Add three cached topology maps to `Mesh`, to avoid computations when mesh data isn't changed. Choosing the right maps to cache is a bit arbitrary, but generally we have to start somewhere. The limiting factor is memory usage (all the new caches combined have a comparable footprint to a UV map). For now, the caches added are: - Vertex to face corner - Vertex to face - Face corner to face These caches are used in quite a few places already; - Face corner normal calculation - UV value merging - Setting sharp edges from face angles - Data transfer modifier - Voxel remesh attribute remapping - Sculpt mode painting - Sculpt mode normal calculation - Vertex paint mode - Split edges geometry node - Mesh topology geometry nodes Caching topology maps means they don't have to be rebuilt every time they're used. Meshes copied but without topology changes can share the cache, further reducing re-computations. For example, FPS with a large mesh using the "Corners of Vertex" node went from 1.8 to 2.3. Entering sculpt mode is slightly faster too. There is some obvious work for future commits: - Use caches in attribute domain interpolation - More multithreading of second phase of map building - Update/build caches eagerly in some geometry nodes Pull Request: https://projects.blender.org/blender/blender/pulls/107816
923 lines
29 KiB
C++
923 lines
29 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 "BLI_array.hh"
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#include "BLI_bitmap.h"
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#include "BLI_compiler_compat.h"
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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_ordered_edge.hh"
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#include "BLI_set.hh"
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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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#include "BKE_attribute.h"
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#include "BKE_pbvh.h"
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#include "bmesh.h"
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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 EnumPropertyItem;
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struct ExpandCache;
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struct FilterCache;
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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 ListBase;
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struct MLoopTri;
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struct Main;
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struct Mesh;
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struct MDeformVert;
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struct MLoopCol;
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struct MPropCol;
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struct MultiresModifierData;
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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 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 StrokeCache;
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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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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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/** Curves. */
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PAINT_MODE_SCULPT_CURVES = 10,
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/** Keep last. */
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PAINT_MODE_INVALID = 11,
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};
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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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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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void BKE_paint_init(Main *bmain, Scene *sce, ePaintMode mode, const uchar col[3]);
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void BKE_paint_free(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(Paint *src, Paint *tar, int flag);
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void BKE_paint_runtime_init(const ToolSettings *ts, Paint *paint);
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void BKE_paint_cavity_curve_preset(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(Scene *sce, ePaintMode mode);
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Paint *BKE_paint_get_active_from_paintmode(Scene *sce, ePaintMode mode);
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const EnumPropertyItem *BKE_paint_get_tool_enum_from_paintmode(ePaintMode mode);
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const char *BKE_paint_get_tool_enum_translation_context_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(ePaintMode 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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ePaintMode BKE_paintmode_get_active_from_context(const bContext *C);
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ePaintMode BKE_paintmode_get_from_tool(const bToolRef *tref);
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Brush *BKE_paint_brush(Paint *paint);
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const Brush *BKE_paint_brush_for_read(const Paint *p);
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void BKE_paint_brush_set(Paint *paint, Brush *br);
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Palette *BKE_paint_palette(Paint *paint);
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void BKE_paint_palette_set(Paint *p, Palette *palette);
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void BKE_paint_curve_set(Brush *br, PaintCurve *pc);
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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(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(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(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(Object *ob);
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/* Partial visibility. */
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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(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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Brush *brush,
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const float mouse_pos[2],
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ePaintMode paint_mode,
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bool stroke_has_started);
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void paint_update_brush_rake_rotation(UnifiedPaintSettings *ups, Brush *brush, float rotation);
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void BKE_paint_stroke_get_average(Scene *scene, Object *ob, float stroke[3]);
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/* Tool slot API. */
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void BKE_paint_toolslots_init_from_main(Main *bmain);
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void BKE_paint_toolslots_len_ensure(Paint *paint, int len);
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void BKE_paint_toolslots_brush_update_ex(Paint *paint, Brush *brush);
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void BKE_paint_toolslots_brush_update(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(Main *bmain, Paint *paint);
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Brush *BKE_paint_toolslots_brush_get(Paint *paint, int slot_index);
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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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/** Used for both vertex color and weight paint. */
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struct SculptVertexPaintGeomMap {
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blender::GroupedSpan<int> vert_to_loop;
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blender::GroupedSpan<int> vert_to_face;
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};
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/** Pose Brush IK Chain. */
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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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};
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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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};
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/* Cloth Brush */
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/* Cloth Simulation. */
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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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};
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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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};
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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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};
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struct SculptClothSimulation {
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SculptClothLengthConstraint *length_constraints;
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int tot_length_constraints;
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blender::Set<blender::OrderedEdge> 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 (*init_no)[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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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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GHash *node_state_index;
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eSculptClothNodeSimState *node_state;
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};
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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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};
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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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BLI_bitmap *boundary;
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};
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struct SculptBoundaryEditInfo {
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/* Vertex index from where the topology propagation reached this vertex. */
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int original_vertex_i;
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/* How many steps were needed to reach this vertex from the boundary. */
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int propagation_steps_num;
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/* Strength that is used to deform this vertex. */
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float strength_factor;
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};
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/* Edge for drawing the boundary preview in the cursor. */
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struct SculptBoundaryPreviewEdge {
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PBVHVertRef v1;
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PBVHVertRef v2;
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};
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struct SculptBoundary {
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/* Vertex indices of the active boundary. */
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PBVHVertRef *verts;
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int verts_capacity;
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int verts_num;
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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 edges_num;
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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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PBVHVertRef initial_vertex;
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int initial_vertex_i;
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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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PBVHVertRef 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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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. */
|
|
struct {
|
|
float rotation_axis[3];
|
|
float pivot_position[3];
|
|
} twist;
|
|
};
|
|
|
|
struct SculptFakeNeighbors {
|
|
bool use_fake_neighbors;
|
|
|
|
/* Max distance used to calculate neighborhood information. */
|
|
float current_max_distance;
|
|
|
|
/* Indexed by vertex, stores the vertex index of its fake neighbor if available. */
|
|
int *fake_neighbor_index;
|
|
};
|
|
|
|
/* Session data (mode-specific) */
|
|
|
|
/* Custom Temporary Attributes */
|
|
|
|
struct SculptAttributeParams {
|
|
/* Allocate a flat array outside the CustomData system. Cannot be combined with permanent. */
|
|
int simple_array : 1;
|
|
|
|
/* Do not mark CustomData layer as temporary. Cannot be combined with simple_array. Doesn't
|
|
* work with PBVH_GRIDS.
|
|
*/
|
|
int permanent : 1; /* Cannot be combined with simple_array. */
|
|
int stroke_only : 1; /* Release layer at end of struct */
|
|
};
|
|
|
|
struct SculptAttribute {
|
|
/* Domain, data type and name */
|
|
eAttrDomain domain;
|
|
eCustomDataType proptype;
|
|
char name[MAX_CUSTOMDATA_LAYER_NAME];
|
|
|
|
/* Source layer on mesh/bmesh, if any. */
|
|
CustomDataLayer *layer;
|
|
|
|
/* Data stored as flat array. */
|
|
void *data;
|
|
int elem_size, elem_num;
|
|
bool data_for_bmesh; /* Temporary data store as array outside of bmesh. */
|
|
|
|
/* Data is a flat array outside the CustomData system.
|
|
* This will be true if simple_array is requested in
|
|
* SculptAttributeParams, or the PBVH type is PBVH_GRIDS or PBVH_BMESH.
|
|
*/
|
|
bool simple_array;
|
|
/* Data stored per BMesh element. */
|
|
int bmesh_cd_offset;
|
|
|
|
/* Sculpt usage */
|
|
SculptAttributeParams params;
|
|
|
|
/**
|
|
* Used to keep track of which pre-allocated SculptAttribute instances
|
|
* inside of SculptSession.temp_attribute are used.
|
|
*/
|
|
bool used;
|
|
};
|
|
|
|
#define SCULPT_MAX_ATTRIBUTES 64
|
|
|
|
/* Get a standard attribute name. Key must match up with a member
|
|
* of SculptAttributePointers.
|
|
*/
|
|
|
|
#define SCULPT_ATTRIBUTE_NAME(key) \
|
|
(offsetof(SculptAttributePointers, key) >= 0 ? /* Spellcheck name. */ \
|
|
(".sculpt_" #key) /* Make name. */ \
|
|
: \
|
|
"You misspelled the layer name key")
|
|
|
|
/* Convenience pointers for standard sculpt attributes. */
|
|
|
|
struct SculptAttributePointers {
|
|
/* Persistent base. */
|
|
SculptAttribute *persistent_co;
|
|
SculptAttribute *persistent_no;
|
|
SculptAttribute *persistent_disp;
|
|
|
|
/* Precomputed auto-mask factor indexed by vertex, owned by the auto-masking system and
|
|
* initialized in #SCULPT_automasking_cache_init when needed. */
|
|
SculptAttribute *automasking_factor;
|
|
SculptAttribute *automasking_occlusion; /* CD_PROP_INT8. */
|
|
SculptAttribute *automasking_stroke_id;
|
|
SculptAttribute *automasking_cavity;
|
|
|
|
SculptAttribute *topology_island_key; /* CD_PROP_INT8 */
|
|
|
|
/* BMesh */
|
|
SculptAttribute *dyntopo_node_id_vertex;
|
|
SculptAttribute *dyntopo_node_id_face;
|
|
};
|
|
|
|
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;
|
|
MultiresModifierData *modifier;
|
|
int level;
|
|
} multires;
|
|
|
|
/* Depsgraph for the Cloth Brush solver to get the colliders. */
|
|
Depsgraph *depsgraph;
|
|
|
|
/* These are always assigned to base mesh data when using PBVH_FACES and PBVH_GRIDS. */
|
|
blender::MutableSpan<blender::float3> vert_positions;
|
|
blender::OffsetIndices<int> faces;
|
|
blender::Span<int> corner_verts;
|
|
|
|
/* These contain the vertex and poly counts of the final mesh. */
|
|
int totvert, faces_num;
|
|
|
|
KeyBlock *shapekey_active;
|
|
MPropCol *vcol;
|
|
MLoopCol *mcol;
|
|
|
|
eAttrDomain vcol_domain;
|
|
eCustomDataType vcol_type;
|
|
|
|
float *vmask;
|
|
|
|
/* Mesh connectivity maps. */
|
|
/* Vertices to adjacent polys. */
|
|
blender::GroupedSpan<int> pmap;
|
|
|
|
/* Edges to adjacent faces. */
|
|
blender::Array<int> edge_to_face_offsets;
|
|
blender::Array<int> edge_to_face_indices;
|
|
blender::GroupedSpan<int> epmap;
|
|
|
|
/* Vertices to adjacent edges. */
|
|
blender::Array<int> vert_to_edge_offsets;
|
|
blender::Array<int> vert_to_edge_indices;
|
|
blender::GroupedSpan<int> vemap;
|
|
|
|
/* Mesh Face Sets */
|
|
/* Total number of faces of the base mesh. */
|
|
int totfaces;
|
|
|
|
/* 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;
|
|
/**
|
|
* A reference to the ".hide_poly" attribute, to store whether (base) faces are hidden.
|
|
* May be null.
|
|
*/
|
|
bool *hide_poly;
|
|
|
|
/* BMesh for dynamic topology sculpting */
|
|
BMesh *bm;
|
|
/* Undo/redo log for dynamic topology sculpting */
|
|
BMLog *bm_log;
|
|
|
|
/* Limit surface/grids. */
|
|
SubdivCCG *subdiv_ccg;
|
|
|
|
/* PBVH acceleration structure */
|
|
PBVH *pbvh;
|
|
|
|
/* 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. */
|
|
|
|
/* Pool for texture evaluations. */
|
|
ImagePool *tex_pool;
|
|
|
|
StrokeCache *cache;
|
|
FilterCache *filter_cache;
|
|
ExpandCache *expand_cache;
|
|
|
|
/* Cursor data and active vertex for tools */
|
|
PBVHVertRef active_vertex;
|
|
|
|
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 */
|
|
RegionView3D *rv3d;
|
|
View3D *v3d;
|
|
Scene *scene;
|
|
|
|
/* Dynamic mesh preview */
|
|
PBVHVertRef *preview_vert_list;
|
|
int preview_vert_count;
|
|
|
|
/* Pose Brush Preview */
|
|
float pose_origin[3];
|
|
SculptPoseIKChain *pose_ik_chain_preview;
|
|
|
|
/* Boundary Brush Preview */
|
|
SculptBoundary *boundary_preview;
|
|
|
|
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];
|
|
|
|
struct {
|
|
struct {
|
|
SculptVertexPaintGeomMap gmap;
|
|
} vpaint;
|
|
|
|
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). */
|
|
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;
|
|
|
|
/* This is a fixed-size array so we can pass pointers to its elements
|
|
* to client code. This is important to keep bmesh offsets up to date.
|
|
*/
|
|
SculptAttribute temp_attributes[SCULPT_MAX_ATTRIBUTES];
|
|
|
|
/* Convenience #SculptAttribute pointers. */
|
|
SculptAttributePointers attrs;
|
|
|
|
/**
|
|
* 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;
|
|
|
|
uchar stroke_id;
|
|
|
|
/**
|
|
* Last used painting canvas key.
|
|
*/
|
|
char *last_paint_canvas_key;
|
|
float last_normal[3];
|
|
|
|
int last_automasking_settings_hash;
|
|
uchar last_automask_stroke_id;
|
|
bool islands_valid; /* Is attrs.topology_island_key valid? */
|
|
};
|
|
|
|
void BKE_sculptsession_free(Object *ob);
|
|
void BKE_sculptsession_free_deformMats(SculptSession *ss);
|
|
void BKE_sculptsession_free_vwpaint_data(SculptSession *ss);
|
|
void BKE_sculptsession_bm_to_me(Object *ob, bool reorder);
|
|
void BKE_sculptsession_bm_to_me_for_render(Object *object);
|
|
int BKE_sculptsession_vertex_count(const SculptSession *ss);
|
|
|
|
/* Ensure an attribute layer exists. */
|
|
SculptAttribute *BKE_sculpt_attribute_ensure(Object *ob,
|
|
eAttrDomain domain,
|
|
eCustomDataType proptype,
|
|
const char *name,
|
|
const SculptAttributeParams *params);
|
|
|
|
/* Returns nullptr if attribute does not exist. */
|
|
SculptAttribute *BKE_sculpt_attribute_get(Object *ob,
|
|
eAttrDomain domain,
|
|
eCustomDataType proptype,
|
|
const char *name);
|
|
|
|
bool BKE_sculpt_attribute_exists(Object *ob,
|
|
eAttrDomain domain,
|
|
eCustomDataType proptype,
|
|
const char *name);
|
|
|
|
bool BKE_sculpt_attribute_destroy(Object *ob, SculptAttribute *attr);
|
|
|
|
/* Destroy all attributes and pseudo-attributes created by sculpt mode. */
|
|
void BKE_sculpt_attribute_destroy_temporary_all(Object *ob);
|
|
|
|
/* Destroy attributes that were marked as stroke only in SculptAttributeParams. */
|
|
void BKE_sculpt_attributes_destroy_temporary_stroke(Object *ob);
|
|
|
|
BLI_INLINE void *BKE_sculpt_vertex_attr_get(const PBVHVertRef vertex, const SculptAttribute *attr)
|
|
{
|
|
if (attr->data) {
|
|
char *p = (char *)attr->data;
|
|
int idx = (int)vertex.i;
|
|
|
|
if (attr->data_for_bmesh) {
|
|
BMElem *v = (BMElem *)vertex.i;
|
|
idx = v->head.index;
|
|
}
|
|
|
|
return p + attr->elem_size * (int)idx;
|
|
}
|
|
else {
|
|
BMElem *v = (BMElem *)vertex.i;
|
|
return BM_ELEM_CD_GET_VOID_P(v, attr->bmesh_cd_offset);
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
BLI_INLINE void *BKE_sculpt_face_attr_get(const PBVHFaceRef vertex, const SculptAttribute *attr)
|
|
{
|
|
if (attr->data) {
|
|
char *p = (char *)attr->data;
|
|
int idx = (int)vertex.i;
|
|
|
|
if (attr->data_for_bmesh) {
|
|
BMElem *v = (BMElem *)vertex.i;
|
|
idx = v->head.index;
|
|
}
|
|
|
|
return p + attr->elem_size * (int)idx;
|
|
}
|
|
else {
|
|
BMElem *v = (BMElem *)vertex.i;
|
|
return BM_ELEM_CD_GET_VOID_P(v, attr->bmesh_cd_offset);
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/**
|
|
* 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 need_pmap, bool need_mask, 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);
|
|
int *BKE_sculpt_face_sets_ensure(Object *ob);
|
|
/**
|
|
* Create the attribute used to store face visibility and retrieve its data.
|
|
* Note that changes to the face visibility have to be propagated to other domains
|
|
* (see #SCULPT_visibility_sync_all_from_faces).
|
|
*/
|
|
bool *BKE_sculpt_hide_poly_ensure(Mesh *mesh);
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
int BKE_sculpt_mask_layers_ensure(Depsgraph *depsgraph,
|
|
Main *bmain,
|
|
Object *ob,
|
|
MultiresModifierData *mmd);
|
|
void BKE_sculpt_toolsettings_data_ensure(Scene *scene);
|
|
|
|
PBVH *BKE_sculpt_object_pbvh_ensure(Depsgraph *depsgraph, Object *ob);
|
|
|
|
void BKE_sculpt_bvh_update_from_ccg(PBVH *pbvh, SubdivCCG *subdiv_ccg);
|
|
|
|
void BKE_sculpt_ensure_orig_mesh_data(Scene *scene, Object *object);
|
|
void BKE_sculpt_sync_face_visibility_to_grids(Mesh *mesh, SubdivCCG *subdiv_ccg);
|
|
|
|
/**
|
|
* 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 Object *ob, const RegionView3D *rv3d);
|
|
|
|
enum {
|
|
SCULPT_MASK_LAYER_CALC_VERT = (1 << 0),
|
|
SCULPT_MASK_LAYER_CALC_LOOP = (1 << 1),
|
|
};
|
|
|
|
/* paint_vertex.cc */
|
|
|
|
/**
|
|
* Fills the object's active color attribute layer with the fill color.
|
|
*
|
|
* \param[in] ob: The object.
|
|
* \param[in] fill_color: The fill color.
|
|
* \param[in] only_selected: Limit the fill to selected faces or vertices.
|
|
*
|
|
* \return #true if successful.
|
|
*/
|
|
bool BKE_object_attributes_active_color_fill(Object *ob,
|
|
const float fill_color[4],
|
|
bool only_selected);
|
|
|
|
/** C accessor for #Object::sculpt::pbvh. */
|
|
PBVH *BKE_object_sculpt_pbvh_get(Object *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();
|