ima->flag |= IMA_DO_PREMUL;
}
}
-
- if (main->versionfile < 245 || main->subversionfile < 12)
- {
- /* initialize skeleton generation toolsettings */
- for(sce=main->scene.first; sce; sce = sce->id.next)
- {
- sce->toolsettings->skgen_resolution = 50;
- sce->toolsettings->skgen_threshold_internal = 0.01f;
- sce->toolsettings->skgen_threshold_external = 0.01f;
- sce->toolsettings->skgen_angle_limit = 45.0f;
- sce->toolsettings->skgen_length_ratio = 1.3f;
- sce->toolsettings->skgen_length_limit = 1.5f;
- sce->toolsettings->skgen_correlation_limit = 0.98f;
- sce->toolsettings->skgen_symmetry_limit = 0.1f;
- sce->toolsettings->skgen_postpro = SKGEN_SMOOTH;
- sce->toolsettings->skgen_postpro_passes = 1;
- sce->toolsettings->skgen_options = SKGEN_FILTER_INTERNAL|SKGEN_FILTER_EXTERNAL|SKGEN_SUB_CORRELATION;
- sce->toolsettings->skgen_subdivisions[0] = SKGEN_SUB_CORRELATION;
- sce->toolsettings->skgen_subdivisions[1] = SKGEN_SUB_LENGTH;
- sce->toolsettings->skgen_subdivisions[2] = SKGEN_SUB_ANGLE;
- }
- }
}
+
+ /* sanity check for skgen
+ * */
+ {
+ Scene *sce;
+ for(sce=main->scene.first; sce; sce = sce->id.next)
+ {
+ if (sce->toolsettings->skgen_subdivisions[0] == sce->toolsettings->skgen_subdivisions[1] ||
+ sce->toolsettings->skgen_subdivisions[0] == sce->toolsettings->skgen_subdivisions[2] ||
+ sce->toolsettings->skgen_subdivisions[1] == sce->toolsettings->skgen_subdivisions[2])
+ {
+ sce->toolsettings->skgen_subdivisions[0] = SKGEN_SUB_CORRELATION;
+ sce->toolsettings->skgen_subdivisions[1] = SKGEN_SUB_LENGTH;
+ sce->toolsettings->skgen_subdivisions[2] = SKGEN_SUB_ANGLE;
+ }
+ }
+ }
+
if ((main->versionfile < 245) || (main->versionfile == 245 && main->subversionfile < 2)) {
Image *ima;
}
}
- if (main->versionfile < 248 || main->subversionfile < 2)
- {
+ if (main->versionfile < 248 || (main->versionfile == 248 && main->subversionfile < 2)) {
Scene *sce;
- for(sce=main->scene.first; sce; sce = sce->id.next)
- {
- /* Note, these will need to be added for painting */
+ /* Note, these will need to be added for painting */
+ for (sce= main->scene.first; sce; sce= sce->id.next) {
sce->toolsettings->imapaint.seam_bleed = 2;
sce->toolsettings->imapaint.normal_angle = 80;
+
+ /* initialize skeleton generation toolsettings */
+ sce->toolsettings->skgen_resolution = 250;
+ sce->toolsettings->skgen_threshold_internal = 0.1f;
+ sce->toolsettings->skgen_threshold_external = 0.1f;
+ sce->toolsettings->skgen_angle_limit = 30.0f;
+ sce->toolsettings->skgen_length_ratio = 1.3f;
+ sce->toolsettings->skgen_length_limit = 1.5f;
+ sce->toolsettings->skgen_correlation_limit = 0.98f;
+ sce->toolsettings->skgen_symmetry_limit = 0.1f;
+ sce->toolsettings->skgen_postpro = SKGEN_SMOOTH;
+ sce->toolsettings->skgen_postpro_passes = 3;
+ sce->toolsettings->skgen_options = SKGEN_FILTER_INTERNAL|SKGEN_FILTER_EXTERNAL|SKGEN_FILTER_SMART|SKGEN_SUB_CORRELATION|SKGEN_HARMONIC;
+ sce->toolsettings->skgen_subdivisions[0] = SKGEN_SUB_CORRELATION;
+ sce->toolsettings->skgen_subdivisions[1] = SKGEN_SUB_LENGTH;
+ sce->toolsettings->skgen_subdivisions[2] = SKGEN_SUB_ANGLE;
+
+
+ sce->toolsettings->skgen_retarget_angle_weight = 1.0f;
+ sce->toolsettings->skgen_retarget_length_weight = 1.0f;
+ sce->toolsettings->skgen_retarget_distance_weight = 1.0f;
+
+ /* Skeleton Sketching */
+ sce->toolsettings->bone_sketching = 0;
+ sce->toolsettings->skgen_retarget_roll = SK_RETARGET_ROLL_VIEW;
}
}
-
+
-
/* WATCH IT!!!: pointers from libdata have not been converted yet here! */
/* WATCH IT 2!: Userdef struct init has to be in src/usiblender.c! */
if(yco < 0) uiNewPanelHeight(block, height-yco);
}
- uiDefButC(block, MENU, B_REDR, "Subdivision Method%t|Length%x2|Adaptative%x3|Fixed%x1|Template%x4", 10,yco,60,19, &G.scene->toolsettings->bone_sketching_convert, 0, 0, 0, 0, subdiv_tooltip[(unsigned char)G.scene->toolsettings->bone_sketching_convert]);
+ static void delete_sketch_armature(void *arg1, void *arg2)
+ {
+ BIF_deleteSketch();
+ }
+
+ static void convert_sketch_armature(void *arg1, void *arg2)
+ {
+ BIF_convertSketch();
+ }
+
+ static void assign_template_sketch_armature(void *arg1, void *arg2)
+ {
+ int index = *(int*)arg1;
+ BIF_setTemplate(index);
+ }
+ static void view3d_panel_bonesketch_spaces(short cntrl)
+ {
+ static int template_index;
+ static char joint_label[128];
+ uiBlock *block;
+ uiBut *but;
+ char *bone_name;
+ int yco = 130, height = 140;
+ int nb_joints;
+
+ /* replace with check call to sketching lib */
+ if (G.obedit && G.obedit->type == OB_ARMATURE)
+ {
+ static char subdiv_tooltip[4][64] = {
+ "Subdivide arcs based on a fixed number of bones",
+ "Subdivide arcs in bones of equal length",
+ "Subdivide arcs based on correlation",
+ "Retarget template to stroke"
+ };
+
+
+ block= uiNewBlock(&curarea->uiblocks, "view3d_panel_bonesketch_spaces", UI_EMBOSS, UI_HELV, curarea->win);
+ uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | cntrl);
+ uiSetPanelHandler(VIEW3D_HANDLER_BONESKETCH); // for close and esc
+
+ if(uiNewPanel(curarea, block, "Bone Sketching", "View3d", 10, 230, 250, height)==0) return;
+
+ uiNewPanelHeight(block, height);
+
+ uiBlockBeginAlign(block);
+
+ /* use real flag instead of 1 */
+ uiDefButBitC(block, TOG, BONE_SKETCHING, B_REDR, "Use Bone Sketching", 10, yco, 160, 20, &G.scene->toolsettings->bone_sketching, 0, 0, 0, 0, "Use sketching to create and edit bones");
+ uiDefButBitC(block, TOG, BONE_SKETCHING_ADJUST, B_REDR, "A", 170, yco, 20, 20, &G.scene->toolsettings->bone_sketching, 0, 0, 0, 0, "Adjust strokes by drawing near them");
+ uiDefButBitC(block, TOG, BONE_SKETCHING_QUICK, B_REDR, "Q", 190, yco, 20, 20, &G.scene->toolsettings->bone_sketching, 0, 0, 0, 0, "Automatically convert and delete on stroke end");
+ yco -= 20;
+
+ but = uiDefBut(block, BUT, B_REDR, "Convert", 10,yco,100,20, 0, 0, 0, 0, 0, "Convert sketch to armature");
+ uiButSetFunc(but, convert_sketch_armature, NULL, NULL);
+
+ but = uiDefBut(block, BUT, B_REDR, "Delete", 110,yco,100,20, 0, 0, 0, 0, 0, "Delete sketch");
+ uiButSetFunc(but, delete_sketch_armature, NULL, NULL);
+ yco -= 20;
+
+ uiBlockEndAlign(block);
+
+ uiBlockBeginAlign(block);
+
++ uiDefButC(block, MENU, B_REDR, "Subdivision Method%t|Length%x1|Adaptative%x2|Fixed%x0|Template%x3", 10,yco,60,19, &G.scene->toolsettings->bone_sketching_convert, 0, 0, 0, 0, subdiv_tooltip[(unsigned char)G.scene->toolsettings->bone_sketching_convert]);
+
+ switch(G.scene->toolsettings->bone_sketching_convert)
+ {
+ case SK_CONVERT_CUT_LENGTH:
+ uiDefButF(block, NUM, B_REDR, "Lim:", 70, yco, 140, 19, &G.scene->toolsettings->skgen_length_limit,0.1,50.0, 10, 0, "Maximum length of the subdivided bones");
+ yco -= 20;
+ break;
+ case SK_CONVERT_CUT_ADAPTATIVE:
+ uiDefButF(block, NUM, B_REDR, "Thres:", 70, yco, 140, 19, &G.scene->toolsettings->skgen_correlation_limit,0.0, 1.0, 0.01, 0, "Correlation threshold for subdivision");
+ yco -= 20;
+ break;
+ default:
+ case SK_CONVERT_CUT_FIXED:
+ uiDefButC(block, NUM, B_REDR, "Num:", 70, yco, 140, 19, &G.scene->toolsettings->skgen_subdivision_number,1, 100, 1, 5, "Number of subdivided bones");
+ yco -= 20;
+ break;
+ case SK_CONVERT_RETARGET:
+ uiDefButC(block, ROW, B_DIFF, "No", 70, yco, 40,19, &G.scene->toolsettings->skgen_retarget_roll, 0, 0, 0, 0, "No special roll treatment");
+ uiDefButC(block, ROW, B_DIFF, "View", 110, yco, 50,19, &G.scene->toolsettings->skgen_retarget_roll, 0, SK_RETARGET_ROLL_VIEW, 0, 0, "Roll bones perpendicular to view");
+ uiDefButC(block, ROW, B_DIFF, "Joint", 160, yco, 50,19, &G.scene->toolsettings->skgen_retarget_roll, 0, SK_RETARGET_ROLL_JOINT, 0, 0, "Roll bones relative to joint bend");
+ yco -= 30;
+
+ uiBlockEndAlign(block);
+
+ uiBlockBeginAlign(block);
+ /* button here to select what to do (copy or not), template, ...*/
+
+ BIF_makeListTemplates();
+ template_index = BIF_currentTemplate();
+
+ but = uiDefButI(block, MENU, B_REDR, BIF_listTemplates(), 10,yco,200,19, &template_index, 0, 0, 0, 0, "Template");
+ uiButSetFunc(but, assign_template_sketch_armature, &template_index, NULL);
+
+ yco -= 20;
+
+ uiDefButF(block, NUM, B_DIFF, "A:", 10, yco, 66,19, &G.scene->toolsettings->skgen_retarget_angle_weight, 0, 10, 1, 0, "Angle Weight");
+ uiDefButF(block, NUM, B_DIFF, "L:", 76, yco, 67,19, &G.scene->toolsettings->skgen_retarget_length_weight, 0, 10, 1, 0, "Length Weight");
+ uiDefButF(block, NUM, B_DIFF, "D:", 143,yco, 67,19, &G.scene->toolsettings->skgen_retarget_distance_weight, 0, 10, 1, 0, "Distance Weight");
+ yco -= 20;
+
+ uiDefBut(block, TEX,B_DIFF,"S:", 10, yco, 90, 20, G.scene->toolsettings->skgen_side_string, 0.0, 8.0, 0, 0, "Text to replace &S with");
+ uiDefBut(block, TEX,B_DIFF,"N:", 100, yco, 90, 20, G.scene->toolsettings->skgen_num_string, 0.0, 8.0, 0, 0, "Text to replace &N with");
+ uiDefIconButBitC(block, TOG, SK_RETARGET_AUTONAME, B_DIFF, ICON_AUTO,190,yco,20,20, &G.scene->toolsettings->skgen_retarget_options, 0, 0, 0, 0, "Use Auto Naming");
+ yco -= 20;
+
+ /* auto renaming magic */
+ uiBlockEndAlign(block);
+
+ nb_joints = BIF_nbJointsTemplate();
+
+ if (nb_joints == -1)
+ {
+ nb_joints = G.totvertsel;
+ }
+
+ bone_name = BIF_nameBoneTemplate();
+
+ BLI_snprintf(joint_label, 32, "%i joints: %s", nb_joints, bone_name);
+
+ uiDefBut(block, LABEL, 1, joint_label, 10, yco, 200, 20, NULL, 0.0, 0.0, 0, 0, "");
+ yco -= 20;
+ break;
+ }
+
+ uiBlockEndAlign(block);
+
+ uiDefButBitS(block, TOG, SCE_SNAP_PEEL_OBJECT, B_DIFF, "Peel Objects", 10, yco, 200, 20, &G.scene->snap_flag, 0, 0, 0, 0, "Peel whole objects as one");
+
+ if(yco < 0) uiNewPanelHeight(block, height-yco);
+ }
+ }
static void view3d_panel_object(short cntrl) // VIEW3D_HANDLER_OBJECT
{