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authorPablo Dobarro <pablodp606@gmail.com>2020-03-19 22:44:48 +0300
committerPablo Dobarro <pablodp606@gmail.com>2020-03-26 17:44:50 +0300
commit83947ea2537086d0ebb233414447dea2a9d1404c (patch)
treef9efb0553017d61a5ad54fe894b705b071861f88 /source/blender/editors
parentc286fa309ef3939b8e0cf93515c4b9245edcf681 (diff)
Fix T74761: Reimplement vertex to face sets visibility sync
This fixes multiple issues: - Adds tag to update shading when changing vertex visibiliyt. This makes the mesh visibility update when the operator ends. - Sync vertex to face sets no longer requires the pmap, so it does not crash. (Maybe we can initialize the pmap on undo to avoid these problems in the future). - Sync vertex to face sets now works in a coherent way with the rest of visibility operations. Hide Box and Hide mask now sync the visibility changes to the face sets, so the all the operations are now getting a correct visibility state. Reviewed By: brecht Maniphest Tasks: T74761 Differential Revision: https://developer.blender.org/D7187
Diffstat (limited to 'source/blender/editors')
-rw-r--r--source/blender/editors/sculpt_paint/paint_hide.c3
-rw-r--r--source/blender/editors/sculpt_paint/sculpt.c19
2 files changed, 20 insertions, 2 deletions
diff --git a/source/blender/editors/sculpt_paint/paint_hide.c b/source/blender/editors/sculpt_paint/paint_hide.c
index ce5a80585b0..69ca86efa9d 100644
--- a/source/blender/editors/sculpt_paint/paint_hide.c
+++ b/source/blender/editors/sculpt_paint/paint_hide.c
@@ -403,6 +403,9 @@ static int hide_show_exec(bContext *C, wmOperator *op)
BKE_mesh_flush_hidden_from_verts(me);
}
+ SCULPT_visibility_sync_all_vertex_to_face_sets(ob->sculpt);
+
+ DEG_id_tag_update(&ob->id, ID_RECALC_SHADING);
ED_region_tag_redraw(region);
return OPERATOR_FINISHED;
diff --git a/source/blender/editors/sculpt_paint/sculpt.c b/source/blender/editors/sculpt_paint/sculpt.c
index 1777d63e330..c3ea3671195 100644
--- a/source/blender/editors/sculpt_paint/sculpt.c
+++ b/source/blender/editors/sculpt_paint/sculpt.c
@@ -435,8 +435,23 @@ static void sculpt_visibility_sync_vertex_to_face_sets(SculptSession *ss, int in
void SCULPT_visibility_sync_all_vertex_to_face_sets(SculptSession *ss)
{
- for (int i = 0; i < ss->totvert; i++) {
- sculpt_visibility_sync_vertex_to_face_sets(ss, i);
+ if (BKE_pbvh_type(ss->pbvh) == PBVH_FACES) {
+ for (int i = 0; i < ss->totpoly; i++) {
+ MPoly *poly = &ss->mpoly[i];
+ bool poly_visible = true;
+ for (int l = 0; l < poly->totloop; l++) {
+ MLoop *loop = &ss->mloop[poly->loopstart + l];
+ if (!SCULPT_vertex_visible_get(ss, (int)loop->v)) {
+ poly_visible = false;
+ }
+ }
+ if (poly_visible) {
+ ss->face_sets[i] = abs(ss->face_sets[i]);
+ }
+ else {
+ ss->face_sets[i] = -abs(ss->face_sets[i]);
+ }
+ }
}
}