/* * 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) 2009 by Nicholas Bishop * All rights reserved. */ #pragma once /** \file * \ingroup bke */ #include "BLI_bitmap.h" #include "BLI_utildefines.h" #include "DNA_object_enums.h" #ifdef __cplusplus extern "C" { #endif struct BMFace; struct BMesh; struct Brush; struct CurveMapping; struct Depsgraph; struct EnumPropertyItem; struct EdgeSet; struct GHash; struct GridPaintMask; struct ImagePool; struct ListBase; struct MLoop; struct MLoopTri; struct MVert; struct Main; struct Mesh; struct MeshElemMap; struct Object; struct PBVH; struct Paint; struct PaintCurve; struct Palette; struct PaletteColor; struct ReportList; struct Scene; struct StrokeCache; struct SubdivCCG; struct Tex; struct ToolSettings; struct UnifiedPaintSettings; struct View3D; struct ViewLayer; struct bContext; struct bToolRef; struct tPaletteColorHSV; enum eOverlayFlags; extern const char PAINT_CURSOR_SCULPT[3]; extern const char PAINT_CURSOR_VERTEX_PAINT[3]; extern const char PAINT_CURSOR_WEIGHT_PAINT[3]; extern const char PAINT_CURSOR_TEXTURE_PAINT[3]; typedef enum ePaintMode { PAINT_MODE_SCULPT = 0, /** Vertex color. */ PAINT_MODE_VERTEX = 1, PAINT_MODE_WEIGHT = 2, /** 3D view (projection painting). */ PAINT_MODE_TEXTURE_3D = 3, /** Image space (2D painting). */ PAINT_MODE_TEXTURE_2D = 4, PAINT_MODE_SCULPT_UV = 5, PAINT_MODE_GPENCIL = 6, /* Grease Pencil Vertex Paint */ PAINT_MODE_VERTEX_GPENCIL = 7, PAINT_MODE_SCULPT_GPENCIL = 8, PAINT_MODE_WEIGHT_GPENCIL = 9, /** Keep last. */ PAINT_MODE_INVALID = 10, } ePaintMode; #define PAINT_MODE_HAS_BRUSH(mode) !ELEM(mode, PAINT_MODE_SCULPT_UV) /* overlay invalidation */ typedef enum ePaintOverlayControlFlags { PAINT_OVERLAY_INVALID_TEXTURE_PRIMARY = 1, PAINT_OVERLAY_INVALID_TEXTURE_SECONDARY = (1 << 2), PAINT_OVERLAY_INVALID_CURVE = (1 << 3), PAINT_OVERLAY_OVERRIDE_CURSOR = (1 << 4), PAINT_OVERLAY_OVERRIDE_PRIMARY = (1 << 5), PAINT_OVERLAY_OVERRIDE_SECONDARY = (1 << 6), } ePaintOverlayControlFlags; #define PAINT_OVERRIDE_MASK \ (PAINT_OVERLAY_OVERRIDE_SECONDARY | PAINT_OVERLAY_OVERRIDE_PRIMARY | \ PAINT_OVERLAY_OVERRIDE_CURSOR) /* Defines 8 areas resulting of splitting the object space by the XYZ axis planes. This is used to * flip or mirror transform values depending on where the vertex is and where the transform * operation started to support XYZ symmetry on those operations in a predictable way. */ #define PAINT_SYMM_AREA_DEFAULT 0 typedef enum ePaintSymmetryAreas { PAINT_SYMM_AREA_X = (1 << 0), PAINT_SYMM_AREA_Y = (1 << 1), PAINT_SYMM_AREA_Z = (1 << 2), } ePaintSymmetryAreas; #define PAINT_SYMM_AREAS 8 void BKE_paint_invalidate_overlay_tex(struct Scene *scene, struct ViewLayer *view_layer, const struct Tex *tex); void BKE_paint_invalidate_cursor_overlay(struct Scene *scene, struct ViewLayer *view_layer, struct CurveMapping *curve); void BKE_paint_invalidate_overlay_all(void); ePaintOverlayControlFlags BKE_paint_get_overlay_flags(void); void BKE_paint_reset_overlay_invalid(ePaintOverlayControlFlags flag); void BKE_paint_set_overlay_override(enum eOverlayFlags flag); /* palettes */ struct Palette *BKE_palette_add(struct Main *bmain, const char *name); struct Palette *BKE_palette_copy(struct Main *bmain, const struct Palette *palette); struct PaletteColor *BKE_palette_color_add(struct Palette *palette); bool BKE_palette_is_empty(const struct Palette *palette); void BKE_palette_color_remove(struct Palette *palette, struct PaletteColor *color); void BKE_palette_clear(struct Palette *palette); void BKE_palette_sort_hsv(struct tPaletteColorHSV *color_array, const int totcol); void BKE_palette_sort_svh(struct tPaletteColorHSV *color_array, const int totcol); void BKE_palette_sort_vhs(struct tPaletteColorHSV *color_array, const int totcol); void BKE_palette_sort_luminance(struct tPaletteColorHSV *color_array, const int totcol); bool BKE_palette_from_hash(struct Main *bmain, struct GHash *color_table, const char *name, const bool linear); /* paint curves */ struct PaintCurve *BKE_paint_curve_add(struct Main *bmain, const char *name); struct PaintCurve *BKE_paint_curve_copy(struct Main *bmain, const struct PaintCurve *pc); bool BKE_paint_ensure(struct ToolSettings *ts, struct Paint **r_paint); void BKE_paint_init(struct Main *bmain, struct Scene *sce, ePaintMode mode, const char col[3]); void BKE_paint_free(struct Paint *p); void BKE_paint_copy(struct Paint *src, struct Paint *tar, const int flag); void BKE_paint_runtime_init(const struct ToolSettings *ts, struct Paint *paint); void BKE_paint_cavity_curve_preset(struct Paint *p, int preset); eObjectMode BKE_paint_object_mode_from_paintmode(ePaintMode mode); bool BKE_paint_ensure_from_paintmode(struct Scene *sce, ePaintMode mode); struct Paint *BKE_paint_get_active_from_paintmode(struct Scene *sce, ePaintMode mode); const struct EnumPropertyItem *BKE_paint_get_tool_enum_from_paintmode(ePaintMode mode); const char *BKE_paint_get_tool_prop_id_from_paintmode(ePaintMode mode); uint BKE_paint_get_brush_tool_offset_from_paintmode(const ePaintMode mode); struct Paint *BKE_paint_get_active(struct Scene *sce, struct ViewLayer *view_layer); struct Paint *BKE_paint_get_active_from_context(const struct bContext *C); ePaintMode BKE_paintmode_get_active_from_context(const struct bContext *C); ePaintMode BKE_paintmode_get_from_tool(const struct bToolRef *tref); struct Brush *BKE_paint_brush(struct Paint *paint); void BKE_paint_brush_set(struct Paint *paint, struct Brush *br); struct Palette *BKE_paint_palette(struct Paint *paint); void BKE_paint_palette_set(struct Paint *p, struct Palette *palette); void BKE_paint_curve_set(struct Brush *br, struct PaintCurve *pc); void BKE_paint_curve_clamp_endpoint_add_index(struct PaintCurve *pc, const int add_index); void BKE_paint_data_warning( struct ReportList *reports, bool uvs, bool mat, bool tex, bool stencil); bool BKE_paint_proj_mesh_data_check( struct Scene *scene, struct Object *ob, bool *uvs, bool *mat, bool *tex, bool *stencil); /* testing face select mode * Texture paint could be removed since selected faces are not used * however hiding faces is useful */ bool BKE_paint_select_face_test(struct Object *ob); bool BKE_paint_select_vert_test(struct Object *ob); bool BKE_paint_select_elem_test(struct Object *ob); /* partial visibility */ bool paint_is_face_hidden(const struct MLoopTri *lt, const struct MVert *mvert, const struct MLoop *mloop); bool paint_is_grid_face_hidden(const unsigned int *grid_hidden, int gridsize, int x, int y); bool paint_is_bmesh_face_hidden(struct BMFace *f); /* paint masks */ float paint_grid_paint_mask(const struct GridPaintMask *gpm, uint level, uint x, uint y); /* stroke related */ bool paint_calculate_rake_rotation(struct UnifiedPaintSettings *ups, struct Brush *brush, const float mouse_pos[2]); void paint_update_brush_rake_rotation(struct UnifiedPaintSettings *ups, struct Brush *brush, float rotation); void BKE_paint_stroke_get_average(struct Scene *scene, struct Object *ob, float stroke[3]); /* Tool slot API. */ void BKE_paint_toolslots_init_from_main(struct Main *bmain); void BKE_paint_toolslots_len_ensure(struct Paint *paint, int len); void BKE_paint_toolslots_brush_update_ex(struct Paint *paint, struct Brush *brush); void BKE_paint_toolslots_brush_update(struct Paint *paint); void BKE_paint_toolslots_brush_validate(struct Main *bmain, struct Paint *paint); struct Brush *BKE_paint_toolslots_brush_get(struct Paint *paint, int slot_index); #define SCULPT_FACE_SET_NONE 0 /* Used for both vertex color and weight paint */ struct SculptVertexPaintGeomMap { int *vert_map_mem; struct MeshElemMap *vert_to_loop; int *poly_map_mem; struct MeshElemMap *vert_to_poly; }; /* Pose Brush IK Chain */ typedef struct SculptPoseIKChainSegment { float orig[3]; float head[3]; float initial_orig[3]; float initial_head[3]; float len; float scale[3]; float rot[4]; float *weights; /* Store a 4x4 transform matrix for each of the possible combinations of enabled XYZ symmetry * axis. */ float trans_mat[PAINT_SYMM_AREAS][4][4]; float pivot_mat[PAINT_SYMM_AREAS][4][4]; float pivot_mat_inv[PAINT_SYMM_AREAS][4][4]; } SculptPoseIKChainSegment; typedef struct SculptPoseIKChain { SculptPoseIKChainSegment *segments; int tot_segments; float grab_delta_offset[3]; } SculptPoseIKChain; /* Cloth Brush */ typedef enum eSculptClothConstraintType { /* Constraint that creates the structure of the cloth. */ SCULPT_CLOTH_CONSTRAINT_STRUCTURAL = 0, /* Constraint that references the position of a vertex and a position in deformation_pos which can be deformed by the tools. */ SCULPT_CLOTH_CONSTRAINT_DEFORMATION = 1, /* Constarint that references the vertex position and its initial position. */ SCULPT_CLOTH_CONSTRAINT_SOFTBODY = 2, } eSculptClothConstraintType; typedef struct SculptClothLengthConstraint { /* Elements that are affected by the constraint. */ /* Element a should always be a mesh vertex with the index stored in elem_index_a as it is always * deformed. Element b could be another vertex of the same mesh or any other position (arbitrary * point, position for a previous state). In that case, elem_index_a and elem_index_b should be * the same to avoid affecting two different vertices when solving the constraints. * *elem_position points to the position which is owned by the element. */ int elem_index_a; float *elem_position_a; int elem_index_b; float *elem_position_b; float length; float strength; eSculptClothConstraintType type; } SculptClothLengthConstraint; typedef struct SculptClothSimulation { SculptClothLengthConstraint *length_constraints; int tot_length_constraints; struct EdgeSet *created_length_constraints; int capacity_length_constraints; float *length_constraint_tweak; /* Position anchors for deformation brushes. These positions are modified by the brush and the * final positions of the simulated vertices are updated with constraints that use these points * as targets. */ float (*deformation_pos)[3]; float *deformation_strength; float mass; float damping; float (*acceleration)[3]; float (*pos)[3]; float (*init_pos)[3]; float (*prev_pos)[3]; float (*last_iteration_pos)[3]; struct ListBase *collider_list; } SculptClothSimulation; typedef struct SculptPersistentBase { float co[3]; float no[3]; float disp; } SculptPersistentBase; typedef struct SculptVertexInfo { /* Idexed by vertex, stores and ID of its topologycally connected component. */ int *connected_component; /* Indexed by base mesh vertex index, stores if that vertex is a boundary. */ BLI_bitmap *boundary; } SculptVertexInfo; typedef struct SculptBoundaryEditInfo { /* Vertex index from where the topology propagation reached this vertex. */ int original_vertex; /* How many steps were needed to reach this vertex from the boundary. */ int num_propagation_steps; /* Stregth that is used to deform this vertex. */ float strength_factor; } SculptBoundaryEditInfo; /* Edge for drawing the boundary preview in the cursor. */ typedef struct SculptBoundaryPreviewEdge { int v1; int v2; } SculptBoundaryPreviewEdge; typedef struct SculptBoundary { /* Vertex indices of the active boundary. */ int *vertices; int vertices_capacity; int num_vertices; /* Distance from a vertex in the boundary to initial vertex indexed by vertex index, taking into * account the length of all edges between them. Any vertex that is not in the boundary will have * a distance of 0. */ float *distance; /* Data for drawing the preview. */ SculptBoundaryPreviewEdge *edges; int edges_capacity; int num_edges; /* True if the boundary loops into itself. */ bool forms_loop; /* Initial vertex in the boundary which is closest to the current sculpt active vertex. */ int initial_vertex; /* Vertex that at max_propagation_steps from the boundary and closest to the original active * vertex that was used to initialize the boundary. This is used as a reference to check how much * the deformation will go into the mesh and to calculate the strength of the brushes. */ int pivot_vertex; /* Stores the initial positions of the pivot and boundary initial vertex as they may be deformed * during the brush action. This allows to use them as a reference positions and vectors for some * brush effects. */ float initial_vertex_position[3]; float initial_pivot_position[3]; /* Maximum number of topology steps that were calculated from the boundary. */ int max_propagation_steps; /* Indexed by vertex index, contains the topology information needed for boundary deformations. */ struct SculptBoundaryEditInfo *edit_info; /* Bend Deform type. */ struct { float (*pivot_rotation_axis)[3]; float (*pivot_positions)[3]; } bend; /* Slide Deform type. */ struct { float (*directions)[3]; } slide; /* Twist Deform type. */ struct { float rotation_axis[3]; float pivot_position[3]; } twist; } SculptBoundary; typedef struct SculptFakeNeighbors { bool use_fake_neighbors; /* Max distance used to calculate neighborhood information. */ float current_max_distance; /* Idexed by vertex, stores the vertex index of its fake neighbor if available. */ int *fake_neighbor_index; } SculptFakeNeighbors; /* Session data (mode-specific) */ typedef struct SculptSession { /* Mesh data (not copied) can come either directly from a Mesh, or from a MultiresDM */ struct { /* Special handling for multires meshes */ bool active; struct MultiresModifierData *modifier; int level; } multires; /* Depsgraph for the Cloth Brush solver to get the colliders. */ struct Depsgraph *depsgraph; /* These are always assigned to base mesh data when using PBVH_FACES and PBVH_GRIDS. */ struct MVert *mvert; struct MPoly *mpoly; struct MLoop *mloop; /* These contain the vertex and poly counts of the final mesh. */ int totvert, totpoly; struct KeyBlock *shapekey_active; struct MPropCol *vcol; float *vmask; /* Mesh connectivity */ struct MeshElemMap *pmap; int *pmap_mem; /* Mesh Face Sets */ /* Total number of polys of the base mesh. */ int totfaces; /* Face sets store its visibility in the sign of the integer, using the absolute value as the * Face Set ID. Positive IDs are visible, negative IDs are hidden. */ int *face_sets; /* BMesh for dynamic topology sculpting */ struct BMesh *bm; int cd_vert_node_offset; int cd_face_node_offset; bool bm_smooth_shading; /* Undo/redo log for dynamic topology sculpting */ struct BMLog *bm_log; /* Limit surface/grids. */ struct SubdivCCG *subdiv_ccg; /* PBVH acceleration structure */ struct PBVH *pbvh; bool show_mask; bool show_face_sets; /* Painting on deformed mesh */ bool deform_modifiers_active; /* Object is deformed with some modifiers. */ float (*orig_cos)[3]; /* Coords of un-deformed mesh. */ float (*deform_cos)[3]; /* Coords of deformed mesh but without stroke displacement. */ float (*deform_imats)[3][3]; /* Crazy-space deformation matrices. */ /* Used to cache the render of the active texture */ unsigned int texcache_side, *texcache, texcache_actual; struct ImagePool *tex_pool; struct StrokeCache *cache; struct FilterCache *filter_cache; /* Cursor data and active vertex for tools */ int active_vertex_index; int active_face_index; int active_grid_index; float cursor_radius; float cursor_location[3]; float cursor_normal[3]; float cursor_sampled_normal[3]; float cursor_view_normal[3]; /* TODO(jbakker): Replace rv3d adn v3d with ViewContext */ struct RegionView3D *rv3d; struct View3D *v3d; struct Scene *scene; /* Dynamic mesh preview */ int *preview_vert_index_list; int preview_vert_index_count; /* Pose Brush Preview */ float pose_origin[3]; SculptPoseIKChain *pose_ik_chain_preview; /* Boundary Brush Preview */ SculptBoundary *boundary_preview; /* Mesh State Persistence */ /* This is freed with the PBVH, so it is always in sync with the mesh. */ SculptPersistentBase *persistent_base; SculptVertexInfo vertex_info; SculptFakeNeighbors fake_neighbors; /* Transform operator */ float pivot_pos[3]; float pivot_rot[4]; float pivot_scale[3]; float init_pivot_pos[3]; float init_pivot_rot[4]; float init_pivot_scale[3]; union { struct { struct SculptVertexPaintGeomMap gmap; /* For non-airbrush painting to re-apply from the original (MLoop aligned). */ unsigned int *previous_color; } vpaint; struct { struct SculptVertexPaintGeomMap gmap; /* Keep track of how much each vertex has been painted (non-airbrush only). */ float *alpha_weight; /* Needed to continuously re-apply over the same weights (BRUSH_ACCUMULATE disabled). * Lazy initialize as needed (flag is set to 1 to tag it as uninitialized). */ struct MDeformVert *dvert_prev; } wpaint; /* TODO: identify sculpt-only fields */ // struct { ... } sculpt; } mode; eObjectMode mode_type; /* This flag prevents PBVH from being freed when creating the vp_handle for texture paint. */ bool building_vp_handle; /** * ID data is older than sculpt-mode data. * Set #Main.is_memfile_undo_flush_needed when enabling. */ char needs_flush_to_id; } SculptSession; void BKE_sculptsession_free(struct Object *ob); void BKE_sculptsession_free_deformMats(struct SculptSession *ss); void BKE_sculptsession_free_vwpaint_data(struct SculptSession *ss); void BKE_sculptsession_bm_to_me(struct Object *ob, bool reorder); void BKE_sculptsession_bm_to_me_for_render(struct Object *object); /* Create new color layer on object if it doesn't have one and if experimental feature set has * sculpt vertex color enabled. Returns truth if new layer has been added, false otherwise. */ void BKE_sculpt_color_layer_create_if_needed(struct Object *object); void BKE_sculpt_update_object_for_edit(struct Depsgraph *depsgraph, struct Object *ob_orig, bool need_pmap, bool need_mask, bool need_colors); void BKE_sculpt_update_object_before_eval(struct Object *ob_eval); void BKE_sculpt_update_object_after_eval(struct Depsgraph *depsgraph, struct Object *ob_eval); struct MultiresModifierData *BKE_sculpt_multires_active(struct Scene *scene, struct Object *ob); int BKE_sculpt_mask_layers_ensure(struct Object *ob, struct MultiresModifierData *mmd); void BKE_sculpt_toolsettings_data_ensure(struct Scene *scene); struct PBVH *BKE_sculpt_object_pbvh_ensure(struct Depsgraph *depsgraph, struct Object *ob); void BKE_sculpt_bvh_update_from_ccg(struct PBVH *pbvh, struct SubdivCCG *subdiv_ccg); /* This ensure that all elements in the mesh (both vertices and grids) have their visibility * updated according to the face sets. */ void BKE_sculpt_sync_face_set_visibility(struct Mesh *mesh, struct SubdivCCG *subdiv_ccg); bool BKE_sculptsession_use_pbvh_draw(const struct Object *ob, const struct View3D *v3d); enum { SCULPT_MASK_LAYER_CALC_VERT = (1 << 0), SCULPT_MASK_LAYER_CALC_LOOP = (1 << 1), }; #ifdef __cplusplus } #endif