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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-10-04 17:40:21 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-10-04 17:40:21 +0400
commitcdb8736f83d97a4e73a847be83df4fd50b771872 (patch)
tree8bfe44a31ad76beb84311ba9edddb36f4d17ee9a /source/blender/blenkernel
parent8cdeba8d67a4af89d57bec21b313817311e65883 (diff)
Fix #36930: dynamic topology sculpting with masks gave bad results:
* The mask was not subdivided properly on splitting edges, which gave interesting but definitely wrong fractal-like borders around masks. * Edge splitting was only done where the mask was < 50%, with the reasoning that you can't do a 50% topology update. But this gives an ugly border in the mesh. The mask should already make the brush move the vertices only 50%, which means that topology updates will also happen less frequent, that should be enough.
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r--source/blender/blenkernel/intern/pbvh_bmesh.c28
1 files changed, 20 insertions, 8 deletions
diff --git a/source/blender/blenkernel/intern/pbvh_bmesh.c b/source/blender/blenkernel/intern/pbvh_bmesh.c
index 1410fca534c..98f2f7bcf24 100644
--- a/source/blender/blenkernel/intern/pbvh_bmesh.c
+++ b/source/blender/blenkernel/intern/pbvh_bmesh.c
@@ -512,10 +512,10 @@ static int edge_queue_tri_in_sphere(const EdgeQueue *q, BMFace *f)
return ((len_squared_v3v3(q->center, c) <= q->radius_squared));
}
-/* Return true if the vertex mask is less than 0.5, false otherwise */
-static bool check_mask_half(EdgeQueueContext *eq_ctx, BMVert *v)
+/* Return true if the vertex mask is less than 1.0, false otherwise */
+static bool check_mask(EdgeQueueContext *eq_ctx, BMVert *v)
{
- return (BM_ELEM_CD_GET_FLOAT(v, eq_ctx->cd_vert_mask_offset) < 0.5f);
+ return (BM_ELEM_CD_GET_FLOAT(v, eq_ctx->cd_vert_mask_offset) < 1.0f);
}
static void edge_queue_insert(EdgeQueueContext *eq_ctx, BMEdge *e,
@@ -523,11 +523,13 @@ static void edge_queue_insert(EdgeQueueContext *eq_ctx, BMEdge *e,
{
BMVert **pair;
- /* Don't let topology update affect masked vertices. Unlike with
- * displacements, can't do 50% topology update, so instead set
- * (arbitrary) cutoff: if both vertices' masks are less than 50%,
- * topology update can happen. */
- if (check_mask_half(eq_ctx, e->v1) && check_mask_half(eq_ctx, e->v2)) {
+ /* Don't let topology update affect fully masked vertices. This used to
+ * have a 50% mask cutoff, with the reasoning that you can't do a 50%
+ * topology update. But this gives an ugly border in the mesh. The mask
+ * should already make the brush move the vertices only 50%, which means
+ * that topology updates will also happen less frequent, that should be
+ * enough. */
+ if (check_mask(eq_ctx, e->v1) || check_mask(eq_ctx, e->v2)) {
pair = BLI_mempool_alloc(eq_ctx->pool);
pair[0] = e->v1;
pair[1] = e->v2;
@@ -674,6 +676,7 @@ static void pbvh_bmesh_split_edge(EdgeQueueContext *eq_ctx, PBVH *bvh,
BMVert *v_new;
float mid[3];
int i, node_index;
+ const int cd_vert_mask_offset = CustomData_get_offset(&bvh->bm->vdata, CD_PAINT_MASK);
/* Get all faces adjacent to the edge */
pbvh_bmesh_edge_loops(edge_loops, e);
@@ -685,6 +688,15 @@ static void pbvh_bmesh_split_edge(EdgeQueueContext *eq_ctx, PBVH *bvh,
e->v1));
v_new = pbvh_bmesh_vert_create(bvh, node_index, mid, e->v1);
+ /* update paint mask */
+ if (cd_vert_mask_offset != -1) {
+ float mask_v1 = BM_ELEM_CD_GET_FLOAT(e->v1, cd_vert_mask_offset);
+ float mask_v2 = BM_ELEM_CD_GET_FLOAT(e->v2, cd_vert_mask_offset);
+ float mask_v_new = 0.5f*(mask_v1 + mask_v2);
+
+ BM_ELEM_CD_SET_FLOAT(v_new, cd_vert_mask_offset, mask_v_new);
+ }
+
/* For each face, add two new triangles and delete the original */
for (i = 0; i < edge_loops->count; i++) {
BMLoop *l_adj = BLI_buffer_at(edge_loops, BMLoop *, i);