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Diffstat (limited to 'source/blender/editors/sculpt_paint/sculpt.c')
-rw-r--r--source/blender/editors/sculpt_paint/sculpt.c214
1 files changed, 182 insertions, 32 deletions
diff --git a/source/blender/editors/sculpt_paint/sculpt.c b/source/blender/editors/sculpt_paint/sculpt.c
index ea2f38139a4..5aa913ad006 100644
--- a/source/blender/editors/sculpt_paint/sculpt.c
+++ b/source/blender/editors/sculpt_paint/sculpt.c
@@ -96,7 +96,18 @@
/* Do not use these functions while working with PBVH_GRIDS data in SculptSession */
-/* TODO: why is this kept, should it be removed? */
+static float *sculpt_vertex_co_get(SculptSession *ss, int index)
+{
+ switch (BKE_pbvh_type(ss->pbvh)) {
+ case PBVH_FACES:
+ return ss->mvert[index].co;
+ case PBVH_BMESH:
+ return BM_vert_at_index(BKE_pbvh_get_bmesh(ss->pbvh), index)->co;
+ default:
+ return NULL;
+ }
+}
+
#if 0 /* UNUSED */
static int sculpt_active_vertex_get(SculptSession *ss)
@@ -136,18 +147,6 @@ static void sculpt_vertex_normal_get(SculptSession *ss, int index, float no[3])
}
}
-static float *sculpt_vertex_co_get(SculptSession *ss, int index)
-{
- switch (BKE_pbvh_type(ss->pbvh)) {
- case PBVH_FACES:
- return ss->mvert[index].co;
- case PBVH_BMESH:
- return BM_vert_at_index(BKE_pbvh_get_bmesh(ss->pbvh), index)->co;
- default:
- return NULL;
- }
-}
-
static void sculpt_vertex_co_set(SculptSession *ss, int index, float co[3])
{
switch (BKE_pbvh_type(ss->pbvh)) {
@@ -748,17 +747,26 @@ void ED_sculpt_redraw_planes_get(float planes[4][4], ARegion *ar, Object *ob)
void sculpt_brush_test_init(SculptSession *ss, SculptBrushTest *test)
{
- RegionView3D *rv3d = ss->cache->vc->rv3d;
+ RegionView3D *rv3d = ss->cache ? ss->cache->vc->rv3d : ss->rv3d;
+
+ test->radius_squared = ss->cache ? ss->cache->radius_squared :
+ ss->cursor_radius * ss->cursor_radius;
+ if (ss->cache) {
+ copy_v3_v3(test->location, ss->cache->location);
+ test->mirror_symmetry_pass = ss->cache->mirror_symmetry_pass;
+ }
+ else {
+ copy_v3_v3(test->location, ss->cursor_location);
+ test->mirror_symmetry_pass = 0;
+ }
- test->radius_squared = ss->cache->radius_squared;
- copy_v3_v3(test->location, ss->cache->location);
test->dist = 0.0f; /* just for initialize */
/* Only for 2D projection. */
zero_v4(test->plane_view);
zero_v4(test->plane_tool);
- test->mirror_symmetry_pass = ss->cache->mirror_symmetry_pass;
+ test->mirror_symmetry_pass = ss->cache ? ss->cache->mirror_symmetry_pass : 0;
if (rv3d->rflag & RV3D_CLIPPING) {
test->clip_rv3d = rv3d;
@@ -1050,7 +1058,7 @@ static void calc_area_normal_and_center_task_cb(void *__restrict userdata,
int private_count[2] = {0};
bool use_original = false;
- if (ss->cache->original) {
+ if (ss->cache && ss->cache->original) {
unode = sculpt_undo_push_node(data->ob, data->nodes[n], SCULPT_UNDO_COORDS);
use_original = (unode->co || unode->bm_entry);
}
@@ -1059,6 +1067,13 @@ static void calc_area_normal_and_center_task_cb(void *__restrict userdata,
SculptBrushTestFn sculpt_brush_test_sq_fn = sculpt_brush_test_init_with_falloff_shape(
ss, &test, data->brush->falloff_shape);
+ /* Update the test radius to sample the normal using the normal radius of the brush */
+ if (data->brush->ob_mode == OB_MODE_SCULPT) {
+ float test_radius = sqrtf(test.radius_squared);
+ test_radius *= data->brush->normal_radius_factor;
+ test.radius_squared = test_radius * test_radius;
+ }
+
/* when the mesh is edited we can't rely on original coords
* (original mesh may not even have verts in brush radius) */
if (use_original && data->has_bm_orco) {
@@ -1120,6 +1135,8 @@ static void calc_area_normal_and_center_task_cb(void *__restrict userdata,
const float *no;
int flip_index;
+ data->any_vertex_sampled = true;
+
if (use_original) {
normal_short_to_float_v3(no_buf, no_s);
no = no_buf;
@@ -1134,7 +1151,8 @@ static void calc_area_normal_and_center_task_cb(void *__restrict userdata,
}
}
- flip_index = (dot_v3v3(ss->cache->view_normal, no) <= 0.0f);
+ flip_index = (dot_v3v3(ss->cache ? ss->cache->view_normal : ss->cursor_view_normal, no) <=
+ 0.0f);
if (area_cos) {
add_v3_v3(private_co[flip_index], co);
}
@@ -1223,7 +1241,7 @@ static void calc_area_normal(
}
/* expose 'calc_area_normal' externally. */
-void sculpt_pbvh_calc_area_normal(const Brush *brush,
+bool sculpt_pbvh_calc_area_normal(const Brush *brush,
Object *ob,
PBVHNode **nodes,
int totnode,
@@ -1249,6 +1267,7 @@ void sculpt_pbvh_calc_area_normal(const Brush *brush,
.area_cos = NULL,
.area_nos = area_nos,
.count = count,
+ .any_vertex_sampled = false,
};
BLI_mutex_init(&data.mutex);
@@ -1265,6 +1284,8 @@ void sculpt_pbvh_calc_area_normal(const Brush *brush,
break;
}
}
+
+ return data.any_vertex_sampled;
}
/* this calculates flatten center and area normal together,
@@ -1508,7 +1529,8 @@ float tex_strength(SculptSession *ss,
bool sculpt_search_sphere_cb(PBVHNode *node, void *data_v)
{
SculptSearchSphereData *data = data_v;
- float *center = data->ss->cache->location, nearest[3];
+ float *center, nearest[3];
+ center = data->ss->cache ? data->ss->cache->location : data->ss->cursor_location;
float t[3], bb_min[3], bb_max[3];
int i;
@@ -1585,12 +1607,13 @@ static PBVHNode **sculpt_pbvh_gather_generic(Object *ob,
SculptSession *ss = ob->sculpt;
PBVHNode **nodes = NULL;
- /* Build a list of all nodes that are potentially within the brush's area of influence */
+ /* Build a list of all nodes that are potentially within the cursor or brush's area of influence
+ */
if (brush->falloff_shape == PAINT_FALLOFF_SHAPE_SPHERE) {
SculptSearchSphereData data = {
.ss = ss,
.sd = sd,
- .radius_squared = SQUARE(ss->cache->radius * radius_scale),
+ .radius_squared = ss->cache ? SQUARE(ss->cache->radius * radius_scale) : ss->cursor_radius,
.original = use_original,
};
BKE_pbvh_search_gather(ss->pbvh, sculpt_search_sphere_cb, &data, &nodes, r_totnode);
@@ -1602,7 +1625,7 @@ static PBVHNode **sculpt_pbvh_gather_generic(Object *ob,
SculptSearchCircleData data = {
.ss = ss,
.sd = sd,
- .radius_squared = SQUARE(ss->cache->radius * radius_scale),
+ .radius_squared = ss->cache ? SQUARE(ss->cache->radius * radius_scale) : ss->cursor_radius,
.original = use_original,
.dist_ray_to_aabb_precalc = &dist_ray_to_aabb_precalc,
};
@@ -1964,10 +1987,14 @@ typedef struct SculptDoBrushSmoothGridDataChunk {
typedef struct {
SculptSession *ss;
const float *ray_start;
+ const float *ray_normal;
bool hit;
float depth;
bool original;
+ int active_vertex_index;
+ float *face_normal;
+
struct IsectRayPrecalc isect_precalc;
} SculptRaycastData;
@@ -4513,7 +4540,7 @@ static void do_tiled(
float orgLoc[3]; /* position of the "prototype" stroke for tiling */
copy_v3_v3(orgLoc, cache->location);
- for (dim = 0; dim < 3; ++dim) {
+ for (dim = 0; dim < 3; dim++) {
if ((sd->paint.symmetry_flags & (PAINT_TILE_X << dim)) && step[dim] > 0) {
start[dim] = (bbMin[dim] - orgLoc[dim] - radius) / step[dim];
end[dim] = (bbMax[dim] - orgLoc[dim] + radius) / step[dim];
@@ -4529,16 +4556,16 @@ static void do_tiled(
/* now do it for all the tiles */
copy_v3_v3_int(cur, start);
- for (cur[0] = start[0]; cur[0] <= end[0]; ++cur[0]) {
- for (cur[1] = start[1]; cur[1] <= end[1]; ++cur[1]) {
- for (cur[2] = start[2]; cur[2] <= end[2]; ++cur[2]) {
+ for (cur[0] = start[0]; cur[0] <= end[0]; cur[0]++) {
+ for (cur[1] = start[1]; cur[1] <= end[1]; cur[1]++) {
+ for (cur[2] = start[2]; cur[2] <= end[2]; cur[2]++) {
if (!cur[0] && !cur[1] && !cur[2]) {
continue; /* skip tile at orgLoc, this was already handled before all others */
}
++cache->tile_pass;
- for (dim = 0; dim < 3; ++dim) {
+ for (dim = 0; dim < 3; dim++) {
cache->location[dim] = cur[dim] * step[dim] + orgLoc[dim];
cache->plane_offset[dim] = cur[dim] * step[dim];
}
@@ -5187,8 +5214,11 @@ static void sculpt_raycast_cb(PBVHNode *node, void *data_v, float *tmin)
origco,
use_origco,
srd->ray_start,
+ srd->ray_normal,
&srd->isect_precalc,
- &srd->depth)) {
+ &srd->depth,
+ &srd->active_vertex_index,
+ srd->face_normal)) {
srd->hit = 1;
*tmin = srd->depth;
}
@@ -5276,6 +5306,120 @@ static float sculpt_raycast_init(ViewContext *vc,
return dist;
}
+/* Gets the normal, location and active vertex location of the geometry under the cursor. This also
+ * updates
+ * the active vertex and cursor related data of the SculptSession using the mouse position */
+bool sculpt_cursor_geometry_info_update(bContext *C,
+ SculptCursorGeometryInfo *out,
+ const float mouse[2],
+ bool use_sampled_normal)
+{
+ Scene *scene = CTX_data_scene(C);
+ Sculpt *sd = scene->toolsettings->sculpt;
+ Object *ob;
+ SculptSession *ss;
+ ViewContext vc;
+ const Brush *brush = BKE_paint_brush(BKE_paint_get_active_from_context(C));
+ float ray_start[3], ray_end[3], ray_normal[3], depth, face_normal[3], sampled_normal[3],
+ mat[3][3];
+ float viewDir[3] = {0.0f, 0.0f, 1.0f};
+ int totnode;
+ bool original = false, hit = false;
+
+ ED_view3d_viewcontext_init(C, &vc);
+
+ ob = vc.obact;
+ ss = ob->sculpt;
+
+ if (!ss->pbvh) {
+ copy_v3_fl(out->location, 0.0f);
+ copy_v3_fl(out->normal, 0.0f);
+ copy_v3_fl(out->active_vertex_co, 0.0f);
+ return false;
+ }
+
+ /* PBVH raycast to get active vertex and face normal */
+ depth = sculpt_raycast_init(&vc, mouse, ray_start, ray_end, ray_normal, original);
+ sculpt_stroke_modifiers_check(C, ob, brush);
+
+ SculptRaycastData srd = {
+ .original = original,
+ .ss = ob->sculpt,
+ .hit = 0,
+ .ray_start = ray_start,
+ .ray_normal = ray_normal,
+ .depth = depth,
+ .face_normal = face_normal,
+ };
+ isect_ray_tri_watertight_v3_precalc(&srd.isect_precalc, ray_normal);
+ BKE_pbvh_raycast(ss->pbvh, sculpt_raycast_cb, &srd, ray_start, ray_normal, srd.original);
+
+ /* Cursor is not over the mesh, return default values */
+ if (!srd.hit) {
+ copy_v3_fl(out->location, 0.0f);
+ copy_v3_fl(out->normal, 0.0f);
+ copy_v3_fl(out->active_vertex_co, 0.0f);
+ return false;
+ }
+
+ /* Update the active vertex of the SculptSession */
+ ss->active_vertex_index = srd.active_vertex_index;
+
+ copy_v3_v3(out->active_vertex_co, sculpt_vertex_co_get(ss, srd.active_vertex_index));
+ copy_v3_v3(out->location, ray_normal);
+ mul_v3_fl(out->location, srd.depth);
+ add_v3_v3(out->location, ray_start);
+
+ /* Option to return the face normal directly for performance o accuracy reasons */
+ if (!use_sampled_normal) {
+ copy_v3_v3(out->normal, srd.face_normal);
+ return hit;
+ }
+
+ /* Sampled normal calculation */
+ const float radius_scale = 1.0f;
+ float radius;
+
+ /* Update cursor data in SculptSession */
+ invert_m4_m4(ob->imat, ob->obmat);
+ copy_m3_m4(mat, vc.rv3d->viewinv);
+ mul_m3_v3(mat, viewDir);
+ copy_m3_m4(mat, ob->imat);
+ mul_m3_v3(mat, viewDir);
+ normalize_v3_v3(ss->cursor_view_normal, viewDir);
+ copy_v3_v3(ss->cursor_normal, srd.face_normal);
+ copy_v3_v3(ss->cursor_location, out->location);
+ ss->rv3d = vc.rv3d;
+
+ if (!BKE_brush_use_locked_size(scene, brush)) {
+ radius = paint_calc_object_space_radius(&vc, out->location, BKE_brush_size_get(scene, brush));
+ }
+ else {
+ radius = BKE_brush_unprojected_radius_get(scene, brush);
+ }
+ ss->cursor_radius = radius;
+
+ PBVHNode **nodes = sculpt_pbvh_gather_generic(ob, sd, brush, original, radius_scale, &totnode);
+
+ /* In case there are no nodes under the cursor, return the face normal */
+ if (!totnode) {
+ MEM_freeN(nodes);
+ copy_v3_v3(out->normal, srd.face_normal);
+ return true;
+ }
+
+ /* Calculate the sampled normal */
+ if (sculpt_pbvh_calc_area_normal(brush, ob, nodes, totnode, true, sampled_normal)) {
+ copy_v3_v3(out->normal, sampled_normal);
+ }
+ else {
+ /* Use face normal when there are no vertices to sample inside the cursor radius */
+ copy_v3_v3(out->normal, srd.face_normal);
+ }
+ MEM_freeN(nodes);
+ return true;
+}
+
/* Do a raycast in the tree to find the 3d brush location
* (This allows us to ignore the GL depth buffer)
* Returns 0 if the ray doesn't hit the mesh, non-zero otherwise
@@ -5285,7 +5429,7 @@ bool sculpt_stroke_get_location(bContext *C, float out[3], const float mouse[2])
Object *ob;
SculptSession *ss;
StrokeCache *cache;
- float ray_start[3], ray_end[3], ray_normal[3], depth;
+ float ray_start[3], ray_end[3], ray_normal[3], depth, face_normal[3];
bool original;
ViewContext vc;
@@ -5303,14 +5447,21 @@ bool sculpt_stroke_get_location(bContext *C, float out[3], const float mouse[2])
depth = sculpt_raycast_init(&vc, mouse, ray_start, ray_end, ray_normal, original);
+ if (BKE_pbvh_type(ss->pbvh) == PBVH_BMESH) {
+ BM_mesh_elem_table_ensure(ss->bm, BM_VERT);
+ BM_mesh_elem_index_ensure(ss->bm, BM_VERT);
+ }
+
bool hit = false;
{
SculptRaycastData srd;
srd.ss = ob->sculpt;
srd.ray_start = ray_start;
+ srd.ray_normal = ray_normal;
srd.hit = 0;
srd.depth = depth;
srd.original = original;
+ srd.face_normal = face_normal;
isect_ray_tri_watertight_v3_precalc(&srd.isect_precalc, ray_normal);
BKE_pbvh_raycast(ss->pbvh, sculpt_raycast_cb, &srd, ray_start, ray_normal, srd.original);
@@ -5578,7 +5729,6 @@ static void sculpt_stroke_update_step(bContext *C,
}
do_symmetrical_brush_actions(sd, ob, do_brush_action, ups);
-
sculpt_combine_proxies(sd, ob);
/* hack to fix noise texture tearing mesh */