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/*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2006 by Nicholas Bishop
* All rights reserved.
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*/
/** \file
* \ingroup edsculpt
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*/
#ifndef __SCULPT_INTERN_H__
#define __SCULPT_INTERN_H__
#include "DNA_listBase.h"
#include "DNA_vec_types.h"
#include "DNA_key_types.h"
#include "BLI_bitmap.h"
#include "BLI_threads.h"
#include "BLI_gsqueue.h"
#include "BKE_paint.h"
#include "BKE_pbvh.h"
struct KeyBlock;
struct Object;
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struct SculptPoseIKChainSegment;
struct SculptUndoNode;
struct bContext;
enum ePaintSymmetryFlags;
bool SCULPT_mode_poll(struct bContext *C);
bool SCULPT_mode_poll_view3d(struct bContext *C);
/* checks for a brush, not just sculpt mode */
bool SCULPT_poll(struct bContext *C);
bool SCULPT_poll_view3d(struct bContext *C);
/* Updates */
typedef enum SculptUpdateType {
SCULPT_UPDATE_COORDS = 1 << 0,
SCULPT_UPDATE_MASK = 1 << 1,
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SCULPT_UPDATE_VISIBILITY = 1 << 2,
} SculptUpdateType;
/* Stroke */
typedef struct SculptCursorGeometryInfo {
float location[3];
float normal[3];
float active_vertex_co[3];
} SculptCursorGeometryInfo;
bool SCULPT_stroke_get_location(struct bContext *C, float out[3], const float mouse[2]);
bool SCULPT_cursor_geometry_info_update(bContext *C,
SculptCursorGeometryInfo *out,
const float mouse[2],
bool use_sampled_normal);
void SCULPT_geometry_preview_lines_update(bContext *C, struct SculptSession *ss, float radius);
/* Sculpt PBVH abstraction API */
void SCULPT_vertex_random_access_init(struct SculptSession *ss);
int SCULPT_vertex_count_get(struct SculptSession *ss);
const float *SCULPT_vertex_co_get(struct SculptSession *ss, int index);
float SCULPT_vertex_mask_get(struct SculptSession *ss, int index);
#define SCULPT_VERTEX_NEIGHBOR_FIXED_CAPACITY 256
typedef struct SculptVertexNeighborIter {
/* Storage */
int *neighbors;
int size;
int capacity;
int neighbors_fixed[SCULPT_VERTEX_NEIGHBOR_FIXED_CAPACITY];
/* Internal iterator. */
int num_duplicates;
int i;
/* Public */
int index;
bool is_duplicate;
} SculptVertexNeighborIter;
void SCULPT_vertex_neighbors_get(struct SculptSession *ss,
const int index,
const bool include_duplicates,
SculptVertexNeighborIter *iter);
/* Iterator over neighboring vertices. */
#define sculpt_vertex_neighbors_iter_begin(ss, v_index, neighbor_iterator) \
SCULPT_vertex_neighbors_get(ss, v_index, false, &neighbor_iterator); \
for (neighbor_iterator.i = 0; neighbor_iterator.i < neighbor_iterator.size; \
neighbor_iterator.i++) { \
neighbor_iterator.index = ni.neighbors[ni.i];
/* Iterate over neighboring and duplicate vertices (for PBVH_GRIDS). Duplicates come
* first since they are nearest for floodfill. */
#define sculpt_vertex_duplicates_and_neighbors_iter_begin(ss, v_index, neighbor_iterator) \
SCULPT_vertex_neighbors_get(ss, v_index, true, &neighbor_iterator); \
for (neighbor_iterator.i = neighbor_iterator.size - 1; neighbor_iterator.i >= 0; \
neighbor_iterator.i--) { \
neighbor_iterator.index = ni.neighbors[ni.i]; \
neighbor_iterator.is_duplicate = (ni.i >= \
neighbor_iterator.size - neighbor_iterator.num_duplicates);
#define sculpt_vertex_neighbors_iter_end(neighbor_iterator) \
} \
if (neighbor_iterator.neighbors != neighbor_iterator.neighbors_fixed) { \
MEM_freeN(neighbor_iterator.neighbors); \
} \
((void)0)
/* Sculpt Original Data */
typedef struct {
struct BMLog *bm_log;
struct SculptUndoNode *unode;
float (*coords)[3];
short (*normals)[3];
const float *vmasks;
/* Original coordinate, normal, and mask. */
const float *co;
const short *no;
float mask;
} SculptOrigVertData;
void SCULPT_orig_vert_data_init(SculptOrigVertData *data, Object *ob, PBVHNode *node);
void SCULPT_orig_vert_data_update(SculptOrigVertData *orig_data, PBVHVertexIter *iter);
Add dynamic topology support to sculpt mode * User documentation: wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Dynamic_Topology_Sculpting * Code review for this and the other dynamic-topology commits: https://codereview.appspot.com/6947064/ Thanks to Sergey for doing code review! * Add SCULPT_OT_dynamic_topology_toggle operator to enable or disable dynamic topology mode * Most brushes need little modification for dynamic topology, but for some it won't work well and is disabled. This decision is made in sculpt_stroke_dynamic_topology(). * For brushes that need original data (e.g. grab brush) the topology is not updated during the stroke, but some changes to original vertex data is accessed were made since BMesh works a little differently from mesh/multires. This is abstracted with SculptOrigVertData and associated functions. * Smooth brush gets yet another set of functions, for mesh and multires and dynamic topology and, separetely, masking * For most brushes, the topology is updated during the stroke right before the regular brush action takes place. This is handled in sculpt_topology_update(). * Exiting sculpt mode also disables dynamic topology * Sculpt undo works differently with BMesh. Since the contents of nodes in the PBVH do not remain static during a sculpt session, the SculptUndoNodes do not correspond with PBVHNodes if dynamic topology is enabled. Rather, each SculptUndoNode is associated with a BMLogEntry. * Sculpt undo gets a few new cases: entering and exiting dynamic topology does an undo push of all mesh data. Symmetrize will similarly push a full copy of BMesh data, although it does so through the BMLog API. * Undo and redo in dynamic-topology mode will do a full recalculation of the PBVH. * Add some documentation to doc/sculpt.org. This could stand to be expanded a lot more, for now it mostly contains test cases for the undo system. * Add SCULPT_OT_optimize operator to recalculate the BVH. The BVH gets less optimal more quickly with dynamic topology than regular sculpting. There is no doubt more clever stuff we can do to optimize it on the fly, but for now this gives the user a nicer way to recalculate it than toggling modes.
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/* Dynamic topology */
void sculpt_pbvh_clear(Object *ob);
void sculpt_dyntopo_node_layers_add(struct SculptSession *ss);
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void sculpt_dynamic_topology_disable(bContext *C, struct SculptUndoNode *unode);
Add dynamic topology support to sculpt mode * User documentation: wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Dynamic_Topology_Sculpting * Code review for this and the other dynamic-topology commits: https://codereview.appspot.com/6947064/ Thanks to Sergey for doing code review! * Add SCULPT_OT_dynamic_topology_toggle operator to enable or disable dynamic topology mode * Most brushes need little modification for dynamic topology, but for some it won't work well and is disabled. This decision is made in sculpt_stroke_dynamic_topology(). * For brushes that need original data (e.g. grab brush) the topology is not updated during the stroke, but some changes to original vertex data is accessed were made since BMesh works a little differently from mesh/multires. This is abstracted with SculptOrigVertData and associated functions. * Smooth brush gets yet another set of functions, for mesh and multires and dynamic topology and, separetely, masking * For most brushes, the topology is updated during the stroke right before the regular brush action takes place. This is handled in sculpt_topology_update(). * Exiting sculpt mode also disables dynamic topology * Sculpt undo works differently with BMesh. Since the contents of nodes in the PBVH do not remain static during a sculpt session, the SculptUndoNodes do not correspond with PBVHNodes if dynamic topology is enabled. Rather, each SculptUndoNode is associated with a BMLogEntry. * Sculpt undo gets a few new cases: entering and exiting dynamic topology does an undo push of all mesh data. Symmetrize will similarly push a full copy of BMesh data, although it does so through the BMLog API. * Undo and redo in dynamic-topology mode will do a full recalculation of the PBVH. * Add some documentation to doc/sculpt.org. This could stand to be expanded a lot more, for now it mostly contains test cases for the undo system. * Add SCULPT_OT_optimize operator to recalculate the BVH. The BVH gets less optimal more quickly with dynamic topology than regular sculpting. There is no doubt more clever stuff we can do to optimize it on the fly, but for now this gives the user a nicer way to recalculate it than toggling modes.
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/* Utils. */
void SCULPT_calc_brush_plane(struct Sculpt *sd,
struct Object *ob,
struct PBVHNode **nodes,
int totnode,
float r_area_no[3],
float r_area_co[3]);
void SCULPT_calc_area_normal(
Sculpt *sd, Object *ob, PBVHNode **nodes, int totnode, float r_area_no[3]);
int SCULPT_nearest_vertex_get(struct Sculpt *sd,
struct Object *ob,
const float co[3],
float max_distance,
bool use_original);
int SCULPT_plane_point_side(const float co[3], const float plane[4]);
int SCULPT_plane_trim(const struct StrokeCache *cache,
const struct Brush *brush,
const float val[3]);
float SCULPT_brush_plane_offset_get(Sculpt *sd, SculptSession *ss);
ePaintSymmetryAreas SCULPT_get_vertex_symm_area(const float co[3]);
bool SCULPT_check_vertex_pivot_symmetry(const float vco[3], const float pco[3], const char symm);
bool SCULPT_is_symmetry_iteration_valid(char i, char symm);
void SCULPT_flip_v3_by_symm_area(float v[3],
const ePaintSymmetryFlags symm,
const ePaintSymmetryAreas symmarea,
const float pivot[3]);
void SCULPT_flip_quat_by_symm_area(float quat[3],
const ePaintSymmetryFlags symm,
const ePaintSymmetryAreas symmarea,
const float pivot[3]);
/* Flood Fill. */
typedef struct {
GSQueue *queue;
char *visited_vertices;
} SculptFloodFill;
void SCULPT_floodfill_init(struct SculptSession *ss, SculptFloodFill *flood);
void SCULPT_floodfill_add_active(struct Sculpt *sd,
struct Object *ob,
struct SculptSession *ss,
SculptFloodFill *flood,
float radius);
void SCULPT_floodfill_execute(
struct SculptSession *ss,
SculptFloodFill *flood,
bool (*func)(SculptSession *ss, int from_v, int to_v, bool is_duplicate, void *userdata),
void *userdata);
void SCULPT_floodfill_free(SculptFloodFill *flood);
/* Automasking. */
float SCULPT_automasking_factor_get(SculptSession *ss, int vert);
/* Brushes. */
/* Cloth Brush. */
void SCULPT_do_cloth_brush(struct Sculpt *sd,
struct Object *ob,
struct PBVHNode **nodes,
int totnode);
void SCULPT_cloth_simulation_free(struct SculptClothSimulation *cloth_sim);
void SCULPT_cloth_simulation_limits_draw(const uint gpuattr,
const struct Brush *brush,
const float obmat[4][4],
const float location[3],
const float normal[3],
const float rds,
const float line_width,
const float outline_col[3],
const float alpha);
void SCULPT_cloth_plane_falloff_preview_draw(const uint gpuattr,
struct SculptSession *ss,
const float outline_col[3],
float outline_alpha);
/* Pose Brush. */
void SCULPT_do_pose_brush(struct Sculpt *sd,
struct Object *ob,
struct PBVHNode **nodes,
int totnode);
void SCULPT_pose_calc_pose_data(struct Sculpt *sd,
struct Object *ob,
struct SculptSession *ss,
float initial_location[3],
float radius,
float pose_offset,
float *r_pose_origin,
float *r_pose_factor);
void SCULPT_pose_brush_init(struct Sculpt *sd,
struct Object *ob,
struct SculptSession *ss,
struct Brush *br);
struct SculptPoseIKChain *SCULPT_pose_ik_chain_init(struct Sculpt *sd,
struct Object *ob,
struct SculptSession *ss,
struct Brush *br,
const float initial_location[3],
const float radius);
void SCULPT_pose_ik_chain_free(struct SculptPoseIKChain *ik_chain);
/* Multiplane Scrape Brush. */
void SCULPT_do_multiplane_scrape_brush(Sculpt *sd, Object *ob, PBVHNode **nodes, int totnode);
void SCULPT_multiplane_scrape_preview_draw(const uint gpuattr,
SculptSession *ss,
const float outline_col[3],
const float outline_alpha);
/* Slide/Relax */
void SCULPT_relax_vertex(struct SculptSession *ss,
struct PBVHVertexIter *vd,
float factor,
bool filter_boundary_face_sets,
float *r_final_pos);
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/* Sculpt Visibility API */
void SCULPT_visibility_sync_all_face_sets_to_vertices(struct SculptSession *ss);
void SCULPT_visibility_sync_all_vertex_to_face_sets(struct SculptSession *ss);
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/* Undo */
typedef enum {
SCULPT_UNDO_COORDS,
SCULPT_UNDO_HIDDEN,
SCULPT_UNDO_MASK,
SCULPT_UNDO_DYNTOPO_BEGIN,
SCULPT_UNDO_DYNTOPO_END,
SCULPT_UNDO_DYNTOPO_SYMMETRIZE,
SCULPT_UNDO_GEOMETRY,
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SCULPT_UNDO_FACE_SETS,
} SculptUndoType;
typedef struct SculptUndoNode {
struct SculptUndoNode *next, *prev;
SculptUndoType type;
char idname[MAX_ID_NAME]; /* name instead of pointer*/
void *node; /* only during push, not valid afterwards! */
float (*co)[3];
float (*orig_co)[3];
short (*no)[3];
float *mask;
int totvert;
/* non-multires */
int maxvert; /* to verify if totvert it still the same */
int *index; /* to restore into right location */
BLI_bitmap *vert_hidden;
/* multires */
int maxgrid; /* same for grid */
int gridsize; /* same for grid */
int totgrid; /* to restore into right location */
int *grids; /* to restore into right location */
BLI_bitmap **grid_hidden;
/* bmesh */
struct BMLogEntry *bm_entry;
bool applied;
/* shape keys */
char shapeName[sizeof(((KeyBlock *)0))->name];
/* geometry modification operations and bmesh enter data */
CustomData geom_vdata;
CustomData geom_edata;
CustomData geom_ldata;
CustomData geom_pdata;
int geom_totvert;
int geom_totedge;
int geom_totloop;
int geom_totpoly;
/* pivot */
float pivot_pos[3];
float pivot_rot[4];
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/* Sculpt Face Sets */
int *face_sets;
size_t undo_size;
} SculptUndoNode;
/* Factor of brush to have rake point following behind
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* (could be configurable but this is reasonable default). */
#define SCULPT_RAKE_BRUSH_FACTOR 0.25f
struct SculptRakeData {
float follow_dist;
float follow_co[3];
};
/* Single struct used by all BLI_task threaded callbacks, let's avoid adding 10's of those... */
typedef struct SculptThreadedTaskData {
struct bContext *C;
struct Sculpt *sd;
struct Object *ob;
const struct Brush *brush;
struct PBVHNode **nodes;
int totnode;
struct VPaint *vp;
struct VPaintData *vpd;
struct WPaintData *wpd;
struct WeightPaintInfo *wpi;
unsigned int *lcol;
struct Mesh *me;
/* For passing generic params. */
void *custom_data;
/* Data specific to some callbacks. */
/* Note: even if only one or two of those are used at a time,
* keeping them separated, names help figuring out
* what it is, and memory overhead is ridiculous anyway. */
float flippedbstrength;
float angle;
float strength;
bool smooth_mask;
bool has_bm_orco;
struct SculptProjectVector *spvc;
float *offset;
float *grab_delta;
float *cono;
float *area_no;
float *area_no_sp;
float *area_co;
float (*mat)[4];
float (*vertCos)[3];
/* X and Z vectors aligned to the stroke direction for operations where perpendicular vectors to
* the stroke direction are needed. */
float (*stroke_xz)[3];
int filter_type;
float filter_strength;
bool use_area_cos;
bool use_area_nos;
/* 0=towards view, 1=flipped */
float (*area_cos)[3];
float (*area_nos)[3];
int *count_no;
int *count_co;
bool any_vertex_sampled;
float *prev_mask;
float *pose_factor;
float *pose_initial_co;
int pose_chain_segment;
float multiplane_scrape_angle;
float multiplane_scrape_planes[2][4];
float max_distance_squared;
float nearest_vertex_search_co[3];
/* Stabilized strength for the Clay Thumb brush. */
float clay_strength;
int mask_expand_update_it;
bool mask_expand_invert_mask;
bool mask_expand_use_normals;
bool mask_expand_keep_prev_mask;
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bool mask_expand_create_face_set;
float transform_mats[8][4][4];
float cloth_time_step;
float dirty_mask_min;
float dirty_mask_max;
bool dirty_mask_dirty_only;
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int face_set;
ThreadMutex mutex;
} SculptThreadedTaskData;
/*************** Brush testing declarations ****************/
typedef struct SculptBrushTest {
float radius_squared;
float location[3];
float dist;
int mirror_symmetry_pass;
/* For circle (not sphere) projection. */
float plane_view[4];
/* Some tool code uses a plane for it's calculateions. */
float plane_tool[4];
/* View3d clipping - only set rv3d for clipping */
struct RegionView3D *clip_rv3d;
} SculptBrushTest;
typedef bool (*SculptBrushTestFn)(SculptBrushTest *test, const float co[3]);
typedef struct {
struct Sculpt *sd;
struct SculptSession *ss;
float radius_squared;
const float *center;
bool original;
bool ignore_fully_masked;
} SculptSearchSphereData;
typedef struct {
struct Sculpt *sd;
struct SculptSession *ss;
float radius_squared;
bool original;
bool ignore_fully_masked;
struct DistRayAABB_Precalc *dist_ray_to_aabb_precalc;
} SculptSearchCircleData;
void SCULPT_brush_test_init(struct SculptSession *ss, SculptBrushTest *test);
bool SCULPT_brush_test_sphere(SculptBrushTest *test, const float co[3]);
bool SCULPT_brush_test_sphere_sq(SculptBrushTest *test, const float co[3]);
bool SCULPT_brush_test_sphere_fast(const SculptBrushTest *test, const float co[3]);
bool SCULPT_brush_test_cube(SculptBrushTest *test,
const float co[3],
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const float local[4][4],
const float roundness);
bool SCULPT_brush_test_circle_sq(SculptBrushTest *test, const float co[3]);
bool SCULPT_search_sphere_cb(PBVHNode *node, void *data_v);
bool SCULPT_search_circle_cb(PBVHNode *node, void *data_v);
SculptBrushTestFn SCULPT_brush_test_init_with_falloff_shape(SculptSession *ss,
SculptBrushTest *test,
char falloff_shape);
const float *SCULPT_brush_frontface_normal_from_falloff_shape(SculptSession *ss,
char falloff_shape);
float SCULPT_brush_strength_factor(struct SculptSession *ss,
const struct Brush *br,
const float point[3],
const float len,
const short vno[3],
const float fno[3],
const float mask,
const int vertex_index,
const int thread_id);
/* just for vertex paint. */
bool SCULPT_pbvh_calc_area_normal(const struct Brush *brush,
Object *ob,
PBVHNode **nodes,
int totnode,
bool use_threading,
float r_area_no[3]);
/* Cache stroke properties. Used because
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* RNA property lookup isn't particularly fast.
*
* For descriptions of these settings, check the operator properties.
*/
#define CLAY_STABILIZER_LEN 10
typedef struct StrokeCache {
/* Invariants */
float initial_radius;
float scale[3];
int flag;
float clip_tolerance[3];
float initial_mouse[2];
/* Variants */
float radius;
float radius_squared;
float true_location[3];
float true_last_location[3];
float location[3];
float last_location[3];
/* Used for alternating between deformation in brushes that need to apply different ones to
* achieve certain effects. */
int iteration_count;
/* Original pixel radius with the pressure curve applied for dyntopo detail size */
float dyntopo_pixel_radius;
bool is_last_valid;
bool pen_flip;
bool invert;
float pressure;
float mouse[2];
float bstrength;
float normal_weight; /* from brush (with optional override) */
/* The rest is temporary storage that isn't saved as a property */
bool first_time; /* Beginning of stroke may do some things special */
/* from ED_view3d_ob_project_mat_get() */
float projection_mat[4][4];
/* Clean this up! */
struct ViewContext *vc;
const struct Brush *brush;
float special_rotation;
float grab_delta[3], grab_delta_symmetry[3];
float old_grab_location[3], orig_grab_location[3];
/* screen-space rotation defined by mouse motion */
float rake_rotation[4], rake_rotation_symmetry[4];
bool is_rake_rotation_valid;
struct SculptRakeData rake_data;
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/* Face Sets */
int paint_face_set;
/* Symmetry index between 0 and 7 bit combo 0 is Brush only;
* 1 is X mirror; 2 is Y mirror; 3 is XY; 4 is Z; 5 is XZ; 6 is YZ; 7 is XYZ */
int symmetry;
int mirror_symmetry_pass; /* the symmetry pass we are currently on between 0 and 7*/
float true_view_normal[3];
float view_normal[3];
/* sculpt_normal gets calculated by calc_sculpt_normal(), then the
* sculpt_normal_symm gets updated quickly with the usual symmetry
* transforms */
float sculpt_normal[3];
float sculpt_normal_symm[3];
/* Used for area texture mode, local_mat gets calculated by
* calc_brush_local_mat() and used in tex_strength(). */
float brush_local_mat[4][4];
float plane_offset[3]; /* used to shift the plane around when doing tiled strokes */
int tile_pass;
float last_center[3];
int radial_symmetry_pass;
float symm_rot_mat[4][4];
float symm_rot_mat_inv[4][4];
bool original;
float anchored_location[3];
/* Pose brush */
struct SculptPoseIKChain *pose_ik_chain;
/* Clay Thumb brush */
/* Angle of the front tilting plane of the brush to simulate clay accumulation. */
float clay_thumb_front_angle;
/* Stores pressure samples to get an stabilized strength and radius variation. */
float clay_pressure_stabilizer[CLAY_STABILIZER_LEN];
int clay_pressure_stabilizer_index;
/* Cloth brush */
struct SculptClothSimulation *cloth_sim;
float initial_location[3];
float true_initial_location[3];
float initial_normal[3];
float true_initial_normal[3];
float vertex_rotation; /* amount to rotate the vertices when using rotate brush */
struct Dial *dial;
char saved_active_brush_name[MAX_ID_NAME];
char saved_mask_brush_tool;
int saved_smooth_size; /* smooth tool copies the size of the current tool */
bool alt_smooth;
float plane_trim_squared;
bool supports_gravity;
float true_gravity_direction[3];
float gravity_direction[3];
float *automask;
float stroke_local_mat[4][4];
float multiplane_scrape_angle;
rcti previous_r; /* previous redraw rectangle */
rcti current_r; /* current redraw rectangle */
} StrokeCache;
typedef struct FilterCache {
bool enabled_axis[3];
int random_seed;
/* Used for alternating between filter operations in filters that need to apply different ones to
* achieve certain effects. */
int iteration_count;
/* unmasked nodes */
PBVHNode **nodes;
int totnode;
/* mask expand iteration caches */
int mask_update_current_it;
int mask_update_last_it;
int *mask_update_it;
float *normal_factor;
float *edge_factor;
float *prev_mask;
float mask_expand_initial_co[3];
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int new_face_set;
int *prev_face_set;
int active_face_set;
} FilterCache;
void SCULPT_cache_calc_brushdata_symm(StrokeCache *cache,
const char symm,
const char axis,
const float angle);
void SCULPT_cache_free(StrokeCache *cache);
SculptUndoNode *SCULPT_undo_push_node(Object *ob, PBVHNode *node, SculptUndoType type);
SculptUndoNode *SCULPT_undo_get_node(PBVHNode *node);
void SCULPT_undo_push_begin(const char *name);
void SCULPT_undo_push_end(void);
void SCULPT_vertcos_to_key(Object *ob, KeyBlock *kb, const float (*vertCos)[3]);
void SCULPT_update_object_bounding_box(struct Object *ob);
bool SCULPT_get_redraw_rect(struct ARegion *region,
struct RegionView3D *rv3d,
Object *ob,
rcti *rect);
#endif