
|
|
int last_active_vert_index() const;
|
|
|
|
/**
|
|
* Retrieves the active vertex position.
|
|
*
|
|
* This method should be avoided if already working with the relevant position-backing structures
|
|
* for each of the mesh types. In cases where we want more generic code, this abstraction helps
|
|
* to remove boilerplate.
|
|
*
|
|
* \returns float3 at negative infinity if there is no currently active vertex
|
|
*/
|
|
blender::float3 active_vert_position(const Depsgraph &depsgraph, const Object &object) const;
|
|
|
|
void set_active_vert(ActiveVert vert);
|
|
void clear_active_vert(bool persist_last_active);
|
|
};
|
|
|
|
void BKE_sculptsession_free(Object *ob);
|
|
void BKE_sculptsession_free_deformMats(SculptSession *ss);
|
|
void BKE_sculptsession_free_vwpaint_data(SculptSession *ss);
|
|
void BKE_sculptsession_free_pbvh(Object &object);
|
|
void BKE_sculptsession_bm_to_me(Object *ob, bool reorder);
|
|
void BKE_sculptsession_bm_to_me_for_render(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(Object *object);
|
|
|
|
/**
|
|
* \warning Expects a fully evaluated depsgraph.
|
|
*/
|
|
void BKE_sculpt_update_object_for_edit(Depsgraph *depsgraph, Object *ob_orig, bool is_paint_tool);
|
|
void BKE_sculpt_update_object_before_eval(Object *ob_eval);
|
|
void BKE_sculpt_update_object_after_eval(Depsgraph *depsgraph, Object *ob_eval);
|
|
|
|
/**
|
|
* Sculpt mode handles multi-res differently from regular meshes, but only if
|
|
* it's the last modifier on the stack and it is not on the first level.
|
|
*/
|
|
MultiresModifierData *BKE_sculpt_multires_active(const Scene *scene, Object *ob);
|
|
|
|
/**
|
|
* Ensures a mask layer exists. If depsgraph and bmain are non-null,
|
|
* a mask doesn't exist and the object has a multi-resolution modifier
|
|
* then the scene depsgraph will be evaluated to update the runtime
|
|
* subdivision data.
|
|
*
|
|
* \note always call *before* #BKE_sculpt_update_object_for_edit.
|
|
*/
|
|
void BKE_sculpt_mask_layers_ensure(Depsgraph *depsgraph,
|
|
Main *bmain,
|
|
Object *ob,
|
|
MultiresModifierData *mmd);
|
|
void BKE_sculpt_toolsettings_data_ensure(Main *bmain, Scene *scene);
|
|
|
|
void BKE_sculpt_sync_face_visibility_to_grids(const Mesh &mesh, SubdivCCG &subdiv_ccg);
|
|
|
|
/**
|
|
* Test if blender::bke::pbvh::Tree can be used directly for drawing, which is faster than
|
|
* drawing the mesh and all updates that come with it.
|
|
*/
|
|
bool BKE_sculptsession_use_pbvh_draw(const Object *ob, const RegionView3D *rv3d);
|
|
|
|
namespace blender::bke::object {
|
|
|
|
pbvh::Tree &pbvh_ensure(Depsgraph &depsgraph, Object &object);
|
|
|
|
/**
|
|
* Access the acceleration structure for ray-casting,
|
|
* nearest queries, and spatially contiguous mesh updates and drawing.
|
|
* The BVH tree is used by sculpt, vertex paint, and weight paint object modes.
|
|
* This just accesses the BVH, to ensure it's built, use #pbvh_ensure.
|
|
*/
|
|
pbvh::Tree *pbvh_get(Object &object);
|
|
const pbvh::Tree *pbvh_get(const Object &object);
|
|
|
|
} // namespace blender::bke::object
|
|
bool BKE_object_sculpt_use_dyntopo(const Object *object);
|
|
|
|
/* paint_canvas.cc */
|
|
|
|
/**
|
|
* Create a key that can be used to compare with previous ones to identify changes.
|
|
* The resulting 'string' is owned by the caller.
|
|
*/
|
|
char *BKE_paint_canvas_key_get(PaintModeSettings *settings, Object *ob);
|
|
|
|
bool BKE_paint_canvas_image_get(PaintModeSettings *settings,
|
|
Object *ob,
|
|
Image **r_image,
|
|
ImageUser **r_image_user);
|
|
int BKE_paint_canvas_uvmap_layer_index_get(const PaintModeSettings *settings, Object *ob);
|
|
void BKE_sculpt_check_cavity_curves(Sculpt *sd);
|
|
CurveMapping *BKE_sculpt_default_cavity_curve();
|