/* SPDX-License-Identifier: GPL-2.0-or-later */ #pragma once /** \file * \ingroup bke * \brief A BVH for high poly meshes. */ #include "BLI_bitmap.h" #include "BLI_compiler_compat.h" #include "BLI_ghash.h" #include "bmesh.h" /* For embedding CCGKey in iterator. */ #include "BKE_attribute.h" #include "BKE_ccg.h" #include "DNA_customdata_types.h" #ifdef __cplusplus extern "C" { #endif struct BMLog; struct BMesh; struct CCGElem; struct CCGKey; struct CustomData; struct DMFlagMat; struct IsectRayPrecalc; struct MLoop; struct MLoopTri; struct MPoly; struct Mesh; struct MeshElemMap; struct PBVH; struct PBVHBatches; struct PBVHNode; struct PBVH_GPU_Args; struct SubdivCCG; struct TaskParallelSettings; struct Image; struct ImageUser; struct MeshElemMap; typedef struct PBVH PBVH; typedef struct PBVHNode PBVHNode; typedef enum { PBVH_FACES, PBVH_GRIDS, PBVH_BMESH, } PBVHType; /* Public members of PBVH, used for inlined functions. */ struct PBVHPublic { PBVHType type; BMesh *bm; }; /* * These structs represent logical verts/edges/faces. * for PBVH_GRIDS and PBVH_FACES they store integer * offsets, PBVH_BMESH stores pointers. * * The idea is to enforce stronger type checking by encapsulating * intptr_t's in structs. */ typedef struct PBVHVertRef { intptr_t i; } PBVHVertRef; typedef struct PBVHEdgeRef { intptr_t i; } PBVHEdgeRef; typedef struct PBVHFaceRef { intptr_t i; } PBVHFaceRef; #define PBVH_REF_NONE -1LL typedef struct { float (*co)[3]; } PBVHProxyNode; typedef struct { float (*color)[4]; } PBVHColorBufferNode; typedef struct PBVHPixelsNode { /** * Contains triangle/pixel data used during texture painting. * * Contains #blender::bke::pbvh::pixels::NodeData. */ void *node_data; } PBVHPixelsNode; typedef struct PBVHAttrReq { char name[MAX_CUSTOMDATA_LAYER_NAME]; eAttrDomain domain; eCustomDataType type; } PBVHAttrReq; typedef enum { PBVH_Leaf = 1 << 0, PBVH_UpdateNormals = 1 << 1, PBVH_UpdateBB = 1 << 2, PBVH_UpdateOriginalBB = 1 << 3, PBVH_UpdateDrawBuffers = 1 << 4, PBVH_UpdateRedraw = 1 << 5, PBVH_UpdateMask = 1 << 6, PBVH_UpdateVisibility = 1 << 8, PBVH_RebuildDrawBuffers = 1 << 9, PBVH_FullyHidden = 1 << 10, PBVH_FullyMasked = 1 << 11, PBVH_FullyUnmasked = 1 << 12, PBVH_UpdateTopology = 1 << 13, PBVH_UpdateColor = 1 << 14, PBVH_RebuildPixels = 1 << 15, PBVH_TopologyUpdated = 1 << 16, /* Used internally by pbvh_bmesh.c */ } PBVHNodeFlags; typedef struct PBVHFrustumPlanes { float (*planes)[4]; int num_planes; } PBVHFrustumPlanes; BLI_INLINE PBVHType BKE_pbvh_type(const PBVH *pbvh) { return ((const struct PBVHPublic *)pbvh)->type; } BLI_INLINE BMesh *BKE_pbvh_get_bmesh(PBVH *pbvh) { return ((struct PBVHPublic *)pbvh)->bm; } void BKE_pbvh_set_frustum_planes(PBVH *pbvh, PBVHFrustumPlanes *planes); void BKE_pbvh_get_frustum_planes(PBVH *pbvh, PBVHFrustumPlanes *planes); BLI_INLINE PBVHVertRef BKE_pbvh_make_vref(intptr_t i) { PBVHVertRef ret = {i}; return ret; } BLI_INLINE PBVHEdgeRef BKE_pbvh_make_eref(intptr_t i) { PBVHEdgeRef ret = {i}; return ret; } BLI_INLINE PBVHFaceRef BKE_pbvh_make_fref(intptr_t i) { PBVHFaceRef ret = {i}; return ret; } BLI_INLINE int BKE_pbvh_vertex_to_index(PBVH *pbvh, PBVHVertRef v) { return (BKE_pbvh_type(pbvh) == PBVH_BMESH && v.i != PBVH_REF_NONE ? BM_elem_index_get((BMVert *)(v.i)) : (v.i)); } BLI_INLINE PBVHVertRef BKE_pbvh_index_to_vertex(PBVH *pbvh, int index) { switch (BKE_pbvh_type(pbvh)) { case PBVH_FACES: case PBVH_GRIDS: return BKE_pbvh_make_vref(index); case PBVH_BMESH: return BKE_pbvh_make_vref((intptr_t)BKE_pbvh_get_bmesh(pbvh)->vtable[index]); } return BKE_pbvh_make_vref(PBVH_REF_NONE); } BLI_INLINE int BKE_pbvh_edge_to_index(PBVH *pbvh, PBVHEdgeRef e) { return (BKE_pbvh_type(pbvh) == PBVH_BMESH && e.i != PBVH_REF_NONE ? BM_elem_index_get((BMEdge *)(e.i)) : (e.i)); } BLI_INLINE PBVHEdgeRef BKE_pbvh_index_to_edge(PBVH *pbvh, int index) { switch (BKE_pbvh_type(pbvh)) { case PBVH_FACES: case PBVH_GRIDS: return BKE_pbvh_make_eref(index); case PBVH_BMESH: return BKE_pbvh_make_eref((intptr_t)BKE_pbvh_get_bmesh(pbvh)->etable[index]); } return BKE_pbvh_make_eref(PBVH_REF_NONE); } BLI_INLINE int BKE_pbvh_face_to_index(PBVH *pbvh, PBVHFaceRef f) { return (BKE_pbvh_type(pbvh) == PBVH_BMESH && f.i != PBVH_REF_NONE ? BM_elem_index_get((BMFace *)(f.i)) : (f.i)); } BLI_INLINE PBVHFaceRef BKE_pbvh_index_to_face(PBVH *pbvh, int index) { switch (BKE_pbvh_type(pbvh)) { case PBVH_FACES: case PBVH_GRIDS: return BKE_pbvh_make_fref(index); case PBVH_BMESH: return BKE_pbvh_make_fref((intptr_t)BKE_pbvh_get_bmesh(pbvh)->ftable[index]); } return BKE_pbvh_make_fref(PBVH_REF_NONE); } /* Callbacks */ /** * Returns true if the search should continue from this node, false otherwise. */ typedef bool (*BKE_pbvh_SearchCallback)(PBVHNode *node, void *data); typedef void (*BKE_pbvh_HitCallback)(PBVHNode *node, void *data); typedef void (*BKE_pbvh_HitOccludedCallback)(PBVHNode *node, void *data, float *tmin); typedef void (*BKE_pbvh_SearchNearestCallback)(PBVHNode *node, void *data, float *tmin); /* Building */ PBVH *BKE_pbvh_new(PBVHType type); /** * Do a full rebuild with on Mesh data structure. * * \note Unlike mpoly/mloop/verts, looptri is *totally owned* by PBVH * (which means it may rewrite it if needed, see #BKE_pbvh_vert_coords_apply(). */ void BKE_pbvh_build_mesh(PBVH *pbvh, struct Mesh *mesh, const struct MPoly *mpoly, const struct MLoop *mloop, float (*positions)[3], int totvert, struct CustomData *vdata, struct CustomData *ldata, struct CustomData *pdata, const struct MLoopTri *looptri, int looptri_num); /** * Do a full rebuild with on Grids data structure. */ void BKE_pbvh_build_grids(PBVH *pbvh, struct CCGElem **grids, int totgrid, struct CCGKey *key, void **gridfaces, struct DMFlagMat *flagmats, unsigned int **grid_hidden, struct Mesh *me, struct SubdivCCG *subdiv_ccg); /** * Build a PBVH from a BMesh. */ void BKE_pbvh_build_bmesh(PBVH *pbvh, struct BMesh *bm, bool smooth_shading, struct BMLog *log, int cd_vert_node_offset, int cd_face_node_offset); void BKE_pbvh_update_bmesh_offsets(PBVH *pbvh, int cd_vert_node_offset, int cd_face_node_offset); void BKE_pbvh_build_pixels(PBVH *pbvh, struct Mesh *mesh, struct Image *image, struct ImageUser *image_user); void BKE_pbvh_free(PBVH *pbvh); /* Hierarchical Search in the BVH, two methods: * - For each hit calling a callback. * - Gather nodes in an array (easy to multi-thread). */ void BKE_pbvh_search_callback(PBVH *pbvh, BKE_pbvh_SearchCallback scb, void *search_data, BKE_pbvh_HitCallback hcb, void *hit_data); void BKE_pbvh_search_gather( PBVH *pbvh, BKE_pbvh_SearchCallback scb, void *search_data, PBVHNode ***array, int *tot); /* Ray-cast * the hit callback is called for all leaf nodes intersecting the ray; * it's up to the callback to find the primitive within the leaves that is * hit first */ void BKE_pbvh_raycast(PBVH *pbvh, BKE_pbvh_HitOccludedCallback cb, void *data, const float ray_start[3], const float ray_normal[3], bool original); bool BKE_pbvh_node_raycast(PBVH *pbvh, PBVHNode *node, float (*origco)[3], bool use_origco, const float ray_start[3], const float ray_normal[3], struct IsectRayPrecalc *isect_precalc, float *depth, PBVHVertRef *active_vertex, int *active_face_grid_index, float *face_normal); bool BKE_pbvh_bmesh_node_raycast_detail(PBVHNode *node, const float ray_start[3], struct IsectRayPrecalc *isect_precalc, float *depth, float *r_edge_length); /** * For orthographic cameras, project the far away ray segment points to the root node so * we can have better precision. */ void BKE_pbvh_raycast_project_ray_root( PBVH *pbvh, bool original, float ray_start[3], float ray_end[3], float ray_normal[3]); void BKE_pbvh_find_nearest_to_ray(PBVH *pbvh, BKE_pbvh_HitOccludedCallback cb, void *data, const float ray_start[3], const float ray_normal[3], bool original); bool BKE_pbvh_node_find_nearest_to_ray(PBVH *pbvh, PBVHNode *node, float (*origco)[3], bool use_origco, const float ray_start[3], const float ray_normal[3], float *depth, float *dist_sq); /* Drawing */ void BKE_pbvh_draw_cb(PBVH *pbvh, bool update_only_visible, PBVHFrustumPlanes *update_frustum, PBVHFrustumPlanes *draw_frustum, void (*draw_fn)(void *user_data, struct PBVHBatches *batches, struct PBVH_GPU_Args *args), void *user_data, bool full_render, PBVHAttrReq *attrs, int attrs_num); void BKE_pbvh_draw_debug_cb(PBVH *pbvh, void (*draw_fn)(PBVHNode *node, void *user_data, const float bmin[3], const float bmax[3], PBVHNodeFlags flag), void *user_data); /* PBVH Access */ bool BKE_pbvh_has_faces(const PBVH *pbvh); /** * Get the PBVH root's bounding box. */ void BKE_pbvh_bounding_box(const PBVH *pbvh, float min[3], float max[3]); /** * Multi-res hidden data, only valid for type == PBVH_GRIDS. */ unsigned int **BKE_pbvh_grid_hidden(const PBVH *pbvh); /** * Returns the number of visible quads in the nodes' grids. */ int BKE_pbvh_count_grid_quads(BLI_bitmap **grid_hidden, const int *grid_indices, int totgrid, int gridsize); /** * Multi-res level, only valid for type == #PBVH_GRIDS. */ const struct CCGKey *BKE_pbvh_get_grid_key(const PBVH *pbvh); struct CCGElem **BKE_pbvh_get_grids(const PBVH *pbvh); BLI_bitmap **BKE_pbvh_get_grid_visibility(const PBVH *pbvh); int BKE_pbvh_get_grid_num_verts(const PBVH *pbvh); int BKE_pbvh_get_grid_num_faces(const PBVH *pbvh); /** * Only valid for type == #PBVH_BMESH. */ void BKE_pbvh_bmesh_detail_size_set(PBVH *pbvh, float detail_size); typedef enum { PBVH_Subdivide = 1, PBVH_Collapse = 2, } PBVHTopologyUpdateMode; ENUM_OPERATORS(PBVHTopologyUpdateMode, PBVH_Collapse); /** * Collapse short edges, subdivide long edges. */ bool BKE_pbvh_bmesh_update_topology(PBVH *pbvh, PBVHTopologyUpdateMode mode, const float center[3], const float view_normal[3], float radius, bool use_frontface, bool use_projected); /* Node Access */ void BKE_pbvh_node_mark_update(PBVHNode *node); void BKE_pbvh_node_mark_update_mask(PBVHNode *node); void BKE_pbvh_node_mark_update_color(PBVHNode *node); void BKE_pbvh_node_mark_update_visibility(PBVHNode *node); void BKE_pbvh_node_mark_rebuild_draw(PBVHNode *node); void BKE_pbvh_node_mark_redraw(PBVHNode *node); void BKE_pbvh_node_mark_normals_update(PBVHNode *node); void BKE_pbvh_node_mark_topology_update(PBVHNode *node); void BKE_pbvh_node_fully_hidden_set(PBVHNode *node, int fully_hidden); bool BKE_pbvh_node_fully_hidden_get(PBVHNode *node); void BKE_pbvh_node_fully_masked_set(PBVHNode *node, int fully_masked); bool BKE_pbvh_node_fully_masked_get(PBVHNode *node); void BKE_pbvh_node_fully_unmasked_set(PBVHNode *node, int fully_masked); bool BKE_pbvh_node_fully_unmasked_get(PBVHNode *node); void BKE_pbvh_mark_rebuild_pixels(PBVH *pbvh); void BKE_pbvh_vert_tag_update_normal(PBVH *pbvh, PBVHVertRef vertex); void BKE_pbvh_node_get_grids(PBVH *pbvh, PBVHNode *node, int **grid_indices, int *totgrid, int *maxgrid, int *gridsize, struct CCGElem ***r_griddata); void BKE_pbvh_node_num_verts(PBVH *pbvh, PBVHNode *node, int *r_uniquevert, int *r_totvert); const int *BKE_pbvh_node_get_vert_indices(PBVHNode *node); void BKE_pbvh_node_get_loops(PBVH *pbvh, PBVHNode *node, const int **r_loop_indices, const struct MLoop **r_loops); void BKE_pbvh_node_get_BB(PBVHNode *node, float bb_min[3], float bb_max[3]); void BKE_pbvh_node_get_original_BB(PBVHNode *node, float bb_min[3], float bb_max[3]); float BKE_pbvh_node_get_tmin(PBVHNode *node); /** * Test if AABB is at least partially inside the #PBVHFrustumPlanes volume. */ bool BKE_pbvh_node_frustum_contain_AABB(PBVHNode *node, void *frustum); /** * Test if AABB is at least partially outside the #PBVHFrustumPlanes volume. */ bool BKE_pbvh_node_frustum_exclude_AABB(PBVHNode *node, void *frustum); struct GSet *BKE_pbvh_bmesh_node_unique_verts(PBVHNode *node); struct GSet *BKE_pbvh_bmesh_node_other_verts(PBVHNode *node); struct GSet *BKE_pbvh_bmesh_node_faces(PBVHNode *node); /** * In order to perform operations on the original node coordinates * (currently just ray-cast), store the node's triangles and vertices. * * Skips triangles that are hidden. */ void BKE_pbvh_bmesh_node_save_orig(struct BMesh *bm, struct BMLog *log, PBVHNode *node, bool use_original); void BKE_pbvh_bmesh_after_stroke(PBVH *pbvh); /* Update Bounding Box/Redraw and clear flags. */ void BKE_pbvh_update_bounds(PBVH *pbvh, int flags); void BKE_pbvh_update_vertex_data(PBVH *pbvh, int flags); void BKE_pbvh_update_visibility(PBVH *pbvh); void BKE_pbvh_update_normals(PBVH *pbvh, struct SubdivCCG *subdiv_ccg); void BKE_pbvh_redraw_BB(PBVH *pbvh, float bb_min[3], float bb_max[3]); void BKE_pbvh_get_grid_updates(PBVH *pbvh, bool clear, void ***r_gridfaces, int *r_totface); void BKE_pbvh_grids_update(PBVH *pbvh, struct CCGElem **grids, void **gridfaces, struct DMFlagMat *flagmats, unsigned int **grid_hidden, struct CCGKey *key); void BKE_pbvh_subdiv_cgg_set(PBVH *pbvh, struct SubdivCCG *subdiv_ccg); void BKE_pbvh_face_sets_set(PBVH *pbvh, int *face_sets); /** * If an operation causes the hide status stored in the mesh to change, this must be called * to update the references to those attributes, since they are only added when necessary. */ void BKE_pbvh_update_hide_attributes_from_mesh(PBVH *pbvh); void BKE_pbvh_face_sets_color_set(PBVH *pbvh, int seed, int color_default); void BKE_pbvh_respect_hide_set(PBVH *pbvh, bool respect_hide); /* Vertex Deformer. */ float (*BKE_pbvh_vert_coords_alloc(struct PBVH *pbvh))[3]; void BKE_pbvh_vert_coords_apply(struct PBVH *pbvh, const float (*vertCos)[3], int totvert); bool BKE_pbvh_is_deformed(struct PBVH *pbvh); /* Vertex Iterator. */ /* This iterator has quite a lot of code, but it's designed to: * - allow the compiler to eliminate dead code and variables * - spend most of the time in the relatively simple inner loop */ /* NOTE: PBVH_ITER_ALL does not skip hidden vertices, * PBVH_ITER_UNIQUE does */ #define PBVH_ITER_ALL 0 #define PBVH_ITER_UNIQUE 1 typedef struct PBVHVertexIter { /* iteration */ int g; int width; int height; int gx; int gy; int i; int index; PBVHVertRef vertex; bool respect_hide; /* grid */ struct CCGKey key; struct CCGElem **grids; struct CCGElem *grid; BLI_bitmap **grid_hidden, *gh; int *grid_indices; int totgrid; int gridsize; /* mesh */ float (*mesh_positions)[3]; float (*vert_normals)[3]; const bool *hide_vert; int totvert; const int *vert_indices; float *vmask; bool is_mesh; /* bmesh */ struct GSetIterator bm_unique_verts; struct GSetIterator bm_other_verts; struct CustomData *bm_vdata; int cd_vert_mask_offset; /* result: these are all computed in the macro, but we assume * that compiler optimization's will skip the ones we don't use */ struct BMVert *bm_vert; float *co; float *no; float *fno; float *mask; bool visible; } PBVHVertexIter; void pbvh_vertex_iter_init(PBVH *pbvh, PBVHNode *node, PBVHVertexIter *vi, int mode); #define BKE_pbvh_vertex_iter_begin(pbvh, node, vi, mode) \ pbvh_vertex_iter_init(pbvh, node, &vi, mode); \ \ for (vi.i = 0, vi.g = 0; vi.g < vi.totgrid; vi.g++) { \ if (vi.grids) { \ vi.width = vi.gridsize; \ vi.height = vi.gridsize; \ vi.index = vi.vertex.i = vi.grid_indices[vi.g] * vi.key.grid_area - 1; \ vi.grid = vi.grids[vi.grid_indices[vi.g]]; \ if (mode == PBVH_ITER_UNIQUE) { \ vi.gh = vi.grid_hidden[vi.grid_indices[vi.g]]; \ } \ } \ else { \ vi.width = vi.totvert; \ vi.height = 1; \ } \ \ for (vi.gy = 0; vi.gy < vi.height; vi.gy++) { \ for (vi.gx = 0; vi.gx < vi.width; vi.gx++, vi.i++) { \ if (vi.grid) { \ vi.co = CCG_elem_co(&vi.key, vi.grid); \ vi.fno = CCG_elem_no(&vi.key, vi.grid); \ vi.mask = vi.key.has_mask ? CCG_elem_mask(&vi.key, vi.grid) : NULL; \ vi.grid = CCG_elem_next(&vi.key, vi.grid); \ vi.index++; \ vi.vertex.i++; \ vi.visible = true; \ if (vi.gh) { \ if (BLI_BITMAP_TEST(vi.gh, vi.gy * vi.gridsize + vi.gx)) { \ continue; \ } \ } \ } \ else if (vi.mesh_positions) { \ if (vi.respect_hide) { \ vi.visible = !(vi.hide_vert && vi.hide_vert[vi.vert_indices[vi.gx]]); \ if (mode == PBVH_ITER_UNIQUE && !vi.visible) { \ continue; \ } \ } \ else { \ BLI_assert(vi.visible); \ } \ vi.co = vi.mesh_positions[vi.vert_indices[vi.gx]]; \ vi.no = vi.vert_normals[vi.vert_indices[vi.gx]]; \ vi.index = vi.vertex.i = vi.vert_indices[vi.i]; \ if (vi.vmask) { \ vi.mask = &vi.vmask[vi.index]; \ } \ } \ else { \ if (!BLI_gsetIterator_done(&vi.bm_unique_verts)) { \ vi.bm_vert = (BMVert *)BLI_gsetIterator_getKey(&vi.bm_unique_verts); \ BLI_gsetIterator_step(&vi.bm_unique_verts); \ } \ else { \ vi.bm_vert = (BMVert *)BLI_gsetIterator_getKey(&vi.bm_other_verts); \ BLI_gsetIterator_step(&vi.bm_other_verts); \ } \ vi.visible = !BM_elem_flag_test_bool(vi.bm_vert, BM_ELEM_HIDDEN); \ if (mode == PBVH_ITER_UNIQUE && !vi.visible) { \ continue; \ } \ vi.co = vi.bm_vert->co; \ vi.fno = vi.bm_vert->no; \ vi.vertex = BKE_pbvh_make_vref((intptr_t)vi.bm_vert); \ vi.index = BM_elem_index_get(vi.bm_vert); \ vi.mask = (float *)BM_ELEM_CD_GET_VOID_P(vi.bm_vert, vi.cd_vert_mask_offset); \ } #define BKE_pbvh_vertex_iter_end \ } \ } \ } \ ((void)0) void BKE_pbvh_node_get_proxies(PBVHNode *node, PBVHProxyNode **proxies, int *proxy_count); void BKE_pbvh_node_free_proxies(PBVHNode *node); PBVHProxyNode *BKE_pbvh_node_add_proxy(PBVH *pbvh, PBVHNode *node); void BKE_pbvh_gather_proxies(PBVH *pbvh, PBVHNode ***r_array, int *r_tot); void BKE_pbvh_node_get_bm_orco_data(PBVHNode *node, int (**r_orco_tris)[3], int *r_orco_tris_num, float (**r_orco_coords)[3], struct BMVert ***r_orco_verts); /** * \note doing a full search on all vertices here seems expensive, * however this is important to avoid having to recalculate bound-box & sync the buffers to the * GPU (which is far more expensive!) See: T47232. */ bool BKE_pbvh_node_has_vert_with_normal_update_tag(PBVH *pbvh, PBVHNode *node); // void BKE_pbvh_node_BB_reset(PBVHNode *node); // void BKE_pbvh_node_BB_expand(PBVHNode *node, float co[3]); bool pbvh_has_mask(const PBVH *pbvh); void pbvh_show_mask_set(PBVH *pbvh, bool show_mask); bool pbvh_has_face_sets(PBVH *pbvh); void pbvh_show_face_sets_set(PBVH *pbvh, bool show_face_sets); /* Parallelization. */ void BKE_pbvh_parallel_range_settings(struct TaskParallelSettings *settings, bool use_threading, int totnode); float (*BKE_pbvh_get_positions(const PBVH *pbvh))[3]; const float (*BKE_pbvh_get_vert_normals(const PBVH *pbvh))[3]; const bool *BKE_pbvh_get_vert_hide(const PBVH *pbvh); bool *BKE_pbvh_get_vert_hide_for_write(PBVH *pbvh); const bool *BKE_pbvh_get_poly_hide(const PBVH *pbvh); PBVHColorBufferNode *BKE_pbvh_node_color_buffer_get(PBVHNode *node); void BKE_pbvh_node_color_buffer_free(PBVH *pbvh); bool BKE_pbvh_get_color_layer(const struct Mesh *me, CustomDataLayer **r_layer, eAttrDomain *r_attr); /* Swaps colors at each element in indices (of domain pbvh->vcol_domain) * with values in colors. */ void BKE_pbvh_swap_colors(PBVH *pbvh, const int *indices, const int indices_num, float (*colors)[4]); /* Stores colors from the elements in indices (of domain pbvh->vcol_domain) * into colors. */ void BKE_pbvh_store_colors(PBVH *pbvh, const int *indices, const int indices_num, float (*colors)[4]); /* Like BKE_pbvh_store_colors but handles loop->vert conversion */ void BKE_pbvh_store_colors_vertex(PBVH *pbvh, const int *indices, const int indices_num, float (*colors)[4]); bool BKE_pbvh_is_drawing(const PBVH *pbvh); void BKE_pbvh_is_drawing_set(PBVH *pbvh, bool val); /* Do not call in PBVH_GRIDS mode */ void BKE_pbvh_node_num_loops(PBVH *pbvh, PBVHNode *node, int *r_totloop); void BKE_pbvh_update_active_vcol(PBVH *pbvh, const struct Mesh *mesh); void BKE_pbvh_pmap_set(PBVH *pbvh, const struct MeshElemMap *pmap); void BKE_pbvh_vertex_color_set(PBVH *pbvh, PBVHVertRef vertex, const float color[4]); void BKE_pbvh_vertex_color_get(const PBVH *pbvh, PBVHVertRef vertex, float r_color[4]); void BKE_pbvh_ensure_node_loops(PBVH *pbvh); bool BKE_pbvh_draw_cache_invalid(const PBVH *pbvh); int BKE_pbvh_debug_draw_gen_get(PBVHNode *node); #ifdef __cplusplus } #endif