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source/blender/blenkernel/BKE_paint.h
| Show First 20 Lines • Show All 580 Lines • ▼ Show 20 Lines | |||||
| struct PBVH *BKE_sculpt_object_pbvh_ensure(struct Depsgraph *depsgraph, struct Object *ob); | 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_bvh_update_from_ccg(struct PBVH *pbvh, struct SubdivCCG *subdiv_ccg); | ||||
| /* This ensure that all elements in the mesh (both vertices and grids) have their visibility | /* This ensure that all elements in the mesh (both vertices and grids) have their visibility | ||||
| * updated according to the face sets. */ | * updated according to the face sets. */ | ||||
| void BKE_sculpt_sync_face_set_visibility(struct Mesh *mesh, struct SubdivCCG *subdiv_ccg); | void BKE_sculpt_sync_face_set_visibility(struct Mesh *mesh, struct SubdivCCG *subdiv_ccg); | ||||
| /* Ensures that a Face Set datalayers exists. If it does not, it creates one respecting the | |||||
| * visibility stored in the vertices of the mesh. If it does, it copies the visibility from the | |||||
| * mesh to the Face Sets. */ | |||||
| void BKE_sculpt_face_sets_ensure_from_base_mesh_visibility(struct Mesh *mesh); | |||||
| bool BKE_sculptsession_use_pbvh_draw(const struct Object *ob, const struct View3D *v3d); | bool BKE_sculptsession_use_pbvh_draw(const struct Object *ob, const struct View3D *v3d); | ||||
| enum { | enum { | ||||
| SCULPT_MASK_LAYER_CALC_VERT = (1 << 0), | SCULPT_MASK_LAYER_CALC_VERT = (1 << 0), | ||||
| SCULPT_MASK_LAYER_CALC_LOOP = (1 << 1), | SCULPT_MASK_LAYER_CALC_LOOP = (1 << 1), | ||||
| }; | }; | ||||
| #ifdef __cplusplus | #ifdef __cplusplus | ||||
| } | } | ||||
| #endif | #endif | ||||