Files
test/source/blender/blenkernel/intern/multires_reshape_ccg.cc
Sergey Sharybin a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00

78 lines
3.0 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation */
/** \file
* \ingroup bke
*/
#include "multires_reshape.hh"
#include <cstring>
#include "BLI_utildefines.h"
#include "BKE_ccg.h"
#include "BKE_subdiv_ccg.h"
bool multires_reshape_assign_final_coords_from_ccg(const MultiresReshapeContext *reshape_context,
SubdivCCG *subdiv_ccg)
{
CCGKey reshape_level_key;
BKE_subdiv_ccg_key(&reshape_level_key, subdiv_ccg, reshape_context->reshape.level);
const int reshape_grid_size = reshape_context->reshape.grid_size;
const float reshape_grid_size_1_inv = 1.0f / (float(reshape_grid_size) - 1.0f);
int num_grids = subdiv_ccg->num_grids;
for (int grid_index = 0; grid_index < num_grids; ++grid_index) {
CCGElem *ccg_grid = subdiv_ccg->grids[grid_index];
for (int y = 0; y < reshape_grid_size; ++y) {
const float v = float(y) * reshape_grid_size_1_inv;
for (int x = 0; x < reshape_grid_size; ++x) {
const float u = float(x) * reshape_grid_size_1_inv;
GridCoord grid_coord;
grid_coord.grid_index = grid_index;
grid_coord.u = u;
grid_coord.v = v;
ReshapeGridElement grid_element = multires_reshape_grid_element_for_grid_coord(
reshape_context, &grid_coord);
BLI_assert(grid_element.displacement != nullptr);
memcpy(grid_element.displacement,
CCG_grid_elem_co(&reshape_level_key, ccg_grid, x, y),
sizeof(float[3]));
/* NOTE: The sculpt mode might have SubdivCCG's data out of sync from what is stored in
* the original object. This happens upon the following scenario:
*
* - User enters sculpt mode of the default cube object.
* - Sculpt mode creates new `layer`
* - User does some strokes.
* - User used undo until sculpt mode is exited.
*
* In an ideal world the sculpt mode will take care of keeping CustomData and CCG layers in
* sync by doing proper pushes to a local sculpt undo stack.
*
* Since the proper solution needs time to be implemented, consider the target object
* the source of truth of which data layers are to be updated during reshape. This means,
* for example, that if the undo system says object does not have paint mask layer, it is
* not to be updated.
*
* This is a fragile logic, and is only working correctly because the code path is only
* used by sculpt changes. In other use cases the code might not catch inconsistency and
* silently do wrong decision. */
/* NOTE: There is a known bug in Undo code that results in first Sculpt step
* after a Memfile one to never be undone (see #83806). This might be the root cause of
* this inconsistency. */
if (reshape_level_key.has_mask && grid_element.mask != nullptr) {
*grid_element.mask = *CCG_grid_elem_mask(&reshape_level_key, ccg_grid, x, y);
}
}
}
}
return true;
}