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blender-archive/source/blender/editors/sculpt_paint/sculpt_undo.c
Sergey Sharybin ea50e5f587 Update mesh normals when undoing sculpt stroke to prevent shading
artifacts in some cases (enter edit mode/disabling modifiers after undo)
2011-02-09 15:38:49 +00:00

338 lines
8.8 KiB
C

/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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) 2006 by Nicholas Bishop
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*
* Implements the Sculpt Mode tools
*
*/
#include "MEM_guardedalloc.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BLI_ghash.h"
#include "BLI_threads.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_mesh_types.h"
#include "BKE_cdderivedmesh.h"
#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_modifier.h"
#include "BKE_multires.h"
#include "BKE_paint.h"
#include "BKE_key.h"
#include "BKE_mesh.h"
#include "WM_api.h"
#include "WM_types.h"
#include "GPU_buffers.h"
#include "ED_sculpt.h"
#include "paint_intern.h"
#include "sculpt_intern.h"
/************************** Undo *************************/
static void update_cb(PBVHNode *node, void *unused)
{
(void)unused;
BLI_pbvh_node_mark_update(node);
}
static void sculpt_restore_deformed(SculptSession *ss, SculptUndoNode *unode, int uindex, int oindex, float coord[3])
{
swap_v3_v3(coord, unode->orig_co[uindex]);
copy_v3_v3(unode->co[uindex], ss->deform_cos[oindex]);
}
static void sculpt_undo_restore(bContext *C, ListBase *lb)
{
Scene *scene = CTX_data_scene(C);
Object *ob = CTX_data_active_object(C);
DerivedMesh *dm = mesh_get_derived_final(scene, ob, 0);
SculptSession *ss = ob->sculpt;
SculptUndoNode *unode;
MVert *mvert;
MultiresModifierData *mmd;
int *index;
int i, j, update= 0;
sculpt_update_mesh_elements(scene, ob, 0);
for(unode=lb->first; unode; unode=unode->next) {
if(!(strcmp(unode->idname, ob->id.name)==0))
continue;
if(unode->maxvert) {
char *shapeName= (char*)unode->shapeName;
/* regular mesh restore */
if(ss->totvert != unode->maxvert)
continue;
if (ss->kb && strcmp(ss->kb->name, shapeName)) {
/* shape key has been changed before calling undo operator */
Key *key= ob_get_key(ob);
KeyBlock *kb= key_get_named_keyblock(key, shapeName);
if (kb) {
ob->shapenr= BLI_findindex(&key->block, kb) + 1;
ob->shapeflag|= OB_SHAPE_LOCK;
sculpt_update_mesh_elements(scene, ob, 0);
WM_event_add_notifier(C, NC_OBJECT|ND_DATA, ob);
} else {
/* key has been removed -- skip this undo node */
continue;
}
}
index= unode->index;
mvert= ss->mvert;
if (ss->kb) {
float (*vertCos)[3];
vertCos= key_to_vertcos(ob, ss->kb);
for(i=0; i<unode->totvert; i++) {
if(ss->modifiers_active) sculpt_restore_deformed(ss, unode, i, index[i], vertCos[index[i]]);
else swap_v3_v3(vertCos[index[i]], unode->co[i]);
}
/* propagate new coords to keyblock */
sculpt_vertcos_to_key(ob, ss->kb, vertCos);
/* pbvh uses it's own mvert array, so coords should be */
/* propagated to pbvh here */
BLI_pbvh_apply_vertCos(ss->pbvh, vertCos);
MEM_freeN(vertCos);
} else {
for(i=0; i<unode->totvert; i++) {
if(ss->modifiers_active) sculpt_restore_deformed(ss, unode, i, index[i], mvert[index[i]].co);
else swap_v3_v3(mvert[index[i]].co, unode->co[i]);
mvert[index[i]].flag |= ME_VERT_PBVH_UPDATE;
}
}
}
else if(unode->maxgrid && dm->getGridData) {
/* multires restore */
DMGridData **grids, *grid;
float (*co)[3];
int gridsize;
if(dm->getNumGrids(dm) != unode->maxgrid)
continue;
if(dm->getGridSize(dm) != unode->gridsize)
continue;
grids= dm->getGridData(dm);
gridsize= dm->getGridSize(dm);
co = unode->co;
for(j=0; j<unode->totgrid; j++) {
grid= grids[unode->grids[j]];
for(i=0; i<gridsize*gridsize; i++, co++)
swap_v3_v3(grid[i].co, co[0]);
}
}
update= 1;
}
if(update) {
int tag_update= 0;
/* we update all nodes still, should be more clever, but also
needs to work correct when exiting/entering sculpt mode and
the nodes get recreated, though in that case it could do all */
BLI_pbvh_search_callback(ss->pbvh, NULL, NULL, update_cb, NULL);
BLI_pbvh_update(ss->pbvh, PBVH_UpdateBB|PBVH_UpdateOriginalBB|PBVH_UpdateRedraw, NULL);
if((mmd=sculpt_multires_active(scene, ob)))
multires_mark_as_modified(ob);
tag_update= ((Mesh*)ob->data)->id.us > 1;
if(ss->modifiers_active) {
Mesh *me= ob->data;
mesh_calc_normals(me->mvert, me->totvert, me->mface, me->totface, NULL);
sculpt_free_deformMats(ss);
tag_update|= 1;
}
if(tag_update)
DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
/* for non-PBVH drawing, need to recreate VBOs */
GPU_drawobject_free(ob->derivedFinal);
}
}
static void sculpt_undo_free(ListBase *lb)
{
SculptUndoNode *unode;
for(unode=lb->first; unode; unode=unode->next) {
if(unode->co)
MEM_freeN(unode->co);
if(unode->no)
MEM_freeN(unode->no);
if(unode->index)
MEM_freeN(unode->index);
if(unode->grids)
MEM_freeN(unode->grids);
if(unode->layer_disp)
MEM_freeN(unode->layer_disp);
if(unode->orig_co)
MEM_freeN(unode->orig_co);
}
}
SculptUndoNode *sculpt_undo_get_node(PBVHNode *node)
{
ListBase *lb= undo_paint_push_get_list(UNDO_PAINT_MESH);
SculptUndoNode *unode;
if(!lb)
return NULL;
for(unode=lb->first; unode; unode=unode->next)
if(unode->node == node)
return unode;
return NULL;
}
SculptUndoNode *sculpt_undo_push_node(SculptSession *ss, PBVHNode *node)
{
ListBase *lb= undo_paint_push_get_list(UNDO_PAINT_MESH);
Object *ob= ss->ob;
SculptUndoNode *unode;
int totvert, allvert, totgrid, maxgrid, gridsize, *grids;
/* list is manipulated by multiple threads, so we lock */
BLI_lock_thread(LOCK_CUSTOM1);
if((unode= sculpt_undo_get_node(node))) {
BLI_unlock_thread(LOCK_CUSTOM1);
return unode;
}
unode= MEM_callocN(sizeof(SculptUndoNode), "SculptUndoNode");
strcpy(unode->idname, ob->id.name);
unode->node= node;
BLI_pbvh_node_num_verts(ss->pbvh, node, &totvert, &allvert);
BLI_pbvh_node_get_grids(ss->pbvh, node, &grids, &totgrid,
&maxgrid, &gridsize, NULL, NULL);
unode->totvert= totvert;
/* we will use this while sculpting, is mapalloc slow to access then? */
unode->co= MEM_mapallocN(sizeof(float)*3*allvert, "SculptUndoNode.co");
unode->no= MEM_mapallocN(sizeof(short)*3*allvert, "SculptUndoNode.no");
undo_paint_push_count_alloc(UNDO_PAINT_MESH, (sizeof(float)*3 + sizeof(short)*3 + sizeof(int))*allvert);
BLI_addtail(lb, unode);
if(maxgrid) {
/* multires */
unode->maxgrid= maxgrid;
unode->totgrid= totgrid;
unode->gridsize= gridsize;
unode->grids= MEM_mapallocN(sizeof(int)*totgrid, "SculptUndoNode.grids");
}
else {
/* regular mesh */
unode->maxvert= ss->totvert;
unode->index= MEM_mapallocN(sizeof(int)*allvert, "SculptUndoNode.index");
}
if(ss->modifiers_active)
unode->orig_co= MEM_callocN(allvert*sizeof(*unode->orig_co), "undoSculpt orig_cos");
BLI_unlock_thread(LOCK_CUSTOM1);
/* copy threaded, hopefully this is the performance critical part */
{
PBVHVertexIter vd;
BLI_pbvh_vertex_iter_begin(ss->pbvh, node, vd, PBVH_ITER_ALL) {
copy_v3_v3(unode->co[vd.i], vd.co);
if(vd.no) VECCOPY(unode->no[vd.i], vd.no)
else normal_float_to_short_v3(unode->no[vd.i], vd.fno);
if(vd.vert_indices) unode->index[vd.i]= vd.vert_indices[vd.i];
if(ss->modifiers_active)
copy_v3_v3(unode->orig_co[vd.i], ss->orig_cos[unode->index[vd.i]]);
}
BLI_pbvh_vertex_iter_end;
}
if(unode->grids)
memcpy(unode->grids, grids, sizeof(int)*totgrid);
/* store active shape key */
if(ss->kb) BLI_strncpy((char*)unode->shapeName, ss->kb->name, sizeof(ss->kb->name));
else unode->shapeName[0]= '\0';
return unode;
}
void sculpt_undo_push_begin(const char *name)
{
undo_paint_push_begin(UNDO_PAINT_MESH, name,
sculpt_undo_restore, sculpt_undo_free);
}
void sculpt_undo_push_end(void)
{
ListBase *lb= undo_paint_push_get_list(UNDO_PAINT_MESH);
SculptUndoNode *unode;
/* we don't need normals in the undo stack */
for(unode=lb->first; unode; unode=unode->next) {
if(unode->no) {
MEM_freeN(unode->no);
unode->no= NULL;
}
if(unode->layer_disp) {
MEM_freeN(unode->layer_disp);
unode->layer_disp= NULL;
}
}
undo_paint_push_end(UNDO_PAINT_MESH);
}