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authorPablo Dobarro <pablodp606@gmail.com>2021-03-02 01:37:48 +0300
committerPablo Dobarro <pablodp606@gmail.com>2021-03-02 18:53:56 +0300
commit82e7032477283a9bf2747ee607da7c5ba3eb8986 (patch)
tree743a44528168b9f2d688a96e72371831681e6c9e /source/blender/editors/sculpt_paint/sculpt_geodesic.c
parent7f3649874070de38131263317d02906d50279f93 (diff)
Sculpt: Expand Operator
Expand is a new operator for Sculpt Mode which is intended to be the main tool for masking, Face Set editing, interacting with the filters and pattern creation. The fundamentals of the tool are similar to the previous sculpt.mask_expand operator. It shares the same default shortcuts and functionality, making the previous operator obsolete. The shortcuts to execute the operator are: - Shift + A: Expand mask - Shift + Alt + A: Expand mask by normals - Shift + W: Expand Face Set - Shift + Alt + W: Resize current Face Set The main changes compared to the previous sculpt.mask_expand operator are: - Modal keymap, all operator options can be changed in real time while the operator is running. - Supports creating Mask, Face Sets and Sculpt Vertex Colors. - Much better code, new features can be easily integrated. Limitations: - All Mask operations are supported for Sculpt Vertex colors, but not exposed by default as their support is still experimental. - Dyntopo does not support any Face Set or Sculpt Vertex Colors. functionality (they are not implemented in general for Dyntopo). - Multires does not support any feature related to geodesic distances. - Multires does not support vertex colors. - Multires does not support recursions. - In Multires, Face Sets snaping does not initialize all current enabled Face Sets when toggling snapping. - In Multires, Face Sets are created at base mesh level (works by this by design, like any other tool). - Unlike the previous mask_expand operator, this one does not blur the mask by default after finishing Expand as that does not fit the new design. The mask can still be blurred by using the mask filter manually. Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D10455
Diffstat (limited to 'source/blender/editors/sculpt_paint/sculpt_geodesic.c')
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diff --git a/source/blender/editors/sculpt_paint/sculpt_geodesic.c b/source/blender/editors/sculpt_paint/sculpt_geodesic.c
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+++ b/source/blender/editors/sculpt_paint/sculpt_geodesic.c
@@ -0,0 +1,360 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2020 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup edsculpt
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_linklist_stack.h"
+#include "BLI_math.h"
+#include "BLI_task.h"
+
+#include "BLT_translation.h"
+
+#include "DNA_brush_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_object_types.h"
+
+#include "BKE_brush.h"
+#include "BKE_ccg.h"
+#include "BKE_colortools.h"
+#include "BKE_context.h"
+#include "BKE_image.h"
+#include "BKE_mesh.h"
+#include "BKE_mesh_mapping.h"
+#include "BKE_multires.h"
+#include "BKE_node.h"
+#include "BKE_object.h"
+#include "BKE_paint.h"
+#include "BKE_pbvh.h"
+#include "BKE_scene.h"
+#include "BKE_subdiv_ccg.h"
+
+#include "DEG_depsgraph.h"
+
+#include "WM_api.h"
+#include "WM_message.h"
+#include "WM_toolsystem.h"
+#include "WM_types.h"
+
+#include "RNA_access.h"
+#include "RNA_define.h"
+
+#include "ED_object.h"
+#include "ED_screen.h"
+#include "ED_sculpt.h"
+#include "ED_view3d.h"
+#include "paint_intern.h"
+#include "sculpt_intern.h"
+
+#include "IMB_colormanagement.h"
+#include "IMB_imbuf.h"
+
+#include "bmesh.h"
+
+#include <math.h>
+#include <stdlib.h>
+#define SCULPT_GEODESIC_VERTEX_NONE -1
+
+/* Propagate distance from v1 and v2 to v0. */
+static bool sculpt_geodesic_mesh_test_dist_add(
+ MVert *mvert, const int v0, const int v1, const int v2, float *dists, GSet *initial_vertices)
+{
+ if (BLI_gset_haskey(initial_vertices, POINTER_FROM_INT(v0))) {
+ return false;
+ }
+
+ BLI_assert(dists[v1] != FLT_MAX);
+ if (dists[v0] <= dists[v1]) {
+ return false;
+ }
+
+ float dist0;
+ if (v2 != SCULPT_GEODESIC_VERTEX_NONE) {
+ BLI_assert(dists[v2] != FLT_MAX);
+ if (dists[v0] <= dists[v2]) {
+ return false;
+ }
+ dist0 = geodesic_distance_propagate_across_triangle(
+ mvert[v0].co, mvert[v1].co, mvert[v2].co, dists[v1], dists[v2]);
+ }
+ else {
+ float vec[3];
+ sub_v3_v3v3(vec, mvert[v1].co, mvert[v0].co);
+ dist0 = dists[v1] + len_v3(vec);
+ }
+
+ if (dist0 < dists[v0]) {
+ dists[v0] = dist0;
+ return true;
+ }
+
+ return false;
+}
+
+static float *SCULPT_geodesic_mesh_create(Object *ob,
+ GSet *initial_vertices,
+ const float limit_radius)
+{
+ SculptSession *ss = ob->sculpt;
+ Mesh *mesh = BKE_object_get_original_mesh(ob);
+
+ const int totvert = mesh->totvert;
+ const int totedge = mesh->totedge;
+
+ const float limit_radius_sq = limit_radius * limit_radius;
+
+ MEdge *edges = mesh->medge;
+ MVert *verts = SCULPT_mesh_deformed_mverts_get(ss);
+
+ float *dists = MEM_malloc_arrayN(totvert, sizeof(float), "distances");
+ BLI_bitmap *edge_tag = BLI_BITMAP_NEW(totedge, "edge tag");
+
+ if (!ss->epmap) {
+ BKE_mesh_edge_poly_map_create(&ss->epmap,
+ &ss->epmap_mem,
+ mesh->medge,
+ mesh->totedge,
+ mesh->mpoly,
+ mesh->totpoly,
+ mesh->mloop,
+ mesh->totloop);
+ }
+ if (!ss->vemap) {
+ BKE_mesh_vert_edge_map_create(
+ &ss->vemap, &ss->vemap_mem, mesh->medge, mesh->totvert, mesh->totedge);
+ }
+
+ /* Both contain edge indices encoded as *void. */
+ BLI_LINKSTACK_DECLARE(queue, void *);
+ BLI_LINKSTACK_DECLARE(queue_next, void *);
+
+ BLI_LINKSTACK_INIT(queue);
+ BLI_LINKSTACK_INIT(queue_next);
+
+ for (int i = 0; i < totvert; i++) {
+ if (BLI_gset_haskey(initial_vertices, POINTER_FROM_INT(i))) {
+ dists[i] = 0.0f;
+ }
+ else {
+ dists[i] = FLT_MAX;
+ }
+ }
+
+ /* Masks vertices that are further than limit radius from an initial vertex. As there is no need
+ * to define a distance to them the algorithm can stop earlier by skipping them. */
+ BLI_bitmap *affected_vertex = BLI_BITMAP_NEW(totvert, "affected vertex");
+ GSetIterator gs_iter;
+
+ if (limit_radius == FLT_MAX) {
+ /* In this case, no need to loop through all initial vertices to check distances as they are
+ * all going to be affected. */
+ BLI_bitmap_set_all(affected_vertex, true, totvert);
+ }
+ else {
+ /* This is an O(n^2) loop used to limit the geodesic distance calculation to a radius. When
+ * this optimization is needed, it is expected for the tool to request the distance to a low
+ * number of vertices (usually just 1 or 2). */
+ GSET_ITER (gs_iter, initial_vertices) {
+ const int v = POINTER_AS_INT(BLI_gsetIterator_getKey(&gs_iter));
+ float *v_co = verts[v].co;
+ for (int i = 0; i < totvert; i++) {
+ if (len_squared_v3v3(v_co, verts[i].co) <= limit_radius_sq) {
+ BLI_BITMAP_ENABLE(affected_vertex, i);
+ }
+ }
+ }
+ }
+
+ /* Add edges adjacent to an initial vertex to the queue. */
+ for (int i = 0; i < totedge; i++) {
+ const int v1 = edges[i].v1;
+ const int v2 = edges[i].v2;
+ if (!BLI_BITMAP_TEST(affected_vertex, v1) && !BLI_BITMAP_TEST(affected_vertex, v2)) {
+ continue;
+ }
+ if (dists[v1] != FLT_MAX || dists[v2] != FLT_MAX) {
+ BLI_LINKSTACK_PUSH(queue, POINTER_FROM_INT(i));
+ }
+ }
+
+ do {
+ while (BLI_LINKSTACK_SIZE(queue)) {
+ const int e = POINTER_AS_INT(BLI_LINKSTACK_POP(queue));
+ int v1 = edges[e].v1;
+ int v2 = edges[e].v2;
+
+ if (dists[v1] == FLT_MAX || dists[v2] == FLT_MAX) {
+ if (dists[v1] > dists[v2]) {
+ SWAP(int, v1, v2);
+ }
+ sculpt_geodesic_mesh_test_dist_add(
+ verts, v2, v1, SCULPT_GEODESIC_VERTEX_NONE, dists, initial_vertices);
+ }
+
+ if (ss->epmap[e].count != 0) {
+ for (int poly_map_index = 0; poly_map_index < ss->epmap[e].count; poly_map_index++) {
+ const int poly = ss->epmap[e].indices[poly_map_index];
+ if (ss->face_sets[poly] <= 0) {
+ continue;
+ }
+ const MPoly *mpoly = &mesh->mpoly[poly];
+
+ for (int loop_index = 0; loop_index < mpoly->totloop; loop_index++) {
+ const MLoop *mloop = &mesh->mloop[loop_index + mpoly->loopstart];
+ const int v_other = mloop->v;
+ if (ELEM(v_other, v1, v2)) {
+ continue;
+ }
+ if (sculpt_geodesic_mesh_test_dist_add(
+ verts, v_other, v1, v2, dists, initial_vertices)) {
+ for (int edge_map_index = 0; edge_map_index < ss->vemap[v_other].count;
+ edge_map_index++) {
+ const int e_other = ss->vemap[v_other].indices[edge_map_index];
+ int ev_other;
+ if (edges[e_other].v1 == (uint)v_other) {
+ ev_other = edges[e_other].v2;
+ }
+ else {
+ ev_other = edges[e_other].v1;
+ }
+
+ if (e_other != e && !BLI_BITMAP_TEST(edge_tag, e_other) &&
+ (ss->epmap[e_other].count == 0 || dists[ev_other] != FLT_MAX)) {
+ if (BLI_BITMAP_TEST(affected_vertex, v_other) ||
+ BLI_BITMAP_TEST(affected_vertex, ev_other)) {
+ BLI_BITMAP_ENABLE(edge_tag, e_other);
+ BLI_LINKSTACK_PUSH(queue_next, POINTER_FROM_INT(e_other));
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ for (LinkNode *lnk = queue_next; lnk; lnk = lnk->next) {
+ const int e = POINTER_AS_INT(lnk->link);
+ BLI_BITMAP_DISABLE(edge_tag, e);
+ }
+
+ BLI_LINKSTACK_SWAP(queue, queue_next);
+
+ } while (BLI_LINKSTACK_SIZE(queue));
+
+ BLI_LINKSTACK_FREE(queue);
+ BLI_LINKSTACK_FREE(queue_next);
+ MEM_SAFE_FREE(edge_tag);
+ MEM_SAFE_FREE(affected_vertex);
+
+ return dists;
+}
+
+/* For sculpt mesh data that does not support a geodesic distances algorithm, fallback to the
+ * distance to each vertex. In this case, only one of the initial vertices will be used to
+ * calculate the distance. */
+static float *SCULPT_geodesic_fallback_create(Object *ob, GSet *initial_vertices)
+{
+
+ SculptSession *ss = ob->sculpt;
+ Mesh *mesh = BKE_object_get_original_mesh(ob);
+ const int totvert = mesh->totvert;
+ float *dists = MEM_malloc_arrayN(totvert, sizeof(float), "distances");
+ int first_affected = SCULPT_GEODESIC_VERTEX_NONE;
+ GSetIterator gs_iter;
+ GSET_ITER (gs_iter, initial_vertices) {
+ first_affected = POINTER_AS_INT(BLI_gsetIterator_getKey(&gs_iter));
+ break;
+ }
+
+ if (first_affected == SCULPT_GEODESIC_VERTEX_NONE) {
+ for (int i = 0; i < totvert; i++) {
+ dists[i] = FLT_MAX;
+ }
+ return dists;
+ }
+
+ const float *first_affected_co = SCULPT_vertex_co_get(ss, first_affected);
+ for (int i = 0; i < totvert; i++) {
+ dists[i] = len_v3v3(first_affected_co, SCULPT_vertex_co_get(ss, i));
+ }
+
+ return dists;
+}
+
+float *SCULPT_geodesic_distances_create(Object *ob,
+ GSet *initial_vertices,
+ const float limit_radius)
+{
+ SculptSession *ss = ob->sculpt;
+ switch (BKE_pbvh_type(ss->pbvh)) {
+ case PBVH_FACES:
+ return SCULPT_geodesic_mesh_create(ob, initial_vertices, limit_radius);
+ case PBVH_BMESH:
+ case PBVH_GRIDS:
+ return SCULPT_geodesic_fallback_create(ob, initial_vertices);
+ }
+ BLI_assert(false);
+ return NULL;
+}
+
+float *SCULPT_geodesic_from_vertex_and_symm(Sculpt *sd,
+ Object *ob,
+ const int vertex,
+ const float limit_radius)
+{
+ SculptSession *ss = ob->sculpt;
+ GSet *initial_vertices = BLI_gset_int_new("initial_vertices");
+
+ const char symm = SCULPT_mesh_symmetry_xyz_get(ob);
+ for (char i = 0; i <= symm; ++i) {
+ if (SCULPT_is_symmetry_iteration_valid(i, symm)) {
+ int v = -1;
+ if (i == 0) {
+ v = vertex;
+ }
+ else {
+ float location[3];
+ flip_v3_v3(location, SCULPT_vertex_co_get(ss, vertex), i);
+ v = SCULPT_nearest_vertex_get(sd, ob, location, FLT_MAX, false);
+ }
+ if (v != -1) {
+ BLI_gset_add(initial_vertices, POINTER_FROM_INT(v));
+ }
+ }
+ }
+
+ float *dists = SCULPT_geodesic_distances_create(ob, initial_vertices, limit_radius);
+ BLI_gset_free(initial_vertices, NULL);
+ return dists;
+}
+
+float *SCULPT_geodesic_from_vertex(Object *ob, const int vertex, const float limit_radius)
+{
+ GSet *initial_vertices = BLI_gset_int_new("initial_vertices");
+ BLI_gset_add(initial_vertices, POINTER_FROM_INT(vertex));
+ float *dists = SCULPT_geodesic_distances_create(ob, initial_vertices, limit_radius);
+ BLI_gset_free(initial_vertices, NULL);
+ return dists;
+}