/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2009 by Nicholas Bishop. All rights reserved. */ #pragma once /** \file * \ingroup bke */ #include "BLI_bitmap.h" #include "BLI_compiler_compat.h" #include "BLI_utildefines.h" #include "DNA_brush_enums.h" #include "DNA_object_enums.h" #include "BKE_attribute.h" #include "BKE_pbvh.h" #ifdef __cplusplus extern "C" { #endif struct BMFace; struct BMesh; struct BlendDataReader; struct BlendLibReader; struct BlendWriter; struct Brush; struct CurveMapping; struct Depsgraph; struct EdgeSet; struct EnumPropertyItem; struct GHash; struct GridPaintMask; struct Image; struct ImagePool; struct ImageUser; struct ListBase; struct MLoop; struct MLoopTri; struct Main; struct Mesh; struct MeshElemMap; struct Object; struct PBVH; struct Paint; struct PaintCurve; struct PaintModeSettings; struct Palette; struct PaletteColor; struct Scene; struct StrokeCache; struct Sculpt; struct SubdivCCG; struct Tex; struct ToolSettings; struct UnifiedPaintSettings; struct View3D; struct ViewLayer; struct bContext; struct bToolRef; struct tPaletteColorHSV; extern const uchar PAINT_CURSOR_SCULPT[3]; extern const uchar PAINT_CURSOR_VERTEX_PAINT[3]; extern const uchar PAINT_CURSOR_WEIGHT_PAINT[3]; extern const uchar 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, /** Curves. */ PAINT_MODE_SCULPT_CURVES = 10, /** Keep last. */ PAINT_MODE_INVALID = 11, } 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; ENUM_OPERATORS(ePaintOverlayControlFlags, PAINT_OVERLAY_OVERRIDE_SECONDARY); #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; ENUM_OPERATORS(ePaintSymmetryAreas, PAINT_SYMM_AREA_Z); #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 PaletteColor *BKE_palette_color_add(struct Palette *palette); bool BKE_palette_is_empty(const struct Palette *palette); /** * Remove color from palette. Must be certain color is inside the 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, int totcol); void BKE_palette_sort_svh(struct tPaletteColorHSV *color_array, int totcol); void BKE_palette_sort_vhs(struct tPaletteColorHSV *color_array, int totcol); void BKE_palette_sort_luminance(struct tPaletteColorHSV *color_array, int totcol); bool BKE_palette_from_hash(struct Main *bmain, struct GHash *color_table, const char *name, bool linear); /* Paint curves. */ struct PaintCurve *BKE_paint_curve_add(struct Main *bmain, const char *name); /** * Call when entering each respective paint mode. */ bool BKE_paint_ensure(struct ToolSettings *ts, struct Paint **r_paint); void BKE_paint_init(struct Main *bmain, struct Scene *sce, ePaintMode mode, const uchar col[3]); void BKE_paint_free(struct Paint *p); /** * Called when copying scene settings, so even if 'src' and 'tar' are the same still do a * #id_us_plus(), rather than if we were copying between 2 existing scenes where a matching * value should decrease the existing user count as with #paint_brush_set() */ void BKE_paint_copy(struct Paint *src, struct Paint *tar, 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(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); const struct Brush *BKE_paint_brush_for_read(const struct Paint *p); 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, int add_index); /** * Return true when in vertex/weight/texture paint + face-select mode? */ bool BKE_paint_select_face_test(struct Object *ob); /** * Return true when in vertex/weight paint + vertex-select mode? */ bool BKE_paint_select_vert_test(struct Object *ob); /** * used to check if selection is possible * (when we don't care if its face or vert) */ bool BKE_paint_select_elem_test(struct Object *ob); /** * Checks if face/vertex hiding is always applied in the current mode. * Returns true in vertex/weight paint. */ bool BKE_paint_always_hide_test(struct Object *ob); /* Partial visibility. */ /** * Returns non-zero if any of the face's vertices are hidden, zero otherwise. */ bool paint_is_face_hidden(const struct MLoopTri *lt, const bool *hide_poly); /** * Returns non-zero if any of the corners of the grid * face whose inner corner is at (x, y) are hidden, zero otherwise. */ bool paint_is_grid_face_hidden(const unsigned int *grid_hidden, int gridsize, int x, int y); /** * Return true if all vertices in the face are visible, false otherwise. */ 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); void BKE_paint_face_set_overlay_color_get(int face_set, int seed, uchar r_color[4]); /* 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); /** * Run this to ensure brush types are set for each slot on entering modes * (for new scenes for example). */ 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); /* .blend I/O */ void BKE_paint_blend_write(struct BlendWriter *writer, struct Paint *paint); void BKE_paint_blend_read_data(struct BlendDataReader *reader, const struct Scene *scene, struct Paint *paint); void BKE_paint_blend_read_lib(struct BlendLibReader *reader, struct Scene *scene, struct Paint *paint); #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 */ /* Cloth Simulation. */ typedef enum eSculptClothNodeSimState { /* Constraints were not built for this node, so it can't be simulated. */ SCULPT_CLOTH_NODE_UNINITIALIZED, /* There are constraints for the geometry in this node, but it should not be simulated. */ SCULPT_CLOTH_NODE_INACTIVE, /* There are constraints for this node and they should be used by the solver. */ SCULPT_CLOTH_NODE_ACTIVE, } eSculptClothNodeSimState; 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, /* Constraint that references the vertex position and a editable soft-body position for * plasticity. */ SCULPT_CLOTH_CONSTRAINT_SOFTBODY = 2, /* Constraint that references the vertex position and its initial position. */ SCULPT_CLOTH_CONSTRAINT_PIN = 3, } 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; /* Index in #SculptClothSimulation.node_state of the node from where this constraint was created. * This constraints will only be used by the solver if the state is active. */ int node; 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 softbody_strength; float (*acceleration)[3]; float (*pos)[3]; float (*init_pos)[3]; float (*init_no)[3]; float (*softbody_pos)[3]; float (*prev_pos)[3]; float (*last_iteration_pos)[3]; struct ListBase *collider_list; int totnode; /** #PBVHNode pointer as a key, index in #SculptClothSimulation.node_state as value. */ struct GHash *node_state_index; eSculptClothNodeSimState *node_state; } SculptClothSimulation; typedef struct SculptPersistentBase { float co[3]; float no[3]; float disp; } SculptPersistentBase; typedef struct SculptVertexInfo { /* Indexed by vertex, stores and ID of its topologically 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_i; /* How many steps were needed to reach this vertex from the boundary. */ int propagation_steps_num; /* Strength that is used to deform this vertex. */ float strength_factor; } SculptBoundaryEditInfo; /* Edge for drawing the boundary preview in the cursor. */ typedef struct SculptBoundaryPreviewEdge { PBVHVertRef v1; PBVHVertRef v2; } SculptBoundaryPreviewEdge; typedef struct SculptBoundary { /* Vertex indices of the active boundary. */ PBVHVertRef *verts; int verts_capacity; int verts_num; /* 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 edges_num; /* True if the boundary loops into itself. */ bool forms_loop; /* Initial vertex in the boundary which is closest to the current sculpt active vertex. */ PBVHVertRef initial_vertex; int initial_vertex_i; /* 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. */ PBVHVertRef 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; /* Indexed by vertex, stores the vertex index of its fake neighbor if available. */ int *fake_neighbor_index; } SculptFakeNeighbors; /* Session data (mode-specific) */ /* Custom Temporary Attributes */ typedef struct SculptAttributeParams { /* Allocate a flat array outside the CustomData system. Cannot be combined with permanent. */ int simple_array : 1; /* Do not mark CustomData layer as temporary. Cannot be combined with simple_array. Doesn't * work with PBVH_GRIDS. */ int permanent : 1; /* Cannot be combined with simple_array. */ int stroke_only : 1; /* Release layer at end of struct */ } SculptAttributeParams; typedef struct SculptAttribute { /* Domain, data type and name */ eAttrDomain domain; eCustomDataType proptype; char name[MAX_CUSTOMDATA_LAYER_NAME]; /* Source layer on mesh/bmesh, if any. */ struct CustomDataLayer *layer; /* Data stored as flat array. */ void *data; int elem_size, elem_num; bool data_for_bmesh; /* Temporary data store as array outside of bmesh. */ /* Data stored per BMesh element. */ int bmesh_cd_offset; /* Sculpt usage */ SculptAttributeParams params; /* Used to keep track of which preallocated SculptAttribute instances * inside of SculptSession.temp_attribute are used. */ bool used; } SculptAttribute; #define SCULPT_MAX_ATTRIBUTES 64 /* Get a standard attribute name. Key must match up with a member * of SculptAttributePointers. */ #define SCULPT_ATTRIBUTE_NAME(key) \ (offsetof(SculptAttributePointers, key) >= 0 ? /* Spellcheck name. */ \ (".sculpt_" #key) /* Make name. */ \ : \ "You misspelled the layer name key") /* Convenience pointers for standard sculpt attributes. */ typedef struct SculptAttributePointers { /* Persistent base. */ SculptAttribute *persistent_co; SculptAttribute *persistent_no; SculptAttribute *persistent_disp; /* Precomputed auto-mask factor indexed by vertex, owned by the auto-masking system and * initialized in #SCULPT_automasking_cache_init when needed. */ SculptAttribute *automasking_factor; SculptAttribute *automasking_occlusion; /* CD_PROP_INT8. */ SculptAttribute *automasking_stroke_id; SculptAttribute *automasking_cavity; /* BMesh */ SculptAttribute *dyntopo_node_id_vertex; SculptAttribute *dyntopo_node_id_face; } SculptAttributePointers; 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. */ float (*positions)[3]; const struct MPoly *mpoly; const struct MLoop *mloop; /* These contain the vertex and poly counts of the final mesh. */ int totvert, totpoly; struct KeyBlock *shapekey_active; struct MPropCol *vcol; struct MLoopCol *mcol; eAttrDomain vcol_domain; eCustomDataType vcol_type; float *vmask; /* Mesh connectivity maps. */ /* Vertices to adjacent polys. */ struct MeshElemMap *pmap; int *pmap_mem; /* Edges to adjacent polys. */ struct MeshElemMap *epmap; int *epmap_mem; /* Vertices to adjacent edges. */ struct MeshElemMap *vemap; int *vemap_mem; /* Mesh Face Sets */ /* Total number of polys of the base mesh. */ int totfaces; /* The 0 ID is not used by the tools or the visibility system, it is just used when creating new * geometry (the trim tool, for example) to detect which geometry was just added, so it can be * assigned a valid Face Set after creation. Tools are not intended to run with Face Sets IDs set * to 0. */ int *face_sets; /** * A reference to the ".hide_poly" attribute, to store whether (base) polygons are hidden. * May be null. */ bool *hide_poly; /* BMesh for dynamic topology sculpting */ struct BMesh *bm; 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. */ /* Pool for texture evaluations. */ struct ImagePool *tex_pool; struct StrokeCache *cache; struct FilterCache *filter_cache; struct ExpandCache *expand_cache; /* Cursor data and active vertex for tools */ PBVHVertRef active_vertex; int active_face_index; int active_grid_index; /* When active, the cursor draws with faded colors, indicating that there is an action * enabled. */ bool draw_faded_cursor; float cursor_radius; float cursor_location[3]; float cursor_normal[3]; float cursor_sampled_normal[3]; float cursor_view_normal[3]; /* For Sculpt trimming gesture tools, initial ray-cast data from the position of the mouse * when * the gesture starts (intersection with the surface and if they ray hit the surface or not). */ float gesture_initial_location[3]; float gesture_initial_normal[3]; bool gesture_initial_hit; /* TODO(jbakker): Replace rv3d and v3d with ViewContext */ struct RegionView3D *rv3d; struct View3D *v3d; struct Scene *scene; /* Dynamic mesh preview */ PBVHVertRef *preview_vert_list; int preview_vert_count; /* Pose Brush Preview */ float pose_origin[3]; SculptPoseIKChain *pose_ik_chain_preview; /* Boundary Brush Preview */ SculptBoundary *boundary_preview; 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]; float prev_pivot_pos[3]; float prev_pivot_rot[4]; float prev_pivot_scale[3]; union { struct { struct SculptVertexPaintGeomMap gmap; } 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; /* This is a fixed-size array so we can pass pointers to its elements * to client code. This is important to keep bmesh offsets up to date. */ struct SculptAttribute temp_attributes[SCULPT_MAX_ATTRIBUTES]; /* Convenience #SculptAttribute pointers. */ SculptAttributePointers attrs; /** * Some tools follows the shading chosen by the last used tool canvas. * When not set the viewport shading color would be used. * * NOTE: This setting is temporarily until paint mode is added. */ bool sticky_shading_color; uchar stroke_id; /** * Last used painting canvas key. */ char *last_paint_canvas_key; float last_normal[3]; int last_automasking_settings_hash; uchar last_automask_stroke_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); int BKE_sculptsession_vertex_count(const SculptSession *ss); /* Ensure an attribute layer exists. */ SculptAttribute *BKE_sculpt_attribute_ensure(struct Object *ob, eAttrDomain domain, eCustomDataType proptype, const char *name, const SculptAttributeParams *params); /* Returns nullptr if attribute does not exist. */ SculptAttribute *BKE_sculpt_attribute_get(struct Object *ob, eAttrDomain domain, eCustomDataType proptype, const char *name); bool BKE_sculpt_attribute_exists(struct Object *ob, eAttrDomain domain, eCustomDataType proptype, const char *name); bool BKE_sculpt_attribute_destroy(struct Object *ob, SculptAttribute *attr); /* Destroy all attributes and pseudo-attributes created by sculpt mode. */ void BKE_sculpt_attribute_destroy_temporary_all(struct Object *ob); /* Destroy attributes that were marked as stroke only in SculptAttributeParams. */ void BKE_sculpt_attributes_destroy_temporary_stroke(struct Object *ob); BLI_INLINE void *BKE_sculpt_vertex_attr_get(const PBVHVertRef vertex, const SculptAttribute *attr) { if (attr->data) { char *p = (char *)attr->data; int idx = (int)vertex.i; if (attr->data_for_bmesh) { BMElem *v = (BMElem *)vertex.i; idx = v->head.index; } return p + attr->elem_size * (int)idx; } else { BMElem *v = (BMElem *)vertex.i; return BM_ELEM_CD_GET_VOID_P(v, attr->bmesh_cd_offset); } return NULL; } BLI_INLINE void *BKE_sculpt_face_attr_get(const PBVHFaceRef vertex, const SculptAttribute *attr) { if (attr->data) { char *p = (char *)attr->data; int idx = (int)vertex.i; if (attr->data_for_bmesh) { BMElem *v = (BMElem *)vertex.i; idx = v->head.index; } return p + attr->elem_size * (int)idx; } else { BMElem *v = (BMElem *)vertex.i; return BM_ELEM_CD_GET_VOID_P(v, attr->bmesh_cd_offset); } return NULL; } /** * 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); /** * \warning Expects a fully evaluated depsgraph. */ void BKE_sculpt_update_object_for_edit(struct Depsgraph *depsgraph, struct Object *ob_orig, bool need_pmap, bool need_mask, bool is_paint_tool); 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); /** * Sculpt mode handles multi-res differently from regular meshes, but only if * it's the last modifier on the stack and it is not on the first level. */ struct MultiresModifierData *BKE_sculpt_multires_active(const struct Scene *scene, struct Object *ob); int *BKE_sculpt_face_sets_ensure(struct Mesh *mesh); /** * Create the attribute used to store face visibility and retrieve its data. * Note that changes to the face visibility have to be propagated to other domains * (see #SCULPT_visibility_sync_all_from_faces). */ bool *BKE_sculpt_hide_poly_ensure(struct Mesh *mesh); /** * Ensures a mask layer exists. If depsgraph and bmain are non-null, * a mask doesn't exist and the object has a multi-resolution modifier * then the scene depsgraph will be evaluated to update the runtime * subdivision data. * * \note always call *before* #BKE_sculpt_update_object_for_edit. */ int BKE_sculpt_mask_layers_ensure(struct Depsgraph *depsgraph, struct Main *bmain, 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); void BKE_sculpt_ensure_orig_mesh_data(struct Scene *scene, struct Object *object); void BKE_sculpt_sync_face_visibility_to_grids(struct Mesh *mesh, struct SubdivCCG *subdiv_ccg); /** * Test if PBVH can be used directly for drawing, which is faster than * drawing the mesh and all updates that come with it. */ bool BKE_sculptsession_use_pbvh_draw(const struct Object *ob, const struct RegionView3D *rv3d); enum { SCULPT_MASK_LAYER_CALC_VERT = (1 << 0), SCULPT_MASK_LAYER_CALC_LOOP = (1 << 1), }; /* paint_vertex.cc */ /** * Fills the object's active color attribute layer with the fill color. * * \param[in] ob: The object. * \param[in] fill_color: The fill color. * \param[in] only_selected: Limit the fill to selected faces or vertices. * * \return #true if successful. */ bool BKE_object_attributes_active_color_fill(struct Object *ob, const float fill_color[4], bool only_selected); /* paint_canvas.cc */ /** * Create a key that can be used to compare with previous ones to identify changes. * The resulting 'string' is owned by the caller. */ char *BKE_paint_canvas_key_get(struct PaintModeSettings *settings, struct Object *ob); bool BKE_paint_canvas_image_get(struct PaintModeSettings *settings, struct Object *ob, struct Image **r_image, struct ImageUser **r_image_user); int BKE_paint_canvas_uvmap_layer_index_get(const struct PaintModeSettings *settings, struct Object *ob); void BKE_sculpt_check_cavity_curves(struct Sculpt *sd); struct CurveMapping *BKE_sculpt_default_cavity_curve(void); #ifdef __cplusplus } #endif