Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorPablo Dobarro <pablodp606@gmail.com>2020-03-01 21:53:40 +0300
committerPablo Dobarro <pablodp606@gmail.com>2020-03-01 21:54:31 +0300
commitfc7fdc5c4ed69809bcecc5762957aa42375ca6a2 (patch)
tree6cdc47c6d6f2a5cf96aa13d1b426b14bd0903558 /source/blender/editors/sculpt_paint/sculpt_pose.c
parent233158b555156f89cd39d8ea0d42dd24d10956c7 (diff)
Cleanup: Move pose brush to its own file
Reviewed By: brecht Differential Revision: https://developer.blender.org/D6973
Diffstat (limited to 'source/blender/editors/sculpt_paint/sculpt_pose.c')
-rw-r--r--source/blender/editors/sculpt_paint/sculpt_pose.c688
1 files changed, 688 insertions, 0 deletions
diff --git a/source/blender/editors/sculpt_paint/sculpt_pose.c b/source/blender/editors/sculpt_paint/sculpt_pose.c
new file mode 100644
index 00000000000..c596a8d0135
--- /dev/null
+++ b/source/blender/editors/sculpt_paint/sculpt_pose.c
@@ -0,0 +1,688 @@
+/*
+ * 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_math.h"
+#include "BLI_blenlib.h"
+#include "BLI_task.h"
+
+#include "DNA_mesh_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_object_types.h"
+#include "DNA_brush_types.h"
+
+#include "BKE_brush.h"
+#include "BKE_ccg.h"
+#include "BKE_colortools.h"
+#include "BKE_context.h"
+#include "BKE_mesh.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 "paint_intern.h"
+#include "sculpt_intern.h"
+
+#include "bmesh.h"
+
+#include <math.h>
+#include <stdlib.h>
+
+static void pose_solve_ik_chain(SculptPoseIKChain *ik_chain,
+ const float initial_target[3],
+ const bool use_anchor)
+{
+ SculptPoseIKChainSegment *segments = ik_chain->segments;
+ int tot_segments = ik_chain->tot_segments;
+
+ float target[3];
+
+ /* Set the initial target. */
+ copy_v3_v3(target, initial_target);
+
+ /* Solve the positions and rotations of all segments in the chain. */
+ for (int i = 0; i < tot_segments; i++) {
+ float initial_orientation[3];
+ float current_orientation[3];
+ float current_head_position[3];
+ float current_origin_position[3];
+
+ /* Calculate the rotation to orientate the segment to the target from its initial state. */
+ sub_v3_v3v3(current_orientation, target, segments[i].orig);
+ normalize_v3(current_orientation);
+ sub_v3_v3v3(initial_orientation, segments[i].initial_head, segments[i].initial_orig);
+ normalize_v3(initial_orientation);
+ rotation_between_vecs_to_quat(segments[i].rot, initial_orientation, current_orientation);
+
+ /* Rotate the segment by calculating a new head position. */
+ madd_v3_v3v3fl(current_head_position, segments[i].orig, current_orientation, segments[i].len);
+
+ /* Move the origin of the segment towards the target. */
+ sub_v3_v3v3(current_origin_position, target, current_head_position);
+
+ /* Store the new head and origin positions to the segment. */
+ copy_v3_v3(segments[i].head, current_head_position);
+ add_v3_v3(segments[i].orig, current_origin_position);
+
+ /* Use the origin of this segment as target for the next segment in the chain. */
+ copy_v3_v3(target, segments[i].orig);
+ }
+
+ /* Move back the whole chain to preserve the anchor point. */
+ if (use_anchor) {
+ float anchor_diff[3];
+ sub_v3_v3v3(
+ anchor_diff, segments[tot_segments - 1].initial_orig, segments[tot_segments - 1].orig);
+
+ for (int i = 0; i < tot_segments; i++) {
+ add_v3_v3(segments[i].orig, anchor_diff);
+ add_v3_v3(segments[i].head, anchor_diff);
+ }
+ }
+}
+
+static void pose_solve_roll_chain(SculptPoseIKChain *ik_chain,
+ const Brush *brush,
+ const float roll)
+{
+ SculptPoseIKChainSegment *segments = ik_chain->segments;
+ int tot_segments = ik_chain->tot_segments;
+
+ for (int i = 0; i < tot_segments; i++) {
+ float initial_orientation[3];
+ float initial_rotation[4];
+ float current_rotation[4];
+
+ sub_v3_v3v3(initial_orientation, segments[i].initial_head, segments[i].initial_orig);
+ normalize_v3(initial_orientation);
+
+ /* Calculate the current roll angle using the brush curve. */
+ float current_roll = roll * BKE_brush_curve_strength(brush, i, tot_segments);
+
+ axis_angle_normalized_to_quat(initial_rotation, initial_orientation, 0.0f);
+ axis_angle_normalized_to_quat(current_rotation, initial_orientation, current_roll);
+
+ /* Store the difference of the rotations in the segment rotation. */
+ rotation_between_quats_to_quat(segments[i].rot, current_rotation, initial_rotation);
+ }
+}
+
+static void do_pose_brush_task_cb_ex(void *__restrict userdata,
+ const int n,
+ const TaskParallelTLS *__restrict UNUSED(tls))
+{
+ SculptThreadedTaskData *data = userdata;
+ SculptSession *ss = data->ob->sculpt;
+ SculptPoseIKChain *ik_chain = ss->cache->pose_ik_chain;
+ SculptPoseIKChainSegment *segments = ik_chain->segments;
+
+ PBVHVertexIter vd;
+ float disp[3], new_co[3];
+ float final_pos[3];
+
+ SculptOrigVertData orig_data;
+ SCULPT_orig_vert_data_init(&orig_data, data->ob, data->nodes[n]);
+
+ BKE_pbvh_vertex_iter_begin(ss->pbvh, data->nodes[n], vd, PBVH_ITER_UNIQUE)
+ {
+ SCULPT_orig_vert_data_update(&orig_data, &vd);
+
+ float total_disp[3];
+ zero_v3(total_disp);
+
+ ePaintSymmetryAreas symm_area = SCULPT_get_vertex_symm_area(orig_data.co);
+
+ /* Calculate the displacement of each vertex for all the segments in the chain. */
+ for (int ik = 0; ik < ik_chain->tot_segments; ik++) {
+ copy_v3_v3(new_co, orig_data.co);
+
+ /* Get the transform matrix for the vertex symmetry area to calculate a displacement in the
+ * vertex. */
+ mul_m4_v3(segments[ik].pivot_mat_inv[(int)symm_area], new_co);
+ mul_m4_v3(segments[ik].trans_mat[(int)symm_area], new_co);
+ mul_m4_v3(segments[ik].pivot_mat[(int)symm_area], new_co);
+
+ /* Apply the segment weight of the vertex to the displacement. */
+ sub_v3_v3v3(disp, new_co, orig_data.co);
+ mul_v3_fl(disp, segments[ik].weights[vd.index]);
+
+ /* Apply the vertex mask to the displacement. */
+ float mask = vd.mask ? *vd.mask : 0.0f;
+ mul_v3_fl(disp, 1.0f - mask);
+
+ /* Accumulate the displacement. */
+ add_v3_v3(total_disp, disp);
+ }
+
+ /* Apply the accumulated displacement to the vertex. */
+ add_v3_v3v3(final_pos, orig_data.co, total_disp);
+ copy_v3_v3(vd.co, final_pos);
+
+ if (vd.mvert) {
+ vd.mvert->flag |= ME_VERT_PBVH_UPDATE;
+ }
+ }
+ BKE_pbvh_vertex_iter_end;
+}
+
+typedef struct PoseGrowFactorTLSData {
+ float pos_avg[3];
+ int pos_count;
+} PoseGrowFactorTLSData;
+
+static void pose_brush_grow_factor_task_cb_ex(void *__restrict userdata,
+ const int n,
+ const TaskParallelTLS *__restrict tls)
+{
+ SculptThreadedTaskData *data = userdata;
+ PoseGrowFactorTLSData *gftd = tls->userdata_chunk;
+ SculptSession *ss = data->ob->sculpt;
+ const char symm = data->sd->paint.symmetry_flags & PAINT_SYMM_AXIS_ALL;
+ PBVHVertexIter vd;
+ BKE_pbvh_vertex_iter_begin(ss->pbvh, data->nodes[n], vd, PBVH_ITER_UNIQUE)
+ {
+ SculptVertexNeighborIter ni;
+ float max = 0.0f;
+
+ /* Grow the factor. */
+ sculpt_vertex_neighbors_iter_begin(ss, vd.index, ni)
+ {
+ float vmask_f = data->prev_mask[ni.index];
+ max = MAX2(vmask_f, max);
+ }
+ sculpt_vertex_neighbors_iter_end(ni);
+
+ /* Keep the count of the vertices that where added to the factors in this grow iteration. */
+ if (max > data->prev_mask[vd.index]) {
+ data->pose_factor[vd.index] = max;
+ if (SCULPT_check_vertex_pivot_symmetry(vd.co, data->pose_initial_co, symm)) {
+ add_v3_v3(gftd->pos_avg, vd.co);
+ gftd->pos_count++;
+ }
+ }
+ }
+
+ BKE_pbvh_vertex_iter_end;
+}
+
+static void pose_brush_grow_factor_reduce(const void *__restrict UNUSED(userdata),
+ void *__restrict chunk_join,
+ void *__restrict chunk)
+{
+ PoseGrowFactorTLSData *join = chunk_join;
+ PoseGrowFactorTLSData *gftd = chunk;
+ add_v3_v3(join->pos_avg, gftd->pos_avg);
+ join->pos_count += gftd->pos_count;
+}
+
+/* Grow the factor until its boundary is near to the offset pose origin or outside the target
+ * distance. */
+static void sculpt_pose_grow_pose_factor(Sculpt *sd,
+ Object *ob,
+ SculptSession *ss,
+ float pose_origin[3],
+ float pose_target[3],
+ float max_len,
+ float *r_pose_origin,
+ float *pose_factor)
+{
+ PBVHNode **nodes;
+ PBVH *pbvh = ob->sculpt->pbvh;
+ int totnode;
+
+ BKE_pbvh_search_gather(pbvh, NULL, NULL, &nodes, &totnode);
+ SculptThreadedTaskData data = {
+ .sd = sd,
+ .ob = ob,
+ .nodes = nodes,
+ .totnode = totnode,
+ .pose_factor = pose_factor,
+ };
+
+ data.pose_initial_co = pose_target;
+ PBVHParallelSettings settings;
+ PoseGrowFactorTLSData gftd;
+ gftd.pos_count = 0;
+ zero_v3(gftd.pos_avg);
+ BKE_pbvh_parallel_range_settings(&settings, (sd->flags & SCULPT_USE_OPENMP), totnode);
+ settings.func_reduce = pose_brush_grow_factor_reduce;
+ settings.userdata_chunk = &gftd;
+ settings.userdata_chunk_size = sizeof(PoseGrowFactorTLSData);
+
+ bool grow_next_iteration = true;
+ float prev_len = FLT_MAX;
+ data.prev_mask = MEM_mallocN(sculpt_vertex_count_get(ss) * sizeof(float), "prev mask");
+ while (grow_next_iteration) {
+ zero_v3(gftd.pos_avg);
+ gftd.pos_count = 0;
+ memcpy(data.prev_mask, pose_factor, sculpt_vertex_count_get(ss) * sizeof(float));
+ BKE_pbvh_parallel_range(0, totnode, &data, pose_brush_grow_factor_task_cb_ex, &settings);
+
+ if (gftd.pos_count != 0) {
+ mul_v3_fl(gftd.pos_avg, 1.0f / (float)gftd.pos_count);
+ if (pose_origin) {
+ /* Test with pose origin. Used when growing the factors to compensate the Origin Offset. */
+ /* Stop when the factor's avg_pos starts moving away from the origin instead of getting
+ * closer to it. */
+ float len = len_v3v3(gftd.pos_avg, pose_origin);
+ if (len < prev_len) {
+ prev_len = len;
+ grow_next_iteration = true;
+ }
+ else {
+ grow_next_iteration = false;
+ memcpy(pose_factor, data.prev_mask, sculpt_vertex_count_get(ss) * sizeof(float));
+ }
+ }
+ else {
+ /* Test with length. Used to calculate the origin positions of the IK chain. */
+ /* Stops when the factors have grown enough to generate a new segment origin. */
+ float len = len_v3v3(gftd.pos_avg, pose_target);
+ if (len < max_len) {
+ prev_len = len;
+ grow_next_iteration = true;
+ }
+ else {
+ grow_next_iteration = false;
+ if (r_pose_origin) {
+ copy_v3_v3(r_pose_origin, gftd.pos_avg);
+ }
+ memcpy(pose_factor, data.prev_mask, sculpt_vertex_count_get(ss) * sizeof(float));
+ }
+ }
+ }
+ else {
+ if (r_pose_origin) {
+ copy_v3_v3(r_pose_origin, pose_target);
+ }
+ grow_next_iteration = false;
+ }
+ }
+ MEM_freeN(data.prev_mask);
+
+ MEM_SAFE_FREE(nodes);
+}
+
+static bool sculpt_pose_brush_is_vertex_inside_brush_radius(const float vertex[3],
+ const float br_co[3],
+ float radius,
+ char symm)
+{
+ for (char i = 0; i <= symm; ++i) {
+ if (SCULPT_is_symmetry_iteration_valid(i, symm)) {
+ float location[3];
+ flip_v3_v3(location, br_co, (char)i);
+ if (len_v3v3(location, vertex) < radius) {
+ return true;
+ }
+ }
+ }
+ return false;
+}
+
+typedef struct PoseFloodFillData {
+ float pose_initial_co[3];
+ float radius;
+ int symm;
+
+ float *pose_factor;
+ float pose_origin[3];
+ int tot_co;
+} PoseFloodFillData;
+
+static bool pose_floodfill_cb(
+ SculptSession *ss, int UNUSED(from_v), int to_v, bool is_duplicate, void *userdata)
+{
+ PoseFloodFillData *data = userdata;
+
+ if (data->pose_factor) {
+ data->pose_factor[to_v] = 1.0f;
+ }
+
+ const float *co = sculpt_vertex_co_get(ss, to_v);
+ if (sculpt_pose_brush_is_vertex_inside_brush_radius(
+ co, data->pose_initial_co, data->radius, data->symm)) {
+ return true;
+ }
+ else if (SCULPT_check_vertex_pivot_symmetry(co, data->pose_initial_co, data->symm)) {
+ if (!is_duplicate) {
+ add_v3_v3(data->pose_origin, co);
+ data->tot_co++;
+ }
+ }
+
+ return false;
+}
+
+/* Public functions. */
+
+/* Calculate the pose origin and (Optionaly the pose factor) that is used when using the pose brush
+ *
+ * r_pose_origin must be a valid pointer. the r_pose_factor is optional. When set to NULL it won't
+ * be calculated. */
+void SCULPT_pose_calc_pose_data(Sculpt *sd,
+ Object *ob,
+ SculptSession *ss,
+ float initial_location[3],
+ float radius,
+ float pose_offset,
+ float *r_pose_origin,
+ float *r_pose_factor)
+{
+ sculpt_vertex_random_access_init(ss);
+
+ /* Calculate the pose rotation point based on the boundaries of the brush factor. */
+ SculptFloodFill flood;
+ SCULPT_floodfill_init(ss, &flood);
+ SCULPT_floodfill_add_active(sd, ob, ss, &flood, (r_pose_factor) ? radius : 0.0f);
+
+ PoseFloodFillData fdata = {
+ .radius = radius,
+ .symm = sd->paint.symmetry_flags & PAINT_SYMM_AXIS_ALL,
+ .pose_factor = r_pose_factor,
+ .tot_co = 0,
+ };
+ zero_v3(fdata.pose_origin);
+ copy_v3_v3(fdata.pose_initial_co, initial_location);
+ SCULPT_floodfill_execute(ss, &flood, pose_floodfill_cb, &fdata);
+ SCULPT_floodfill_free(&flood);
+
+ if (fdata.tot_co > 0) {
+ mul_v3_fl(fdata.pose_origin, 1.0f / (float)fdata.tot_co);
+ }
+
+ /* Offset the pose origin. */
+ float pose_d[3];
+ sub_v3_v3v3(pose_d, fdata.pose_origin, fdata.pose_initial_co);
+ normalize_v3(pose_d);
+ madd_v3_v3fl(fdata.pose_origin, pose_d, radius * pose_offset);
+ copy_v3_v3(r_pose_origin, fdata.pose_origin);
+
+ /* Do the initial grow of the factors to get the first segment of the chain with Origin Offset.
+ */
+ if (pose_offset != 0.0f && r_pose_factor) {
+ sculpt_pose_grow_pose_factor(
+ sd, ob, ss, fdata.pose_origin, fdata.pose_origin, 0, NULL, r_pose_factor);
+ }
+}
+
+static void pose_brush_init_task_cb_ex(void *__restrict userdata,
+ const int n,
+ const TaskParallelTLS *__restrict UNUSED(tls))
+{
+ SculptThreadedTaskData *data = userdata;
+ SculptSession *ss = data->ob->sculpt;
+ PBVHVertexIter vd;
+ BKE_pbvh_vertex_iter_begin(ss->pbvh, data->nodes[n], vd, PBVH_ITER_UNIQUE)
+ {
+ SculptVertexNeighborIter ni;
+ float avg = 0.0f;
+ int total = 0;
+ sculpt_vertex_neighbors_iter_begin(ss, vd.index, ni)
+ {
+ avg += data->pose_factor[ni.index];
+ total++;
+ }
+ sculpt_vertex_neighbors_iter_end(ni);
+
+ if (total > 0) {
+ data->pose_factor[vd.index] = avg / total;
+ }
+ }
+ BKE_pbvh_vertex_iter_end;
+}
+
+SculptPoseIKChain *SCULPT_pose_ik_chain_init(Sculpt *sd,
+ Object *ob,
+ SculptSession *ss,
+ Brush *br,
+ const float initial_location[3],
+ const float radius)
+{
+
+ const float chain_segment_len = radius * (1.0f + br->pose_offset);
+ float next_chain_segment_target[3];
+
+ int totvert = sculpt_vertex_count_get(ss);
+ int nearest_vertex_index = SCULPT_nearest_vertex_get(sd, ob, initial_location, FLT_MAX, true);
+
+ /* Init the buffers used to keep track of the changes in the pose factors as more segments are
+ * added to the IK chain. */
+
+ /* This stores the whole pose factors values as they grow through the mesh. */
+ float *pose_factor_grow = MEM_callocN(totvert * sizeof(float), "Pose Factor Grow");
+
+ /* This stores the previous status of the factors when growing a new iteration. */
+ float *pose_factor_grow_prev = MEM_callocN(totvert * sizeof(float),
+ "Pose Factor Grow Prev Iteration");
+
+ pose_factor_grow[nearest_vertex_index] = 1.0f;
+
+ /* Init the IK chain with empty weights. */
+ SculptPoseIKChain *ik_chain = MEM_callocN(sizeof(SculptPoseIKChain), "Pose IK Chain");
+ ik_chain->tot_segments = br->pose_ik_segments;
+ ik_chain->segments = MEM_callocN(ik_chain->tot_segments * sizeof(SculptPoseIKChainSegment),
+ "Pose IK Chain Segments");
+ for (int i = 0; i < br->pose_ik_segments; i++) {
+ ik_chain->segments[i].weights = MEM_callocN(totvert * sizeof(float), "Pose IK weights");
+ }
+
+ /* Calculate the first segment in the chain using the brush radius and the pose origin offset. */
+ copy_v3_v3(next_chain_segment_target, initial_location);
+ SCULPT_pose_calc_pose_data(sd,
+ ob,
+ ss,
+ next_chain_segment_target,
+ radius,
+ br->pose_offset,
+ ik_chain->segments[0].orig,
+ pose_factor_grow);
+
+ copy_v3_v3(next_chain_segment_target, ik_chain->segments[0].orig);
+
+ /* Init the weights of this segment and store the status of the pose factors to start calculating
+ * new segment origins. */
+ for (int j = 0; j < totvert; j++) {
+ ik_chain->segments[0].weights[j] = pose_factor_grow[j];
+ pose_factor_grow_prev[j] = pose_factor_grow[j];
+ }
+
+ /* Calculate the next segments in the chain growing the pose factors. */
+ for (int i = 1; i < ik_chain->tot_segments; i++) {
+
+ /* Grow the factors to get the new segment origin. */
+ sculpt_pose_grow_pose_factor(sd,
+ ob,
+ ss,
+ NULL,
+ next_chain_segment_target,
+ chain_segment_len,
+ ik_chain->segments[i].orig,
+ pose_factor_grow);
+ copy_v3_v3(next_chain_segment_target, ik_chain->segments[i].orig);
+
+ /* Create the weights for this segment from the difference between the previous grow factor
+ * iteration an the current iteration. */
+ for (int j = 0; j < totvert; j++) {
+ ik_chain->segments[i].weights[j] = pose_factor_grow[j] - pose_factor_grow_prev[j];
+ /* Store the current grow factor status for the next interation. */
+ pose_factor_grow_prev[j] = pose_factor_grow[j];
+ }
+ }
+
+ /* Init the origin/head pairs of all the segments from the calculated origins. */
+ float origin[3];
+ float head[3];
+ for (int i = 0; i < ik_chain->tot_segments; i++) {
+ if (i == 0) {
+ copy_v3_v3(head, initial_location);
+ copy_v3_v3(origin, ik_chain->segments[i].orig);
+ }
+ else {
+ copy_v3_v3(head, ik_chain->segments[i - 1].orig);
+ copy_v3_v3(origin, ik_chain->segments[i].orig);
+ }
+ copy_v3_v3(ik_chain->segments[i].orig, origin);
+ copy_v3_v3(ik_chain->segments[i].initial_orig, origin);
+ copy_v3_v3(ik_chain->segments[i].initial_head, head);
+ ik_chain->segments[i].len = len_v3v3(head, origin);
+ }
+
+ MEM_freeN(pose_factor_grow);
+ MEM_freeN(pose_factor_grow_prev);
+
+ return ik_chain;
+}
+
+void SCULPT_pose_brush_init(Sculpt *sd, Object *ob, SculptSession *ss, Brush *br)
+{
+ PBVHNode **nodes;
+ PBVH *pbvh = ob->sculpt->pbvh;
+ int totnode;
+
+ BKE_pbvh_search_gather(pbvh, NULL, NULL, &nodes, &totnode);
+
+ SculptThreadedTaskData data = {
+ .sd = sd,
+ .ob = ob,
+ .brush = br,
+ .nodes = nodes,
+ };
+
+ /* Init the IK chain that is going to be used to deform the vertices. */
+ ss->cache->pose_ik_chain = SCULPT_pose_ik_chain_init(
+ sd, ob, ss, br, ss->cache->true_location, ss->cache->radius);
+
+ /* Smooth the weights of each segment for cleaner deformation. */
+ for (int ik = 0; ik < ss->cache->pose_ik_chain->tot_segments; ik++) {
+ data.pose_factor = ss->cache->pose_ik_chain->segments[ik].weights;
+ for (int i = 0; i < br->pose_smooth_iterations; i++) {
+ PBVHParallelSettings settings;
+ BKE_pbvh_parallel_range_settings(&settings, (sd->flags & SCULPT_USE_OPENMP), totnode);
+ BKE_pbvh_parallel_range(0, totnode, &data, pose_brush_init_task_cb_ex, &settings);
+ }
+ }
+
+ MEM_SAFE_FREE(nodes);
+}
+
+/* Main Brush Function. */
+void SCULPT_do_pose_brush(Sculpt *sd, Object *ob, PBVHNode **nodes, int totnode)
+{
+ SculptSession *ss = ob->sculpt;
+ Brush *brush = BKE_paint_brush(&sd->paint);
+ float grab_delta[3];
+ float ik_target[3];
+ const ePaintSymmetryFlags symm = sd->paint.symmetry_flags & PAINT_SYMM_AXIS_ALL;
+
+ /* The pose brush applies all enabled symmetry axis in a single iteration, so the rest can be
+ * ignored. */
+ if (ss->cache->mirror_symmetry_pass != 0) {
+ return;
+ }
+
+ SculptPoseIKChain *ik_chain = ss->cache->pose_ik_chain;
+
+ /* Solve the positions and rotations of the IK chain. */
+ if (ss->cache->invert) {
+ /* Roll Mode. */
+ /* Calculate the maximum roll. 0.02 radians per pixel works fine. */
+ float roll = (ss->cache->initial_mouse[0] - ss->cache->mouse[0]) * ss->cache->bstrength *
+ 0.02f;
+ BKE_curvemapping_initialize(brush->curve);
+ pose_solve_roll_chain(ik_chain, brush, roll);
+ }
+ else {
+ /* IK follow target mode. */
+ /* Calculate the IK target. */
+
+ copy_v3_v3(grab_delta, ss->cache->grab_delta);
+ copy_v3_v3(ik_target, ss->cache->true_location);
+ add_v3_v3(ik_target, ss->cache->grab_delta);
+
+ /* Solve the IK positions. */
+ pose_solve_ik_chain(ik_chain, ik_target, brush->flag2 & BRUSH_POSE_IK_ANCHORED);
+ }
+
+ /* Flip the segment chain in all symmetry axis and calculate the transform matrices for each
+ * possible combination. */
+ /* This can be optimized by skipping the calculation of matrices where the symmetry is not
+ * enabled. */
+ for (int symm_it = 0; symm_it < PAINT_SYMM_AREAS; symm_it++) {
+ for (int i = 0; i < brush->pose_ik_segments; i++) {
+ float symm_rot[4];
+ float symm_orig[3];
+ float symm_initial_orig[3];
+
+ ePaintSymmetryAreas symm_area = symm_it;
+
+ copy_qt_qt(symm_rot, ik_chain->segments[i].rot);
+ copy_v3_v3(symm_orig, ik_chain->segments[i].orig);
+ copy_v3_v3(symm_initial_orig, ik_chain->segments[i].initial_orig);
+
+ /* Flip the origins and rotation quats of each segment. */
+ SCULPT_flip_quat_by_symm_area(symm_rot, symm, symm_area, ss->cache->orig_grab_location);
+ SCULPT_flip_v3_by_symm_area(symm_orig, symm, symm_area, ss->cache->orig_grab_location);
+ SCULPT_flip_v3_by_symm_area(
+ symm_initial_orig, symm, symm_area, ss->cache->orig_grab_location);
+
+ /* Create the transform matrix and store it in the segment. */
+ unit_m4(ik_chain->segments[i].pivot_mat[symm_it]);
+ quat_to_mat4(ik_chain->segments[i].trans_mat[symm_it], symm_rot);
+
+ translate_m4(ik_chain->segments[i].trans_mat[symm_it],
+ symm_orig[0] - symm_initial_orig[0],
+ symm_orig[1] - symm_initial_orig[1],
+ symm_orig[2] - symm_initial_orig[2]);
+ translate_m4(
+ ik_chain->segments[i].pivot_mat[symm_it], symm_orig[0], symm_orig[1], symm_orig[2]);
+ invert_m4_m4(ik_chain->segments[i].pivot_mat_inv[symm_it],
+ ik_chain->segments[i].pivot_mat[symm_it]);
+ }
+ }
+
+ SculptThreadedTaskData data = {
+ .sd = sd,
+ .ob = ob,
+ .brush = brush,
+ .nodes = nodes,
+ .grab_delta = grab_delta,
+ };
+
+ PBVHParallelSettings settings;
+ BKE_pbvh_parallel_range_settings(&settings, (sd->flags & SCULPT_USE_OPENMP), totnode);
+ BKE_pbvh_parallel_range(0, totnode, &data, do_pose_brush_task_cb_ex, &settings);
+}
+
+void SCULPT_pose_ik_chain_free(SculptPoseIKChain *ik_chain)
+{
+ for (int i = 0; i < ik_chain->tot_segments; i++) {
+ MEM_SAFE_FREE(ik_chain->segments[i].weights);
+ }
+ MEM_SAFE_FREE(ik_chain->segments);
+ MEM_SAFE_FREE(ik_chain);
+}