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authorJacques Lucke <jacques@blender.org>2022-05-04 10:51:32 +0300
committerJacques Lucke <jacques@blender.org>2022-05-04 10:51:32 +0300
commit7dc94155f62025248e8c111efa8bf0561b3bb492 (patch)
treea940d5e0588ef93afc336cbda8a6c44bfe019e6c /source/blender/editors/sculpt_paint/curves_sculpt_brush.cc
parentaa21087d5655deccb6e5ff05c13b30ab9ecec69c (diff)
Curves: support symmetry in curves sculpting brushes
This adds support for X/Y/Z symmetry for all brushes in curves sculpt mode. In theory this can be extended to support radial symmetry, but that's not part of this patch. It works by essentially applying a brush stroke multiple with different transforms. This is similiar to how symmetry works in mesh sculpt mode, but is quite different from how it worked in the old hair system (there it tried to find matching hair strands on both sides of the surface; if none was found, symmetry did not work). Differential Revision: https://developer.blender.org/D14795
Diffstat (limited to 'source/blender/editors/sculpt_paint/curves_sculpt_brush.cc')
-rw-r--r--source/blender/editors/sculpt_paint/curves_sculpt_brush.cc263
1 files changed, 263 insertions, 0 deletions
diff --git a/source/blender/editors/sculpt_paint/curves_sculpt_brush.cc b/source/blender/editors/sculpt_paint/curves_sculpt_brush.cc
new file mode 100644
index 00000000000..89470772e1c
--- /dev/null
+++ b/source/blender/editors/sculpt_paint/curves_sculpt_brush.cc
@@ -0,0 +1,263 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include <algorithm>
+
+#include "curves_sculpt_intern.hh"
+
+#include "BKE_bvhutils.h"
+#include "BKE_context.h"
+#include "BKE_curves.hh"
+
+#include "ED_view3d.h"
+
+#include "UI_interface.h"
+
+#include "BLI_enumerable_thread_specific.hh"
+#include "BLI_task.hh"
+
+/**
+ * The code below uses a prefix naming convention to indicate the coordinate space:
+ * cu: Local space of the curves object that is being edited.
+ * su: Local space of the surface object.
+ * wo: World space.
+ * re: 2D coordinates within the region.
+ */
+
+namespace blender::ed::sculpt_paint {
+
+struct BrushPositionCandidate {
+ /** 3D position of the brush. */
+ float3 position_cu;
+ /** Squared distance from the mouse position in screen space. */
+ float distance_sq_re = FLT_MAX;
+ /** Measure for how far away the candidate is from the camera. */
+ float depth_sq_cu = FLT_MAX;
+};
+
+/**
+ * Determine the 3D position of a brush based on curve segments under a screen position.
+ */
+static std::optional<float3> find_curves_brush_position(const CurvesGeometry &curves,
+ const float3 &ray_start_cu,
+ const float3 &ray_end_cu,
+ const float brush_radius_re,
+ ARegion &region,
+ RegionView3D &rv3d,
+ Object &object)
+{
+ /* This value might have to be adjusted based on user feedback. */
+ const float brush_inner_radius_re = std::min<float>(brush_radius_re, (float)UI_UNIT_X / 3.0f);
+ const float brush_inner_radius_sq_re = pow2f(brush_inner_radius_re);
+
+ float4x4 projection;
+ ED_view3d_ob_project_mat_get(&rv3d, &object, projection.values);
+
+ float2 brush_pos_re;
+ ED_view3d_project_float_v2_m4(&region, ray_start_cu, brush_pos_re, projection.values);
+
+ const float max_depth_sq_cu = math::distance_squared(ray_start_cu, ray_end_cu);
+
+ /* Contains the logic that checks if `b` is a better candidate than `a`. */
+ auto is_better_candidate = [&](const BrushPositionCandidate &a,
+ const BrushPositionCandidate &b) {
+ if (b.distance_sq_re <= brush_inner_radius_sq_re) {
+ if (a.distance_sq_re > brush_inner_radius_sq_re) {
+ /* New candidate is in inner radius while old one is not. */
+ return true;
+ }
+ if (b.depth_sq_cu < a.depth_sq_cu) {
+ /* Both candidates are in inner radius, but new one is closer to the camera. */
+ return true;
+ }
+ }
+ else if (b.distance_sq_re < a.distance_sq_re) {
+ /* Both candidates are outside of inner radius, but new on is closer to the brush center. */
+ return true;
+ }
+ return false;
+ };
+
+ auto update_if_better = [&](BrushPositionCandidate &a, const BrushPositionCandidate &b) {
+ if (is_better_candidate(a, b)) {
+ a = b;
+ }
+ };
+
+ const Span<float3> positions = curves.positions();
+
+ BrushPositionCandidate best_candidate = threading::parallel_reduce(
+ curves.curves_range(),
+ 128,
+ BrushPositionCandidate(),
+ [&](IndexRange curves_range, const BrushPositionCandidate &init) {
+ BrushPositionCandidate best_candidate = init;
+
+ for (const int curve_i : curves_range) {
+ const IndexRange points = curves.points_for_curve(curve_i);
+ const int tot_segments = points.size() - 1;
+
+ for (const int segment_i : IndexRange(tot_segments)) {
+ const float3 &p1_cu = positions[points[segment_i]];
+ const float3 &p2_cu = positions[points[segment_i] + 1];
+
+ float2 p1_re, p2_re;
+ ED_view3d_project_float_v2_m4(&region, p1_cu, p1_re, projection.values);
+ ED_view3d_project_float_v2_m4(&region, p2_cu, p2_re, projection.values);
+
+ float2 closest_re;
+ const float lambda = closest_to_line_segment_v2(
+ closest_re, brush_pos_re, p1_re, p2_re);
+
+ const float3 closest_cu = math::interpolate(p1_cu, p2_cu, lambda);
+ const float depth_sq_cu = math::distance_squared(ray_start_cu, closest_cu);
+ if (depth_sq_cu > max_depth_sq_cu) {
+ continue;
+ }
+
+ const float distance_sq_re = math::distance_squared(brush_pos_re, closest_re);
+
+ float3 brush_position_cu;
+ closest_to_line_segment_v3(brush_position_cu, closest_cu, ray_start_cu, ray_end_cu);
+
+ BrushPositionCandidate candidate;
+ candidate.position_cu = brush_position_cu;
+ candidate.depth_sq_cu = depth_sq_cu;
+ candidate.distance_sq_re = distance_sq_re;
+
+ update_if_better(best_candidate, candidate);
+ }
+ }
+ return best_candidate;
+ },
+ [&](const BrushPositionCandidate &a, const BrushPositionCandidate &b) {
+ return is_better_candidate(a, b) ? b : a;
+ });
+
+ if (best_candidate.distance_sq_re == FLT_MAX) {
+ /* Nothing found. */
+ return std::nullopt;
+ }
+
+ return best_candidate.position_cu;
+}
+
+std::optional<CurvesBrush3D> sample_curves_3d_brush(bContext &C,
+ Object &curves_object,
+ const float2 &brush_pos_re,
+ const float brush_radius_re)
+{
+ Depsgraph *depsgraph = CTX_data_depsgraph_pointer(&C);
+ ARegion *region = CTX_wm_region(&C);
+ View3D *v3d = CTX_wm_view3d(&C);
+ RegionView3D *rv3d = CTX_wm_region_view3d(&C);
+
+ Curves &curves_id = *static_cast<Curves *>(curves_object.data);
+ CurvesGeometry &curves = CurvesGeometry::wrap(curves_id.geometry);
+ Object *surface_object = curves_id.surface;
+
+ float3 center_ray_start_wo, center_ray_end_wo;
+ ED_view3d_win_to_segment_clipped(
+ depsgraph, region, v3d, brush_pos_re, center_ray_start_wo, center_ray_end_wo, true);
+
+ /* Shorten ray when the surface object is hit. */
+ if (surface_object != nullptr) {
+ const float4x4 surface_to_world_mat = surface_object->obmat;
+ const float4x4 world_to_surface_mat = surface_to_world_mat.inverted();
+
+ Mesh &surface = *static_cast<Mesh *>(surface_object->data);
+ BVHTreeFromMesh surface_bvh;
+ BKE_bvhtree_from_mesh_get(&surface_bvh, &surface, BVHTREE_FROM_LOOPTRI, 2);
+ BLI_SCOPED_DEFER([&]() { free_bvhtree_from_mesh(&surface_bvh); });
+
+ const float3 center_ray_start_su = world_to_surface_mat * center_ray_start_wo;
+ float3 center_ray_end_su = world_to_surface_mat * center_ray_end_wo;
+ const float3 center_ray_direction_su = math::normalize(center_ray_end_su -
+ center_ray_start_su);
+
+ BVHTreeRayHit center_ray_hit;
+ center_ray_hit.dist = FLT_MAX;
+ center_ray_hit.index = -1;
+ BLI_bvhtree_ray_cast(surface_bvh.tree,
+ center_ray_start_su,
+ center_ray_direction_su,
+ 0.0f,
+ &center_ray_hit,
+ surface_bvh.raycast_callback,
+ &surface_bvh);
+ if (center_ray_hit.index >= 0) {
+ const float3 hit_position_su = center_ray_hit.co;
+ if (math::distance(center_ray_start_su, center_ray_end_su) >
+ math::distance(center_ray_start_su, hit_position_su)) {
+ center_ray_end_su = hit_position_su;
+ center_ray_end_wo = surface_to_world_mat * center_ray_end_su;
+ }
+ }
+ }
+
+ const float4x4 curves_to_world_mat = curves_object.obmat;
+ const float4x4 world_to_curves_mat = curves_to_world_mat.inverted();
+
+ const float3 center_ray_start_cu = world_to_curves_mat * center_ray_start_wo;
+ const float3 center_ray_end_cu = world_to_curves_mat * center_ray_end_wo;
+
+ const std::optional<float3> brush_position_optional_cu = find_curves_brush_position(
+ curves,
+ center_ray_start_cu,
+ center_ray_end_cu,
+ brush_radius_re,
+ *region,
+ *rv3d,
+ curves_object);
+ if (!brush_position_optional_cu.has_value()) {
+ /* Nothing found. */
+ return std::nullopt;
+ }
+ const float3 brush_position_cu = *brush_position_optional_cu;
+
+ /* Determine the 3D brush radius. */
+ float3 radius_ray_start_wo, radius_ray_end_wo;
+ ED_view3d_win_to_segment_clipped(depsgraph,
+ region,
+ v3d,
+ brush_pos_re + float2(brush_radius_re, 0.0f),
+ radius_ray_start_wo,
+ radius_ray_end_wo,
+ true);
+ const float3 radius_ray_start_cu = world_to_curves_mat * radius_ray_start_wo;
+ const float3 radius_ray_end_cu = world_to_curves_mat * radius_ray_end_wo;
+
+ CurvesBrush3D brush_3d;
+ brush_3d.position_cu = brush_position_cu;
+ brush_3d.radius_cu = dist_to_line_v3(brush_position_cu, radius_ray_start_cu, radius_ray_end_cu);
+ return brush_3d;
+}
+
+Vector<float4x4> get_symmetry_brush_transforms(const eCurvesSymmetryType symmetry)
+{
+ Vector<float4x4> matrices;
+
+ auto symmetry_to_factors = [&](const eCurvesSymmetryType type) -> Span<float> {
+ if (symmetry & type) {
+ static std::array<float, 2> values = {1.0f, -1.0f};
+ return values;
+ }
+ static std::array<float, 1> values = {1.0f};
+ return values;
+ };
+
+ for (const float x : symmetry_to_factors(CURVES_SYMMETRY_X)) {
+ for (const float y : symmetry_to_factors(CURVES_SYMMETRY_Y)) {
+ for (const float z : symmetry_to_factors(CURVES_SYMMETRY_Z)) {
+ float4x4 matrix = float4x4::identity();
+ matrix.values[0][0] = x;
+ matrix.values[1][1] = y;
+ matrix.values[2][2] = z;
+ matrices.append(matrix);
+ }
+ }
+ }
+
+ return matrices;
+}
+
+} // namespace blender::ed::sculpt_paint