More sculpt work. Very very basic sculpt operators implemented, one for toggling the mode, the other for the brush. This just allows entering sculptmode and drawing using a simple brush. (Note the operator is still modal, no exec yet.)

This commit is contained in:
Nicholas Bishop
2009-01-13 19:57:36 +00:00
parent fecac53522
commit 1300df4469
5 changed files with 214 additions and 61 deletions

View File

@@ -53,6 +53,7 @@
#include "DNA_userdef_types.h"
#include "DNA_color_types.h"
#include "BKE_context.h"
#include "BKE_customdata.h"
#include "BKE_DerivedMesh.h"
#include "BKE_depsgraph.h"
@@ -72,7 +73,13 @@
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_screen.h"
#include "ED_sculpt.h"
#include "ED_space_api.h"
#include "sculpt_intern.h"
#include "../space_view3d/view3d_intern.h" /* XXX: oh no, the next generation of bad level call! should move ViewDepths perhaps (also used for view matrices) */
#include "IMB_imbuf_types.h"
@@ -254,24 +261,24 @@ void init_sculptmatrices()
/* Uses window coordinates (x,y) to find the depth in the GL depth buffer. If
available, G.vd->depths is used so that the brush doesn't sculpt on top of
itself (G.vd->depths is only updated at the end of a brush stroke.) */
float get_depth(short x, short y)
float get_depth(bContext *C, short x, short y)
{
/* XXX
float depth;
ScrArea *sa= CTX_wm_area(C);
if(x<0 || y<0) return 1;
if(x>=curarea->winx || y>=curarea->winy) return 1;
if(sa->spacetype==SPACE_VIEW3D) { // should check this in context instead?
ViewDepths *vd = ((View3D*)sa->spacedata.first)->depths;
y -= CTX_wm_region(C)->winrct.ymin;
if(G.vd->depths && x<G.vd->depths->w && y<G.vd->depths->h)
return G.vd->depths->depths[y*G.vd->depths->w+x];
x+= curarea->winrct.xmin;
y+= curarea->winrct.ymin;
glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth);
printf("x=%d, y=%d\n", x, y);
return depth; */
return 0;
if(vd && vd->depths && x > 0 && y > 0 && x < vd->w && y < vd->h)
return vd->depths[y * vd->w + x];
}
fprintf(stderr, "Error: Bad depth store!\n");
return 1;
}
/* Uses window coordinates (x,y) and depth component z to find a point in
@@ -336,13 +343,13 @@ char brush_size(SculptData *sd, Brush *b)
/* Return modified brush strength. Includes the direction of the brush, positive
values pull vertices, negative values push. Uses tablet pressure and a
special multiplier found experimentally to scale the strength factor. */
float brush_strength(SculptData *sd, Brush *b, BrushAction *a)
float brush_strength(SculptData *sd, BrushAction *a)
{
float dir= b->flag & BRUSH_DIR_IN ? -1 : 1;
float dir= sd->brush->flag & BRUSH_DIR_IN ? -1 : 1;
float pressure= 1;
short activedevice= 0;/*XXX: get_activedevice(); */
float flip= a->flip ? -1:1;
float anchored = b->flag & BRUSH_ANCHORED ? 25 : 1;
float anchored = sd->brush->flag & BRUSH_ANCHORED ? 25 : 1;
const float strength_factor= sd->tablet_strength / 10.0f;
@@ -357,20 +364,20 @@ float brush_strength(SculptData *sd, Brush *b, BrushAction *a)
dir= -dir;
#endif
switch(b->sculpt_tool){
switch(sd->brush->sculpt_tool){
case SCULPT_TOOL_DRAW:
case SCULPT_TOOL_LAYER:
return b->alpha / 5000.0f * dir * pressure * flip * anchored; /*XXX: not sure why? multiplied by G.vd->grid */;
return sd->brush->alpha / 5000.0f * dir * pressure * flip * anchored; /*XXX: not sure why? multiplied by G.vd->grid */;
case SCULPT_TOOL_SMOOTH:
return b->alpha / 50.0f * pressure * anchored;
return sd->brush->alpha / 50.0f * pressure * anchored;
case SCULPT_TOOL_PINCH:
return b->alpha / 1000.0f * dir * pressure * flip * anchored;
return sd->brush->alpha / 1000.0f * dir * pressure * flip * anchored;
case SCULPT_TOOL_GRAB:
return 1;
case SCULPT_TOOL_INFLATE:
return b->alpha / 5000.0f * dir * pressure * flip * anchored;
return sd->brush->alpha / 5000.0f * dir * pressure * flip * anchored;
case SCULPT_TOOL_FLATTEN:
return b->alpha / 500.0f * pressure * anchored;
return sd->brush->alpha / 500.0f * pressure * anchored;
default:
return 0;
}
@@ -580,7 +587,7 @@ void do_layer_brush(SculptData *sd, SculptSession *ss, BrushAction *a, const Lis
{
float area_normal[3];
ActiveData *node= active_verts->first;
const float bstr= brush_strength(sd, sd->brush, a);
const float bstr= brush_strength(sd, a);
calc_area_normal(sd, area_normal, a, NULL, active_verts);
@@ -880,6 +887,9 @@ void sculpt_add_damaged_rect(SculptSession *ss, BrushAction *a)
ss->projverts[i].inside= 1;
}
}
// XXX: remember to fix this!
// temporary pass
ss->projverts[i].inside = 1;
}
}
@@ -921,7 +931,7 @@ void do_brush_action(SculptData *sd, BrushAction *a)
ActiveData *adata= 0;
float *vert;
Mesh *me= NULL; /*XXX: get_mesh(OBACT); */
const float bstrength= brush_strength(sd, sd->brush, a);
const float bstrength= brush_strength(sd, a);
KeyBlock *keyblock= NULL; /*XXX: ob_get_keyblock(OBACT); */
SculptSession *ss = sd->session;
Brush *b = sd->brush;
@@ -1026,7 +1036,7 @@ void do_symmetrical_brush_actions(SculptData *sd, BrushAction *a, short co[2], s
BrushActionSymm orig;
int i;
init_brushaction(sd, a, co, pr_co);
//init_brushaction(sd, a, co, pr_co);
orig = a->symm;
do_brush_action(sd, a);
@@ -1164,7 +1174,7 @@ static void init_brushaction(SculptData *sd, BrushAction *a, short *mouse, short
SculptSession *ss = sd->session;
Brush *b = sd->brush;
Object *ob = NULL; /* XXX */
const float mouse_depth = get_depth(mouse[0], mouse[1]);
const float mouse_depth = 0; // XXX: get_depth(mouse[0], mouse[1]);
float brush_edge_loc[3], zero_loc[3], oldloc[3];
ModifierData *md;
int i;
@@ -1210,8 +1220,8 @@ static void init_brushaction(SculptData *sd, BrushAction *a, short *mouse, short
a->radius = size;
/* Set the pivot to allow the model to rotate around the center of the brush */
if(get_depth(mouse[0],mouse[1]) < 1.0)
VecCopyf(sd->pivot, a->symm.center_3d);
/*XXX: if(get_depth(mouse[0],mouse[1]) < 1.0)
VecCopyf(sd->pivot, a->symm.center_3d); */
/* Now project the Up, Right, and Out normals from view to model coords */
unproject(ss, zero_loc, 0, 0, 0);
@@ -1596,6 +1606,174 @@ void sculptmode_correct_state(SculptData *sd)
if(!sd->session->vertex_users) calc_vertex_users(sd->session);
}
/**** Operator for applying a stroke (various attributes including mouse path)
using the current brush. ****/
static int sculpt_brush_stroke_poll(bContext *C)
{
// XXX: More to check for, of course
return G.f & G_SCULPTMODE;
}
static int sculpt_brush_stroke_exec(bContext *C, wmOperator *op)
{
BrushAction a;
a.symm.center_3d[0] = 0;
a.symm.center_3d[1] = 0;
a.symm.center_3d[2] = 0;
do_symmetrical_brush_actions(&CTX_data_scene(C)->sculptdata, &a, NULL, NULL);
printf("brush stroke exec\n");
}
/* This is temporary, matrices should be data in operator for exec */
static int sculpt_load_mats(bContext *C, bglMats *mats)
{
View3D *v3d = ((View3D*)CTX_wm_area(C)->spacedata.first);
ARegion *ar = CTX_wm_region(C);
Object *ob= CTX_data_active_object(C);
float cpy[4][4];
int i, j;
view3d_operator_needs_opengl(C);
Mat4MulMat4(cpy, v3d->viewmat, ob->obmat);
for(i = 0; i < 4; ++i) {
for(j = 0; j < 4; ++j) {
mats->projection[i*4+j] = v3d->winmat[i][j];
mats->modelview[i*4+j] = cpy[i][j];
}
}
mats->viewport[0] = ar->winrct.xmin;
mats->viewport[1] = ar->winrct.ymin;
mats->viewport[2] = ar->winx;
mats->viewport[3] = ar->winy;
}
static int sculpt_brush_stroke_invoke(bContext *C, wmOperator *op, wmEvent *event)
{
SculptData *sd = &CTX_data_scene(C)->sculptdata;
Object *ob= CTX_data_active_object(C);
Mesh *me = get_mesh(ob);
ARegion *ar = CTX_wm_region(C);
// XXX: temporary, just add one brush here for testing
sd->brush = MEM_callocN(sizeof(Brush), "test sculpt brush");
sd->brush->size = 25;
sd->brush->alpha = 50;
sd->brush->sculpt_tool = SCULPT_TOOL_DRAW;
// XXX: temporary, much of sculptsession data should be in rna properties
sd->session = MEM_callocN(sizeof(SculptSession), "test sculpt session");
sd->session->mvert = me->mvert;
sd->session->totvert = me->totvert;
sd->session->mats = MEM_callocN(sizeof(bglMats), "test sculpt mats");
// XXX: temporary matrix stuff
sculpt_load_mats(C, sd->session->mats);
sculptmode_update_all_projverts(sd->session);
/* add modal handler */
WM_event_add_modal_handler(C, &CTX_wm_window(C)->handlers, op);
return OPERATOR_RUNNING_MODAL;
}
static int sculpt_brush_stroke_modal(bContext *C, wmOperator *op, wmEvent *event)
{
SculptData *sd = &CTX_data_scene(C)->sculptdata;
BrushAction a;
Object *ob= CTX_data_active_object(C);
ARegion *ar = CTX_wm_region(C);
a.symm.center_3d[0] = 0;
a.symm.center_3d[1] = 0;
a.symm.center_3d[2] = 0;
unproject(sd->session, a.symm.center_3d, event->x, event->y, get_depth(C, event->x, event->y));
printf("depth=%f\n", get_depth(C, event->x, event->y));
printvecf("center", a.symm.center_3d);
a.size_3d = 0.25;
a.scale[0] = 1;
a.scale[1] = 1;
a.scale[2] = 1;
a.clip[0] = 0;
a.clip[1] = 0;
a.clip[2] = 0;
do_symmetrical_brush_actions(&CTX_data_scene(C)->sculptdata, &a, NULL, NULL);
//calc_damaged_verts(sd->session, &a);
BLI_freelistN(&sd->session->damaged_verts);
DAG_object_flush_update(CTX_data_scene(C), ob, OB_RECALC_DATA);
ED_region_tag_redraw(ar);
/* Finished */
if(event->type == LEFTMOUSE && event->val == 0) {
View3D *v3d = ((View3D*)CTX_wm_area(C)->spacedata.first);
if(v3d->depths)
v3d->depths->damaged= 1;
return OPERATOR_FINISHED;
}
return OPERATOR_RUNNING_MODAL;
}
void SCULPT_OT_brush_stroke(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Sculpt Mode";
ot->idname= "SCULPT_OT_brush_stroke";
/* api callbacks */
ot->invoke= sculpt_brush_stroke_invoke;
ot->modal= sculpt_brush_stroke_modal;
ot->exec= sculpt_brush_stroke_exec;
ot->poll= sculpt_brush_stroke_poll;
}
/**** Toggle operator for turning sculpt mode on or off ****/
static int sculpt_toggle_mode(bContext *C, wmOperator *op)
{
if(G.f & G_SCULPTMODE) {
/* Leave sculptmode */
G.f &= ~G_SCULPTMODE;
}
else {
/* Enter sculptmode */
G.f |= G_SCULPTMODE;
}
return OPERATOR_FINISHED;
}
void SCULPT_OT_toggle_mode(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Sculpt Mode";
ot->idname= "SCULPT_OT_toggle_mode";
/* api callbacks */
ot->exec= sculpt_toggle_mode;
ot->poll= ED_operator_object_active;
}
void ED_operatortypes_sculpt()
{
WM_operatortype_append(SCULPT_OT_brush_stroke);
WM_operatortype_append(SCULPT_OT_toggle_mode);
}
void sculpt(SculptData *sd)
{
SculptSession *ss= sd->session;
@@ -1832,34 +2010,6 @@ void sculpt(SculptData *sd)
allqueue(REDRAWVIEW3D, 0); */
}
void ED_sculpt_enter_sculptmode()
{
G.f |= G_SCULPTMODE;
sculpt_init_session(NULL /*XXX*/);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
active_ob = NULL;
}
void ED_sculpt_exit_sculptmode()
{
Object *ob = NULL; /*XXX: OBACT; */
Mesh *me= get_mesh(ob);
multires_force_update(ob);
G.f &= ~G_SCULPTMODE;
/* XXX: sculptsession_free(G.scene); */
if(me && me->pv)
mesh_pmv_off(ob, me);
active_ob = NULL;
}
/* Partial Mesh Visibility */
/* XXX: Partial vis. always was a mess, have to figure something out */

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@@ -89,6 +89,7 @@ void ED_spacetypes_init(void)
ED_operatortypes_animchannels(); // XXX have this as part of anim() ones instead?
ED_operatortypes_object();
ED_operatortypes_mesh();
ED_operatortypes_sculpt();
ui_view2d_operatortypes();
spacetypes = BKE_spacetypes_list();

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@@ -1845,7 +1845,7 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
Scene *sce;
Base *base;
Object *ob;
char retopo= 0, sculptparticle= 0;
int retopo= 0, sculptparticle= 0;
Object *obact = OBACT;
/* from now on all object derived meshes check this */
@@ -1982,9 +1982,9 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
}
}
}
// retopo= retopo_mesh_check() || retopo_curve_check();
// sculptparticle= (G.f & (G_SCULPTMODE|G_PARTICLEEDIT)) && !obedit;
sculptparticle= (G.f & (G_SCULPTMODE|G_PARTICLEEDIT)) && !scene->obedit;
if(retopo)
view3d_update_depths(ar, v3d);

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@@ -5408,9 +5408,9 @@ static void do_view3d_buttons(bContext *C, void *arg, int event)
if (!(G.f & G_SCULPTMODE)) {
v3d->flag &= ~V3D_MODE;
ED_view3d_exit_paint_modes(C);
if(obedit) ED_object_exit_editmode(C, EM_FREEUNDO); /* exit editmode and undo */
if(obedit) ED_object_exit_editmode(C, EM_FREEUNDO|EM_FREEUNDO|EM_WAITCURSOR); /* exit editmode and undo */
// XXX set_sculptmode();
WM_operator_name_call(C, "SCULPT_OT_toggle_mode", WM_OP_EXEC_REGION_WIN, NULL, NULL);
}
}
else if (v3d->modeselect == V3D_VERTEXPAINTMODE_SEL) {

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@@ -95,6 +95,8 @@ void view3d_keymap(wmWindowManager *wm)
/* paint poll checks mode */
WM_keymap_verify_item(keymap, "VIEW3D_OT_vpaint", LEFTMOUSE, KM_PRESS, 0, 0);
WM_keymap_verify_item(keymap, "VIEW3D_OT_wpaint", LEFTMOUSE, KM_PRESS, 0, 0);
WM_keymap_verify_item(keymap, "SCULPT_OT_brush_stroke", LEFTMOUSE, KM_PRESS, 0, 0);
WM_keymap_verify_item(keymap, "VIEW3D_OT_cursor3d", ACTIONMOUSE, KM_PRESS, 0, 0);