Flood fill for dyntopo constant detail mode.

Nothing spectacular here, fill tools are easy. Just take the dyntopo
code and repeat until nothing more to do.

The tool can be located in the dyntopo panel when the dyntopo constant
detail is on.

Also added scale factor for constant detail. This may change when detail
sampling gets in, I am not very happy with having two numbers here,
still it will give some more control for now.
This commit is contained in:
Antony Riakiotakis 2014-03-22 17:47:18 +02:00
parent 1206faeb99
commit 0ef416722e
6 changed files with 101 additions and 8 deletions

@ -1239,12 +1239,19 @@ class VIEW3D_PT_sculpt_topology(Panel, View3DPaintPanel):
col.active = context.sculpt_object.use_dynamic_topology_sculpting
sub = col.column(align=True)
sub.active = brush and brush.sculpt_tool not in ('MASK')
sub.prop(sculpt, "detail_size")
if (sculpt.detail_type_method == 'CONSTANT'):
row = sub.row(align=True)
row.prop(sculpt, "detail_size")
row.prop(sculpt, "constant_detail_scale")
else:
sub.prop(sculpt, "detail_size")
sub.prop(sculpt, "detail_refine_method", text="")
sub.prop(sculpt, "detail_type_method", text="")
col.separator()
col.prop(sculpt, "use_smooth_shading")
col.operator("sculpt.optimize")
if (sculpt.detail_type_method == 'CONSTANT'):
col.operator("sculpt.detail_flood_fill")
col.separator()
col.prop(sculpt, "symmetrize_direction")
col.operator("sculpt.symmetrize")

@ -135,7 +135,7 @@ typedef enum {
PBVH_Subdivide = 1,
PBVH_Collapse = 2,
} PBVHTopologyUpdateMode;
int BKE_pbvh_bmesh_update_topology(PBVH *bvh, PBVHTopologyUpdateMode mode,
bool BKE_pbvh_bmesh_update_topology(PBVH *bvh, PBVHTopologyUpdateMode mode,
const float center[3], float radius);
/* Node Access */

@ -1104,7 +1104,7 @@ void BKE_pbvh_build_bmesh(PBVH *bvh, BMesh *bm, int smooth_shading,
}
/* Collapse short edges, subdivide long edges */
int BKE_pbvh_bmesh_update_topology(PBVH *bvh, PBVHTopologyUpdateMode mode,
bool BKE_pbvh_bmesh_update_topology(PBVH *bvh, PBVHTopologyUpdateMode mode,
const float center[3], float radius)
{
/* 2 is enough for edge faces - manifold edge */
@ -1112,7 +1112,7 @@ int BKE_pbvh_bmesh_update_topology(PBVH *bvh, PBVHTopologyUpdateMode mode,
BLI_buffer_declare_static(BMFace *, deleted_faces, BLI_BUFFER_NOP, 32);
const int cd_vert_mask_offset = CustomData_get_offset(&bvh->bm->vdata, CD_PAINT_MASK);
int modified = FALSE;
bool modified = false;
int n;
if (mode & PBVH_Collapse) {
@ -1122,6 +1122,7 @@ int BKE_pbvh_bmesh_update_topology(PBVH *bvh, PBVHTopologyUpdateMode mode,
EdgeQueueContext eq_ctx = {&q, queue_pool, bvh->bm, cd_vert_mask_offset};
short_edge_queue_create(&eq_ctx, bvh, center, radius);
modified |= !BLI_heap_is_empty(q.heap);
pbvh_bmesh_collapse_short_edges(&eq_ctx, bvh, &edge_loops,
&deleted_faces);
BLI_heap_free(q.heap, NULL);
@ -1135,6 +1136,7 @@ int BKE_pbvh_bmesh_update_topology(PBVH *bvh, PBVHTopologyUpdateMode mode,
EdgeQueueContext eq_ctx = {&q, queue_pool, bvh->bm, cd_vert_mask_offset};
long_edge_queue_create(&eq_ctx, bvh, center, radius);
modified |= !BLI_heap_is_empty(q.heap);
pbvh_bmesh_subdivide_long_edges(&eq_ctx, bvh, &edge_loops);
BLI_heap_free(q.heap, NULL);
BLI_mempool_destroy(queue_pool);

@ -4510,7 +4510,8 @@ static void sculpt_stroke_update_step(bContext *C, struct PaintStroke *UNUSED(st
sculpt_restore_mesh(sd, ob);
if (sd->flags & SCULPT_DYNTOPO_DETAIL_CONSTANT) {
BKE_pbvh_bmesh_detail_size_set(ss->pbvh, (float)sd->detail_size / 100.0f);
BKE_pbvh_bmesh_detail_size_set(ss->pbvh,
sd->constant_detail_scale * (float)sd->detail_size / 100.0f);
}
else {
BKE_pbvh_bmesh_detail_size_set(ss->pbvh,
@ -5164,8 +5165,12 @@ static int sculpt_mode_toggle_exec(bContext *C, wmOperator *op)
ts->sculpt->flags |= SCULPT_DYNTOPO_SUBDIVIDE;
}
if (!ts->sculpt->detail_size)
if (!ts->sculpt->detail_size) {
ts->sculpt->detail_size = 30;
}
if (ts->sculpt->constant_detail_scale == 0.0)
ts->sculpt->constant_detail_scale = 1.0f;
/* Create sculpt mode session data */
if (ob->sculpt)
@ -5204,6 +5209,76 @@ static void SCULPT_OT_sculptmode_toggle(wmOperatorType *ot)
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
static int sculpt_and_dynamic_topology_constant_detail_poll(bContext *C)
{
Object *ob = CTX_data_active_object(C);
Sculpt *sd = CTX_data_tool_settings(C)->sculpt;
return sculpt_mode_poll(C) && ob->sculpt->bm && (sd->flags & SCULPT_DYNTOPO_DETAIL_CONSTANT);
}
static int sculpt_detail_flood_fill_exec(bContext *C, wmOperator *UNUSED(op))
{
Sculpt *sd = CTX_data_tool_settings(C)->sculpt;
Object *ob = CTX_data_active_object(C);
SculptSession *ss = ob->sculpt;
float size;
float bb_min[3], bb_max[3];
int i, totnodes;
PBVHNode **nodes;
BKE_pbvh_search_gather(ss->pbvh, NULL, NULL, &nodes, &totnodes);
if (!totnodes)
return OPERATOR_CANCELLED;
for (i = 0; i < totnodes; i++) {
BKE_pbvh_node_mark_topology_update(nodes[i]);
}
/* get the bounding box, store the size to bb_max and center (zero) to bb_min */
BKE_pbvh_bounding_box(ob->sculpt->pbvh, bb_min, bb_max);
sub_v3_v3(bb_max, bb_min);
zero_v3(bb_min);
size = max_fff(bb_max[0], bb_max[1], bb_max[2]);
/* update topology size */
BKE_pbvh_bmesh_detail_size_set(ss->pbvh,
sd->constant_detail_scale * (float)sd->detail_size / 100.0f);
sculpt_undo_push_begin("Dynamic topology flood fill");
sculpt_undo_push_node(ob, NULL, SCULPT_UNDO_COORDS);
while (BKE_pbvh_bmesh_update_topology(ss->pbvh, PBVH_Collapse | PBVH_Subdivide, bb_min, size)) {
for (i = 0; i < totnodes; i++)
BKE_pbvh_node_mark_topology_update(nodes[i]);
}
MEM_freeN(nodes);
sculpt_undo_push_end();
/* force rebuild of pbvh for better BB placement */
sculpt_pbvh_clear(ob);
/* Redraw */
WM_event_add_notifier(C, NC_OBJECT | ND_DRAW, ob);
return OPERATOR_FINISHED;
}
static void SCULPT_OT_detail_flood_fill(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Flood Fill";
ot->idname = "SCULPT_OT_detail_flood_fill";
ot->description = "Flood fill the mesh with the selected detail setting";
/* api callbacks */
ot->exec = sculpt_detail_flood_fill_exec;
ot->poll = sculpt_and_dynamic_topology_constant_detail_poll;
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
void ED_operatortypes_sculpt(void)
{
WM_operatortype_append(SCULPT_OT_brush_stroke);
@ -5212,4 +5287,5 @@ void ED_operatortypes_sculpt(void)
WM_operatortype_append(SCULPT_OT_dynamic_topology_toggle);
WM_operatortype_append(SCULPT_OT_optimize);
WM_operatortype_append(SCULPT_OT_symmetrize);
WM_operatortype_append(SCULPT_OT_detail_flood_fill);
}

@ -855,7 +855,9 @@ typedef struct Sculpt {
/* gravity factor for sculpting */
float gravity_factor;
int pad;
/* scale for constant detail size */
float constant_detail_scale;
struct Object *gravity_object;
void *pad2;

@ -416,7 +416,13 @@ static void rna_def_sculpt(BlenderRNA *brna)
prop = RNA_def_property(srna, "detail_size", PROP_INT, PROP_NONE);
RNA_def_property_ui_range(prop, 2, 100, 0, -1);
RNA_def_property_ui_text(prop, "Detail Size", "Maximum edge length for dynamic topology sculpting (in pixels)");
RNA_def_property_ui_text(prop, "Detail Size", "Maximum edge length for dynamic topology sculpting");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "constant_detail_scale", PROP_FLOAT, PROP_NONE);
RNA_def_property_range(prop, 0.001, 100.0);
RNA_def_property_ui_range(prop, 0.1, 100.0, 10, 2);
RNA_def_property_ui_text(prop, "Scale", "Multiplier for constant detail size");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "use_smooth_shading", PROP_BOOLEAN, PROP_NONE);