Example #1
0
/**
 * Update defaults in startup.blend, without having to save and embed the file.
 * This function can be emptied each time the startup.blend is updated. */
void BLO_update_defaults_startup_blend(Main *bmain)
{
	for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
		scene->r.im_format.planes = R_IMF_PLANES_RGBA;
		scene->r.im_format.compress = 15;

		for (SceneRenderLayer *srl = scene->r.layers.first; srl; srl = srl->next) {
			srl->freestyleConfig.sphere_radius = 0.1f;
			srl->pass_alpha_threshold = 0.5f;
		}

		if (scene->toolsettings) {
			ToolSettings *ts = scene->toolsettings;

			if (ts->sculpt) {
				Sculpt *sculpt = ts->sculpt;
				sculpt->paint.symmetry_flags |= PAINT_SYMM_X;
				sculpt->flags |= SCULPT_DYNTOPO_COLLAPSE;
				sculpt->detail_size = 12;
			}
			
			if (ts->gp_sculpt.brush[0].size == 0) {
				GP_BrushEdit_Settings *gset = &ts->gp_sculpt;
				GP_EditBrush_Data *brush;
				
				brush = &gset->brush[GP_EDITBRUSH_TYPE_SMOOTH];
				brush->size = 25;
				brush->strength = 0.3f;
				brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF | GP_EDITBRUSH_FLAG_SMOOTH_PRESSURE;
				
				brush = &gset->brush[GP_EDITBRUSH_TYPE_THICKNESS];
				brush->size = 25;
				brush->strength = 0.5f;
				brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
				
				brush = &gset->brush[GP_EDITBRUSH_TYPE_STRENGTH];
				brush->size = 25;
				brush->strength = 0.5f;
				brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;

				brush = &gset->brush[GP_EDITBRUSH_TYPE_GRAB];
				brush->size = 50;
				brush->strength = 0.3f;
				brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
				
				brush = &gset->brush[GP_EDITBRUSH_TYPE_PUSH];
				brush->size = 25;
				brush->strength = 0.3f;
				brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
				
				brush = &gset->brush[GP_EDITBRUSH_TYPE_TWIST];
				brush->size = 50;
				brush->strength = 0.3f; // XXX?
				brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
				
				brush = &gset->brush[GP_EDITBRUSH_TYPE_PINCH];
				brush->size = 50;
				brush->strength = 0.5f; // XXX?
				brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
				
				brush = &gset->brush[GP_EDITBRUSH_TYPE_RANDOMIZE];
				brush->size = 25;
				brush->strength = 0.5f;
				brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
			}
			
			ts->gpencil_v3d_align = GP_PROJECT_VIEWSPACE;
			ts->gpencil_v2d_align = GP_PROJECT_VIEWSPACE;
			ts->gpencil_seq_align = GP_PROJECT_VIEWSPACE;
			ts->gpencil_ima_align = GP_PROJECT_VIEWSPACE;

			ParticleEditSettings *pset = &ts->particle;
			for (int a = 0; a < PE_TOT_BRUSH; a++) {
				pset->brush[a].strength = 0.5f;
			}
			pset->brush[PE_BRUSH_CUT].strength = 1.0f;
		}

		scene->gm.lodflag |= SCE_LOD_USE_HYST;
		scene->gm.scehysteresis = 10;

		scene->r.ffcodecdata.audio_mixrate = 48000;
	}

	for (FreestyleLineStyle *linestyle = bmain->linestyle.first; linestyle; linestyle = linestyle->id.next) {
		linestyle->flag = LS_SAME_OBJECT | LS_NO_SORTING | LS_TEXTURE;
		linestyle->sort_key = LS_SORT_KEY_DISTANCE_FROM_CAMERA;
		linestyle->integration_type = LS_INTEGRATION_MEAN;
		linestyle->texstep = 1.0;
		linestyle->chain_count = 10;
	}

	for (bScreen *screen = bmain->screen.first; screen; screen = screen->id.next) {
		ScrArea *area;
		for (area = screen->areabase.first; area; area = area->next) {
			SpaceLink *space_link;
			ARegion *ar;

			for (space_link = area->spacedata.first; space_link; space_link = space_link->next) {
				if (space_link->spacetype == SPACE_CLIP) {
					SpaceClip *space_clip = (SpaceClip *) space_link;
					space_clip->flag &= ~SC_MANUAL_CALIBRATION;
				}
			}

			for (ar = area->regionbase.first; ar; ar = ar->next) {
				/* Remove all stored panels, we want to use defaults (order, open/closed) as defined by UI code here! */
				BLI_freelistN(&ar->panels);

				/* some toolbars have been saved as initialized,
				 * we don't want them to have odd zoom-level or scrolling set, see: T47047 */
				if (ELEM(ar->regiontype, RGN_TYPE_UI, RGN_TYPE_TOOLS, RGN_TYPE_TOOL_PROPS)) {
					ar->v2d.flag &= ~V2D_IS_INITIALISED;
				}
			}
		}
	}

	for (Mesh *me = bmain->mesh.first; me; me = me->id.next) {
		me->smoothresh = DEG2RADF(180.0f);
		me->flag &= ~ME_TWOSIDED;
	}

	for (Material *mat = bmain->mat.first; mat; mat = mat->id.next) {
		mat->line_col[0] = mat->line_col[1] = mat->line_col[2] = 0.0f;
		mat->line_col[3] = 1.0f;
	}

	{
		Object *ob;

		ob = (Object *)BKE_libblock_find_name_ex(bmain, ID_OB, "Camera");
		if (ob) {
			ob->rot[1] = 0.0f;
		}
	}

	{
		Brush *br;

		br = (Brush *)BKE_libblock_find_name_ex(bmain, ID_BR, "Fill");
		if (!br) {
			br = BKE_brush_add(bmain, "Fill", OB_MODE_TEXTURE_PAINT);
			br->imagepaint_tool = PAINT_TOOL_FILL;
			br->ob_mode = OB_MODE_TEXTURE_PAINT;
		}

		br = (Brush *)BKE_libblock_find_name_ex(bmain, ID_BR, "Mask");
		if (br) {
			br->imagepaint_tool = PAINT_TOOL_MASK;
			br->ob_mode |= OB_MODE_TEXTURE_PAINT;
		}

		/* remove polish brush (flatten/contrast does the same) */
		br = (Brush *)BKE_libblock_find_name_ex(bmain, ID_BR, "Polish");
		if (br) {
			BKE_libblock_free(bmain, br);
		}

		/* remove brush brush (huh?) from some modes (draw brushes do the same) */
		br = (Brush *)BKE_libblock_find_name_ex(bmain, ID_BR, "Brush");
		if (br) {
			BKE_libblock_free(bmain, br);
		}

		/* remove draw brush from texpaint (draw brushes do the same) */
		br = (Brush *)BKE_libblock_find_name_ex(bmain, ID_BR, "Draw");
		if (br) {
			br->ob_mode &= ~OB_MODE_TEXTURE_PAINT;
		}

		/* rename twist brush to rotate brush to match rotate tool */
		br = (Brush *)BKE_libblock_find_name_ex(bmain, ID_BR, "Twist");
		if (br) {
			BKE_libblock_rename(bmain, &br->id, "Rotate");
		}

		/* use original normal for grab brush (otherwise flickers with normal weighting). */
		br = (Brush *)BKE_libblock_find_name_ex(bmain, ID_BR, "Grab");
		if (br) {
			br->flag |= BRUSH_ORIGINAL_NORMAL;
		}

		/* increase strength, better for smoothing method */
		br = (Brush *)BKE_libblock_find_name_ex(bmain, ID_BR, "Blur");
		if (br) {
			br->alpha = 1.0f;
		}

		br = (Brush *)BKE_libblock_find_name_ex(bmain, ID_BR, "Flatten/Contrast");
		if (br) {
			br->flag |= BRUSH_ACCUMULATE;
		}
	}
}
Example #2
0
std::vector<Object *> *DocumentImporter::write_node(COLLADAFW::Node *node, COLLADAFW::Node *parent_node, Scene *sce, Object *par, bool is_library_node)
{
	Object *ob = NULL;
	bool is_joint = node->getType() == COLLADAFW::Node::JOINT;
	bool read_transform = true;
	std::string id   = node->getOriginalId();
	std::string name = node->getName();

	// if node has child nodes write them
	COLLADAFW::NodePointerArray &child_nodes = node->getChildNodes();

	std::vector<Object *> *objects_done = new std::vector<Object *>();
	std::vector<Object *> *root_objects = new std::vector<Object *>();

	fprintf(stderr,
			"Writing node id='%s', name='%s'\n",
			id.c_str(),
			name.c_str());

	if (is_joint) {
		if (parent_node == NULL) {
			// A Joint on root level is a skeleton without root node.
			// Here we add the armature "on the fly":
			par = bc_add_object(sce, OB_ARMATURE, std::string("Armature").c_str());
			objects_done->push_back(par);
			root_objects->push_back(par);
			object_map.insert(std::pair<COLLADAFW::UniqueId, Object *>(node->getUniqueId(), par));
			node_map[node->getUniqueId()] = node;
		}
		if (parent_node == NULL || parent_node->getType() != COLLADAFW::Node::JOINT) {
			armature_importer.add_root_joint(node, par);
		}

		if (parent_node == NULL) {
			// for skeletons without root node all has been done above.
			// Skeletons with root node are handled further down.
			goto finally;
		}
	}
	else {
		COLLADAFW::InstanceGeometryPointerArray &geom = node->getInstanceGeometries();
		COLLADAFW::InstanceCameraPointerArray &camera = node->getInstanceCameras();
		COLLADAFW::InstanceLightPointerArray &lamp = node->getInstanceLights();
		COLLADAFW::InstanceControllerPointerArray &controller = node->getInstanceControllers();
		COLLADAFW::InstanceNodePointerArray &inst_node = node->getInstanceNodes();
		size_t geom_done = 0;
		size_t camera_done = 0;
		size_t lamp_done = 0;
		size_t controller_done = 0;
		size_t inst_done = 0;

		// XXX linking object with the first <instance_geometry>, though a node may have more of them...
		// maybe join multiple <instance_...> meshes into 1, and link object with it? not sure...
		// <instance_geometry>
		while (geom_done < geom.getCount()) {
			ob = mesh_importer.create_mesh_object(node, geom[geom_done], false, uid_material_map,
			                                      material_texture_mapping_map);
			if (ob == NULL) {
				report_unknown_reference(*node, "instance_mesh");
			}
			else {
				objects_done->push_back(ob);
				if (parent_node == NULL) {
					root_objects->push_back(ob);
				}
			}
			++geom_done;
		}
		while (camera_done < camera.getCount()) {
			ob = create_camera_object(camera[camera_done], sce);
			if (ob == NULL) {
				report_unknown_reference(*node, "instance_camera");
			}
			else {
				objects_done->push_back(ob);
				if (parent_node == NULL) {
					root_objects->push_back(ob);
				}
			}
			++camera_done;
		}
		while (lamp_done < lamp.getCount()) {
			ob = create_lamp_object(lamp[lamp_done], sce);
			if (ob == NULL) {
				report_unknown_reference(*node, "instance_lamp");
			}
			else {
				objects_done->push_back(ob);
				if (parent_node == NULL) {
					root_objects->push_back(ob);
				}
			}
			++lamp_done;
		}
		while (controller_done < controller.getCount()) {
			COLLADAFW::InstanceGeometry *geom = (COLLADAFW::InstanceGeometry *)controller[controller_done];
			ob = mesh_importer.create_mesh_object(node, geom, true, uid_material_map, material_texture_mapping_map);
			if (ob == NULL) {
				report_unknown_reference(*node, "instance_controller");
			}
			else {
				objects_done->push_back(ob);
				if (parent_node == NULL) {
					root_objects->push_back(ob);
				}
			}
			++controller_done;
		}
		// XXX instance_node is not supported yet
		while (inst_done < inst_node.getCount()) {
			const COLLADAFW::UniqueId& node_id = inst_node[inst_done]->getInstanciatedObjectId();
			if (object_map.find(node_id) == object_map.end()) {
				fprintf(stderr, "Cannot find object for node referenced by <instance_node name=\"%s\">.\n", inst_node[inst_done]->getName().c_str());
				ob = NULL;
			}
			else {
				std::pair<std::multimap<COLLADAFW::UniqueId, Object *>::iterator, std::multimap<COLLADAFW::UniqueId, Object *>::iterator> pair_iter = object_map.equal_range(node_id);
				for (std::multimap<COLLADAFW::UniqueId, Object *>::iterator it2 = pair_iter.first; it2 != pair_iter.second; it2++) {
					Object *source_ob = (Object *)it2->second;
					COLLADAFW::Node *source_node = node_map[node_id];
					ob = create_instance_node(source_ob, source_node, node, sce, is_library_node);
					objects_done->push_back(ob);
					if (parent_node == NULL) {
						root_objects->push_back(ob);
					}
				}
			}
			++inst_done;

			read_transform = false;
		}

		// if node is empty - create empty object
		// XXX empty node may not mean it is empty object, not sure about this
		if ( (geom_done + camera_done + lamp_done + controller_done + inst_done) < 1) {
			//Check if Object is armature, by checking if immediate child is a JOINT node.
			if (is_armature(node)) {
				ob = bc_add_object(sce, OB_ARMATURE, name.c_str());
			}
			else {
				ob = bc_add_object(sce, OB_EMPTY, NULL);
			}
			objects_done->push_back(ob);
			if (parent_node == NULL) {
				root_objects->push_back(ob);
			}
		}
		
		// XXX: if there're multiple instances, only one is stored

		if (!ob) {
			goto finally;
		}

		for (std::vector<Object *>::iterator it = objects_done->begin(); it != objects_done->end(); ++it) {
			ob = *it;
			std::string nodename = node->getName().size() ? node->getName() : node->getOriginalId();
			BKE_libblock_rename(G.main, &ob->id, (char *)nodename.c_str());
			object_map.insert(std::pair<COLLADAFW::UniqueId, Object *>(node->getUniqueId(), ob));
			node_map[node->getUniqueId()] = node;

			if (is_library_node)
				libnode_ob.push_back(ob);
		}


		//create_constraints(et,ob);

	}

	for (std::vector<Object *>::iterator it = objects_done->begin(); it != objects_done->end(); ++it) {
		ob = *it;

		if (read_transform)
			anim_importer.read_node_transform(node, ob);  // overwrites location set earlier

		if (!is_joint) {
			if (par && ob) {
				ob->parent = par;
				ob->partype = PAROBJECT;
				ob->parsubstr[0] = 0;

				//bc_set_parent(ob, par, mContext, false);
			}
		}
	}

	if (objects_done->size() > 0) {
		ob = *objects_done->begin();
	}
	else {
		ob = NULL;
	}

	for (unsigned int i = 0; i < child_nodes.getCount(); i++) {
		std::vector<Object *> *child_objects;
		child_objects = write_node(child_nodes[i], node, sce, ob, is_library_node);
		delete child_objects;
	}


finally:
	delete objects_done;

	return root_objects;
}