78 lines
3.0 KiB
C++
78 lines
3.0 KiB
C++
/* SPDX-FileCopyrightText: 2020 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup bke
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*/
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#include "multires_reshape.hh"
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#include <cstring>
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#include "BKE_ccg.hh"
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#include "BKE_subdiv_ccg.hh"
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bool multires_reshape_assign_final_coords_from_ccg(const MultiresReshapeContext *reshape_context,
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SubdivCCG *subdiv_ccg)
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{
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using namespace blender;
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const CCGKey reshape_level_key = BKE_subdiv_ccg_key(*subdiv_ccg, reshape_context->reshape.level);
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const int reshape_grid_size = reshape_context->reshape.grid_size;
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const float reshape_grid_size_1_inv = 1.0f / (float(reshape_grid_size) - 1.0f);
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const Span<float3> positions = subdiv_ccg->positions;
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const Span<float> masks = subdiv_ccg->masks;
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int num_grids = subdiv_ccg->grids_num;
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for (int grid_index = 0; grid_index < num_grids; ++grid_index) {
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for (int y = 0; y < reshape_grid_size; ++y) {
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const float v = float(y) * reshape_grid_size_1_inv;
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for (int x = 0; x < reshape_grid_size; ++x) {
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const float u = float(x) * reshape_grid_size_1_inv;
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const int vert = bke::ccg::grid_xy_to_vert(reshape_level_key, grid_index, x, y);
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GridCoord grid_coord;
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grid_coord.grid_index = grid_index;
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grid_coord.u = u;
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grid_coord.v = v;
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ReshapeGridElement grid_element = multires_reshape_grid_element_for_grid_coord(
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reshape_context, &grid_coord);
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BLI_assert(grid_element.displacement != nullptr);
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*grid_element.displacement = positions[vert];
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/* NOTE: The sculpt mode might have SubdivCCG's data out of sync from what is stored in
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* the original object. This happens in the following scenario:
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*
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* - User enters sculpt mode of the default cube object.
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* - Sculpt mode creates new `layer`
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* - User does some strokes.
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* - User used undo until sculpt mode is exited.
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*
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* In an ideal world the sculpt mode will take care of keeping CustomData and CCG layers in
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* sync by doing proper pushes to a local sculpt undo stack.
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*
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* Since the proper solution needs time to be implemented, consider the target object
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* the source of truth of which data layers are to be updated during reshape. This means,
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* for example, that if the undo system says object does not have paint mask layer, it is
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* not to be updated.
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*
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* This is fragile logic, and is only working correctly because the code path is only
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* used by sculpt changes. In other use cases the code might not catch inconsistency and
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* silently make the wrong decision. */
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/* NOTE: There is a known bug in Undo code that results in first Sculpt step
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* after a Memfile one to never be undone (see #83806). This might be the root cause of
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* this inconsistency. */
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if (!subdiv_ccg->masks.is_empty() && grid_element.mask != nullptr) {
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*grid_element.mask = masks[vert];
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}
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}
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}
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}
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return true;
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}
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