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blender-archive/source/blender/blenloader/intern/versioning_defaults.c

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/*
* 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.
*/
/** \file
* \ingroup blenloader
*
* This file handles updating the `startup.blend`, this is used when reading old files.
*
* Unlike regular versioning this makes changes that ensure the startup file
* has brushes and other presets setup to take advantage of newer features.
*
* To update preference defaults see `userdef_default.c`.
*/
#include "MEM_guardedalloc.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_string.h"
#include "BLI_system.h"
#include "BLI_utildefines.h"
#include "DNA_camera_types.h"
#include "DNA_curveprofile_types.h"
#include "DNA_gpencil_types.h"
#include "DNA_light_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_userdef_types.h"
#include "DNA_windowmanager_types.h"
#include "DNA_workspace_types.h"
#include "BKE_appdir.h"
#include "BKE_brush.h"
#include "BKE_colortools.h"
#include "BKE_curveprofile.h"
#include "BKE_gpencil.h"
#include "BKE_layer.h"
#include "BKE_lib_id.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_mesh.h"
#include "BKE_node.h"
#include "BKE_paint.h"
#include "BKE_screen.h"
#include "BKE_workspace.h"
#include "BLO_readfile.h"
/* Make preferences read-only, use versioning_userdef.c. */
#define U (*((const UserDef *)&U))
/**
* Rename if the ID doesn't exist.
*/
static ID *rename_id_for_versioning(Main *bmain,
const short id_type,
const char *name_src,
const char *name_dst)
{
/* We can ignore libraries */
ListBase *lb = which_libbase(bmain, id_type);
ID *id = NULL;
LISTBASE_FOREACH (ID *, idtest, lb) {
if (idtest->lib == NULL) {
if (STREQ(idtest->name + 2, name_src)) {
id = idtest;
}
if (STREQ(idtest->name + 2, name_dst)) {
return NULL;
}
}
}
if (id != NULL) {
BLI_strncpy(id->name + 2, name_dst, sizeof(id->name) - 2);
/* We know it's unique, this just sorts. */
BLI_libblock_ensure_unique_name(bmain, id->name);
}
return id;
}
static bool blo_is_builtin_template(const char *app_template)
{
/* For all builtin templates shipped with Blender. */
return (!app_template ||
STR_ELEM(app_template, "2D_Animation", "Sculpting", "VFX", "Video_Editing"));
}
static void blo_update_defaults_screen(bScreen *screen,
const char *app_template,
const char *workspace_name)
{
/* For all app templates. */
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
/* Some toolbars have been saved as initialized,
* we don't want them to have odd zoom-level or scrolling set, see: T47047 */
if (ELEM(region->regiontype, RGN_TYPE_UI, RGN_TYPE_TOOLS, RGN_TYPE_TOOL_PROPS)) {
region->v2d.flag &= ~V2D_IS_INIT;
}
}
/* Set default folder. */
LISTBASE_FOREACH (SpaceLink *, sl, &area->spacedata) {
if (sl->spacetype == SPACE_FILE) {
SpaceFile *sfile = (SpaceFile *)sl;
if (sfile->params) {
const char *dir_default = BKE_appdir_folder_default();
if (dir_default) {
STRNCPY(sfile->params->dir, dir_default);
sfile->params->file[0] = '\0';
}
}
}
}
}
/* For builtin templates only. */
if (!blo_is_builtin_template(app_template)) {
return;
}
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
/* Remove all stored panels, we want to use defaults
* (order, open/closed) as defined by UI code here! */
BKE_area_region_panels_free(&region->panels);
BLI_freelistN(&region->panels_category_active);
/* Reset size so it uses consistent defaults from the region types. */
region->sizex = 0;
region->sizey = 0;
}
if (area->spacetype == SPACE_IMAGE) {
if (STREQ(workspace_name, "UV Editing")) {
SpaceImage *sima = area->spacedata.first;
if (sima->mode == SI_MODE_VIEW) {
sima->mode = SI_MODE_UV;
}
}
}
else if (area->spacetype == SPACE_ACTION) {
/* Show markers region, hide channels and collapse summary in timelines. */
SpaceAction *saction = area->spacedata.first;
saction->flag |= SACTION_SHOW_MARKERS;
if (saction->mode == SACTCONT_TIMELINE) {
saction->ads.flag |= ADS_FLAG_SUMMARY_COLLAPSED;
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
if (region->regiontype == RGN_TYPE_CHANNELS) {
region->flag |= RGN_FLAG_HIDDEN;
}
}
}
}
else if (area->spacetype == SPACE_GRAPH) {
SpaceGraph *sipo = area->spacedata.first;
sipo->flag |= SIPO_SHOW_MARKERS;
}
else if (area->spacetype == SPACE_NLA) {
SpaceNla *snla = area->spacedata.first;
snla->flag |= SNLA_SHOW_MARKERS;
}
else if (area->spacetype == SPACE_SEQ) {
SpaceSeq *seq = area->spacedata.first;
seq->flag |= SEQ_SHOW_MARKERS | SEQ_SHOW_FCURVES | SEQ_ZOOM_TO_FIT;
}
else if (area->spacetype == SPACE_TEXT) {
/* Show syntax and line numbers in Script workspace text editor. */
SpaceText *stext = area->spacedata.first;
stext->showsyntax = true;
stext->showlinenrs = true;
}
else if (area->spacetype == SPACE_VIEW3D) {
View3D *v3d = area->spacedata.first;
/* Screen space cavity by default for faster performance. */
v3d->shading.cavity_type = V3D_SHADING_CAVITY_CURVATURE;
v3d->shading.flag |= V3D_SHADING_SPECULAR_HIGHLIGHT;
v3d->overlay.texture_paint_mode_opacity = 1.0f;
v3d->overlay.weight_paint_mode_opacity = 1.0f;
v3d->overlay.vertex_paint_mode_opacity = 1.0f;
/* Use dimmed selected edges. */
v3d->overlay.edit_flag &= ~V3D_OVERLAY_EDIT_EDGES;
/* grease pencil settings */
v3d->vertex_opacity = 1.0f;
v3d->gp_flag |= V3D_GP_SHOW_EDIT_LINES;
/* Remove dither pattern in wireframe mode. */
v3d->shading.xray_alpha_wire = 0.0f;
v3d->clip_start = 0.01f;
/* Skip startups that use the viewport color by default. */
if (v3d->shading.background_type != V3D_SHADING_BACKGROUND_VIEWPORT) {
copy_v3_fl(v3d->shading.background_color, 0.05f);
}
/* Disable Curve Normals. */
v3d->overlay.edit_flag &= ~V3D_OVERLAY_EDIT_CU_NORMALS;
}
else if (area->spacetype == SPACE_CLIP) {
SpaceClip *sclip = area->spacedata.first;
sclip->around = V3D_AROUND_CENTER_MEDIAN;
}
}
/* Show tool-header by default (for most cases at least, hide for others). */
const bool hide_image_tool_header = STREQ(workspace_name, "Rendering");
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
LISTBASE_FOREACH (SpaceLink *, sl, &area->spacedata) {
ListBase *regionbase = (sl == area->spacedata.first) ? &area->regionbase : &sl->regionbase;
LISTBASE_FOREACH (ARegion *, region, regionbase) {
if (region->regiontype == RGN_TYPE_TOOL_HEADER) {
if ((sl->spacetype == SPACE_IMAGE) && hide_image_tool_header) {
region->flag |= RGN_FLAG_HIDDEN;
}
else {
region->flag &= ~(RGN_FLAG_HIDDEN | RGN_FLAG_HIDDEN_BY_USER);
}
}
}
}
}
/* 2D animation template. */
if (app_template && STREQ(app_template, "2D_Animation")) {
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
if (area->spacetype == SPACE_ACTION) {
SpaceAction *saction = area->spacedata.first;
/* Enable Sliders. */
saction->flag |= SACTION_SLIDERS;
}
else if (area->spacetype == SPACE_VIEW3D) {
View3D *v3d = area->spacedata.first;
/* Set Material Color by default. */
v3d->shading.color_type = V3D_SHADING_MATERIAL_COLOR;
/* Enable Annotations. */
v3d->flag2 |= V3D_SHOW_ANNOTATION;
}
}
}
}
void BLO_update_defaults_workspace(WorkSpace *workspace, const char *app_template)
{
LISTBASE_FOREACH (WorkSpaceLayout *, layout, &workspace->layouts) {
if (layout->screen) {
blo_update_defaults_screen(layout->screen, app_template, workspace->id.name + 2);
}
}
if (blo_is_builtin_template(app_template)) {
/* Clear all tools to use default options instead, ignore the tool saved in the file. */
while (!BLI_listbase_is_empty(&workspace->tools)) {
BKE_workspace_tool_remove(workspace, workspace->tools.first);
}
/* For 2D animation template. */
if (STREQ(workspace->id.name + 2, "Drawing")) {
workspace->object_mode = OB_MODE_PAINT_GPENCIL;
}
/* For Sculpting template. */
if (STREQ(workspace->id.name + 2, "Sculpting")) {
LISTBASE_FOREACH (WorkSpaceLayout *, layout, &workspace->layouts) {
bScreen *screen = layout->screen;
if (screen) {
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
if (area->spacetype == SPACE_VIEW3D) {
View3D *v3d = area->spacedata.first;
v3d->shading.flag &= ~V3D_SHADING_CAVITY;
copy_v3_fl(v3d->shading.single_color, 1.0f);
STRNCPY(v3d->shading.matcap, "basic_1");
}
}
}
}
}
}
}
}
static void blo_update_defaults_scene(Main *bmain, Scene *scene)
{
BLI_strncpy(scene->r.engine, RE_engine_id_BLENDER_EEVEE, sizeof(scene->r.engine));
scene->r.cfra = 1.0f;
/* Don't enable compositing nodes. */
if (scene->nodetree) {
ntreeFreeEmbeddedTree(scene->nodetree);
MEM_freeN(scene->nodetree);
scene->nodetree = NULL;
scene->use_nodes = false;
}
/* Rename render layers. */
BKE_view_layer_rename(bmain, scene, scene->view_layers.first, "View Layer");
/* New EEVEE defaults. */
scene->eevee.bloom_intensity = 0.05f;
scene->eevee.bloom_clamp = 0.0f;
scene->eevee.motion_blur_shutter = 0.5f;
copy_v3_v3(scene->display.light_direction, (float[3]){M_SQRT1_3, M_SQRT1_3, M_SQRT1_3});
copy_v2_fl2(scene->safe_areas.title, 0.1f, 0.05f);
copy_v2_fl2(scene->safe_areas.action, 0.035f, 0.035f);
2020-07-15 13:11:22 +10:00
/* Change default cube-map quality. */
scene->eevee.gi_filter_quality = 3.0f;
/* Enable Soft Shadows by default. */
scene->eevee.flag |= SCE_EEVEE_SHADOW_SOFT;
/* Be sure curfalloff and primitive are initializated */
ToolSettings *ts = scene->toolsettings;
if (ts->gp_sculpt.cur_falloff == NULL) {
ts->gp_sculpt.cur_falloff = BKE_curvemapping_add(1, 0.0f, 0.0f, 1.0f, 1.0f);
CurveMapping *gp_falloff_curve = ts->gp_sculpt.cur_falloff;
BKE_curvemapping_init(gp_falloff_curve);
BKE_curvemap_reset(gp_falloff_curve->cm,
&gp_falloff_curve->clipr,
CURVE_PRESET_GAUSS,
CURVEMAP_SLOPE_POSITIVE);
}
if (ts->gp_sculpt.cur_primitive == NULL) {
ts->gp_sculpt.cur_primitive = BKE_curvemapping_add(1, 0.0f, 0.0f, 1.0f, 1.0f);
CurveMapping *gp_primitive_curve = ts->gp_sculpt.cur_primitive;
BKE_curvemapping_init(gp_primitive_curve);
BKE_curvemap_reset(gp_primitive_curve->cm,
&gp_primitive_curve->clipr,
CURVE_PRESET_BELL,
CURVEMAP_SLOPE_POSITIVE);
}
if (ts->sculpt) {
ts->sculpt->paint.symmetry_flags |= PAINT_SYMMETRY_FEATHER;
}
/* Correct default startup UV's. */
Mesh *me = BLI_findstring(&bmain->meshes, "Cube", offsetof(ID, name) + 2);
if (me && (me->totloop == 24) && (me->mloopuv != NULL)) {
const float uv_values[24][2] = {
{0.625, 0.50}, {0.875, 0.50}, {0.875, 0.75}, {0.625, 0.75}, {0.375, 0.75}, {0.625, 0.75},
{0.625, 1.00}, {0.375, 1.00}, {0.375, 0.00}, {0.625, 0.00}, {0.625, 0.25}, {0.375, 0.25},
{0.125, 0.50}, {0.375, 0.50}, {0.375, 0.75}, {0.125, 0.75}, {0.375, 0.50}, {0.625, 0.50},
{0.625, 0.75}, {0.375, 0.75}, {0.375, 0.25}, {0.625, 0.25}, {0.625, 0.50}, {0.375, 0.50},
};
for (int i = 0; i < ARRAY_SIZE(uv_values); i++) {
copy_v2_v2(me->mloopuv[i].uv, uv_values[i]);
}
}
/* Make sure that the curve profile is initialized */
if (ts->custom_bevel_profile_preset == NULL) {
ts->custom_bevel_profile_preset = BKE_curveprofile_add(PROF_PRESET_LINE);
}
}
/**
* 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.
*
* \note Screen data may be cleared at this point, this will happen in the case
* an app-template's data needs to be versioned when read-file is called with "Load UI" disabled.
* Versioning the screen data can be safely skipped without "Load UI" since the screen data
* will have been versioned when it was first loaded.
*/
void BLO_update_defaults_startup_blend(Main *bmain, const char *app_template)
{
/* For all app templates. */
for (WorkSpace *workspace = bmain->workspaces.first; workspace; workspace = workspace->id.next) {
BLO_update_defaults_workspace(workspace, app_template);
}
/* New grease pencil brushes and vertex paint setup. */
{
/* Update Grease Pencil brushes. */
Brush *brush;
/* Pencil brush. */
rename_id_for_versioning(bmain, ID_BR, "Draw Pencil", "Pencil");
/* Pen brush. */
rename_id_for_versioning(bmain, ID_BR, "Draw Pen", "Pen");
/* Pen Soft brush. */
brush = (Brush *)rename_id_for_versioning(bmain, ID_BR, "Draw Soft", "Pencil Soft");
if (brush) {
brush->gpencil_settings->icon_id = GP_BRUSH_ICON_PEN;
}
/* Ink Pen brush. */
rename_id_for_versioning(bmain, ID_BR, "Draw Ink", "Ink Pen");
/* Ink Pen Rough brush. */
rename_id_for_versioning(bmain, ID_BR, "Draw Noise", "Ink Pen Rough");
/* Marker Bold brush. */
rename_id_for_versioning(bmain, ID_BR, "Draw Marker", "Marker Bold");
/* Marker Chisel brush. */
rename_id_for_versioning(bmain, ID_BR, "Draw Block", "Marker Chisel");
/* Remove useless Fill Area.001 brush. */
brush = BLI_findstring(&bmain->brushes, "Fill Area.001", offsetof(ID, name) + 2);
if (brush) {
BKE_id_delete(bmain, brush);
}
/* Rename and fix materials and enable default object lights on. */
if (app_template && STREQ(app_template, "2D_Animation")) {
Material *ma = NULL;
rename_id_for_versioning(bmain, ID_MA, "Black", "Solid Stroke");
rename_id_for_versioning(bmain, ID_MA, "Red", "Squares Stroke");
rename_id_for_versioning(bmain, ID_MA, "Grey", "Solid Fill");
rename_id_for_versioning(bmain, ID_MA, "Black Dots", "Dots Stroke");
/* Dots Stroke. */
ma = BLI_findstring(&bmain->materials, "Dots Stroke", offsetof(ID, name) + 2);
if (ma == NULL) {
ma = BKE_gpencil_material_add(bmain, "Dots Stroke");
}
ma->gp_style->mode = GP_MATERIAL_MODE_DOT;
/* Squares Stroke. */
ma = BLI_findstring(&bmain->materials, "Squares Stroke", offsetof(ID, name) + 2);
if (ma == NULL) {
ma = BKE_gpencil_material_add(bmain, "Squares Stroke");
}
ma->gp_style->mode = GP_MATERIAL_MODE_SQUARE;
/* Change Solid Stroke settings. */
ma = BLI_findstring(&bmain->materials, "Solid Stroke", offsetof(ID, name) + 2);
if (ma != NULL) {
ma->gp_style->mix_rgba[3] = 1.0f;
ma->gp_style->texture_offset[0] = -0.5f;
ma->gp_style->mix_factor = 0.5f;
}
/* Change Solid Fill settings. */
ma = BLI_findstring(&bmain->materials, "Solid Fill", offsetof(ID, name) + 2);
if (ma != NULL) {
ma->gp_style->flag &= ~GP_MATERIAL_STROKE_SHOW;
ma->gp_style->mix_rgba[3] = 1.0f;
ma->gp_style->texture_offset[0] = -0.5f;
ma->gp_style->mix_factor = 0.5f;
}
Object *ob = BLI_findstring(&bmain->objects, "Stroke", offsetof(ID, name) + 2);
if (ob && ob->type == OB_GPENCIL) {
ob->dtx |= OB_USE_GPENCIL_LIGHTS;
}
}
/* Reset all grease pencil brushes. */
Scene *scene = bmain->scenes.first;
BKE_brush_gpencil_paint_presets(bmain, scene->toolsettings, true);
BKE_brush_gpencil_sculpt_presets(bmain, scene->toolsettings, true);
BKE_brush_gpencil_vertex_presets(bmain, scene->toolsettings, true);
BKE_brush_gpencil_weight_presets(bmain, scene->toolsettings, true);
/* Ensure new Paint modes. */
BKE_paint_ensure_from_paintmode(scene, PAINT_MODE_VERTEX_GPENCIL);
BKE_paint_ensure_from_paintmode(scene, PAINT_MODE_SCULPT_GPENCIL);
BKE_paint_ensure_from_paintmode(scene, PAINT_MODE_WEIGHT_GPENCIL);
/* Enable cursor. */
GpPaint *gp_paint = scene->toolsettings->gp_paint;
gp_paint->paint.flags |= PAINT_SHOW_BRUSH;
/* Ensure Palette by default. */
BKE_gpencil_palette_ensure(bmain, scene);
}
/* For builtin templates only. */
if (!blo_is_builtin_template(app_template)) {
return;
}
/* Workspaces. */
LISTBASE_FOREACH (wmWindowManager *, wm, &bmain->wm) {
LISTBASE_FOREACH (wmWindow *, win, &wm->windows) {
LISTBASE_FOREACH (WorkSpace *, workspace, &bmain->workspaces) {
WorkSpaceLayout *layout = BKE_workspace_active_layout_for_workspace_get(
win->workspace_hook, workspace);
/* Name all screens by their workspaces (avoids 'Default.###' names). */
/* Default only has one window. */
if (layout->screen) {
bScreen *screen = layout->screen;
BLI_strncpy(screen->id.name + 2, workspace->id.name + 2, sizeof(screen->id.name) - 2);
BLI_libblock_ensure_unique_name(bmain, screen->id.name);
}
/* For some reason we have unused screens, needed until re-saving.
* Clear unused layouts because they're visible in the outliner & Python API. */
LISTBASE_FOREACH_MUTABLE (WorkSpaceLayout *, layout_iter, &workspace->layouts) {
if (layout != layout_iter) {
BKE_workspace_layout_remove(bmain, workspace, layout_iter);
}
}
}
}
}
/* Scenes */
for (Scene *scene = bmain->scenes.first; scene; scene = scene->id.next) {
blo_update_defaults_scene(bmain, scene);
if (app_template && STREQ(app_template, "Video_Editing")) {
/* Filmic is too slow, use standard until it is optimized. */
STRNCPY(scene->view_settings.view_transform, "Standard");
STRNCPY(scene->view_settings.look, "None");
}
else {
/* AV Sync break physics sim caching, disable until that is fixed. */
scene->audio.flag &= ~AUDIO_SYNC;
scene->flag &= ~SCE_FRAME_DROP;
}
/* Change default selection mode for Grease Pencil. */
if (app_template && STREQ(app_template, "2D_Animation")) {
ToolSettings *ts = scene->toolsettings;
ts->gpencil_selectmode_edit = GP_SELECTMODE_STROKE;
}
}
/* Objects */
rename_id_for_versioning(bmain, ID_OB, "Lamp", "Light");
rename_id_for_versioning(bmain, ID_LA, "Lamp", "Light");
if (app_template && STREQ(app_template, "2D_Animation")) {
for (Object *object = bmain->objects.first; object; object = object->id.next) {
if (object->type == OB_GPENCIL) {
/* Set grease pencil object in drawing mode */
bGPdata *gpd = (bGPdata *)object->data;
object->mode = OB_MODE_PAINT_GPENCIL;
gpd->flag |= GP_DATA_STROKE_PAINTMODE;
break;
}
}
}
for (Mesh *mesh = bmain->meshes.first; mesh; mesh = mesh->id.next) {
/* Match default for new meshes. */
mesh->smoothresh = DEG2RADF(30);
/* For Sculpting template. */
if (app_template && STREQ(app_template, "Sculpting")) {
mesh->remesh_voxel_size = 0.035f;
mesh->flag |= ME_REMESH_FIX_POLES | ME_REMESH_REPROJECT_VOLUME;
BKE_mesh_smooth_flag_set(mesh, false);
}
}
for (Camera *camera = bmain->cameras.first; camera; camera = camera->id.next) {
/* Initialize to a useful value. */
camera->dof.focus_distance = 10.0f;
camera->dof.aperture_fstop = 2.8f;
}
for (Light *light = bmain->lights.first; light; light = light->id.next) {
/* Fix lights defaults. */
light->clipsta = 0.05f;
light->att_dist = 40.0f;
}
/* Materials */
for (Material *ma = bmain->materials.first; ma; ma = ma->id.next) {
/* Update default material to be a bit more rough. */
ma->roughness = 0.4f;
if (ma->nodetree) {
LISTBASE_FOREACH (bNode *, node, &ma->nodetree->nodes) {
if (node->type == SH_NODE_BSDF_PRINCIPLED) {
bNodeSocket *roughness_socket = nodeFindSocket(node, SOCK_IN, "Roughness");
bNodeSocketValueFloat *roughness_data = roughness_socket->default_value;
roughness_data->value = 0.4f;
}
}
}
}
/* Brushes */
{
/* Enable for UV sculpt (other brush types will be created as needed),
* without this the grab brush will be active but not selectable from the list. */
const char *brush_name = "Grab";
Brush *brush = BLI_findstring(&bmain->brushes, brush_name, offsetof(ID, name) + 2);
if (brush) {
brush->ob_mode |= OB_MODE_EDIT;
}
}
for (Brush *brush = bmain->brushes.first; brush; brush = brush->id.next) {
brush->blur_kernel_radius = 2;
/* Use full strength for all non-sculpt brushes,
* when painting we want to use full color/weight always.
*
* Note that sculpt is an exception,
* its values are overwritten by #BKE_brush_sculpt_reset below. */
brush->alpha = 1.0;
/* Enable antialiasing by default */
brush->sampling_flag |= BRUSH_PAINT_ANTIALIASING;
}
{
/* Change the spacing of the Smear brush to 3.0% */
const char *brush_name;
Brush *brush;
brush_name = "Smear";
brush = BLI_findstring(&bmain->brushes, brush_name, offsetof(ID, name) + 2);
if (brush) {
brush->spacing = 3.0;
}
brush_name = "Draw Sharp";
brush = BLI_findstring(&bmain->brushes, brush_name, offsetof(ID, name) + 2);
if (!brush) {
brush = BKE_brush_add(bmain, brush_name, OB_MODE_SCULPT);
id_us_min(&brush->id);
brush->sculpt_tool = SCULPT_TOOL_DRAW_SHARP;
}
brush_name = "Elastic Deform";
brush = BLI_findstring(&bmain->brushes, brush_name, offsetof(ID, name) + 2);
if (!brush) {
brush = BKE_brush_add(bmain, brush_name, OB_MODE_SCULPT);
id_us_min(&brush->id);
brush->sculpt_tool = SCULPT_TOOL_ELASTIC_DEFORM;
}
brush_name = "Pose";
brush = BLI_findstring(&bmain->brushes, brush_name, offsetof(ID, name) + 2);
if (!brush) {
brush = BKE_brush_add(bmain, brush_name, OB_MODE_SCULPT);
id_us_min(&brush->id);
brush->sculpt_tool = SCULPT_TOOL_POSE;
}
brush_name = "Multi-plane Scrape";
brush = BLI_findstring(&bmain->brushes, brush_name, offsetof(ID, name) + 2);
if (!brush) {
brush = BKE_brush_add(bmain, brush_name, OB_MODE_SCULPT);
id_us_min(&brush->id);
brush->sculpt_tool = SCULPT_TOOL_MULTIPLANE_SCRAPE;
}
brush_name = "Clay Thumb";
brush = BLI_findstring(&bmain->brushes, brush_name, offsetof(ID, name) + 2);
if (!brush) {
brush = BKE_brush_add(bmain, brush_name, OB_MODE_SCULPT);
id_us_min(&brush->id);
brush->sculpt_tool = SCULPT_TOOL_CLAY_THUMB;
}
brush_name = "Cloth";
brush = BLI_findstring(&bmain->brushes, brush_name, offsetof(ID, name) + 2);
if (!brush) {
brush = BKE_brush_add(bmain, brush_name, OB_MODE_SCULPT);
id_us_min(&brush->id);
brush->sculpt_tool = SCULPT_TOOL_CLOTH;
}
brush_name = "Slide Relax";
brush = BLI_findstring(&bmain->brushes, brush_name, offsetof(ID, name) + 2);
if (!brush) {
brush = BKE_brush_add(bmain, brush_name, OB_MODE_SCULPT);
id_us_min(&brush->id);
brush->sculpt_tool = SCULPT_TOOL_SLIDE_RELAX;
}
brush_name = "Paint";
brush = BLI_findstring(&bmain->brushes, brush_name, offsetof(ID, name) + 2);
if (!brush) {
brush = BKE_brush_add(bmain, brush_name, OB_MODE_SCULPT);
id_us_min(&brush->id);
brush->sculpt_tool = SCULPT_TOOL_PAINT;
}
brush_name = "Smear";
brush = BLI_findstring(&bmain->brushes, brush_name, offsetof(ID, name) + 2);
if (!brush) {
brush = BKE_brush_add(bmain, brush_name, OB_MODE_SCULPT);
id_us_min(&brush->id);
brush->sculpt_tool = SCULPT_TOOL_SMEAR;
}
Sculpt: Boundary Brush This brush includes a set of deformation modes designed to deform and control the shape of the mesh boundaries, which are really hard to do with regular sculpt brushes (and even in edit mode). This is useful for creating cloth assets and hard surface base meshes. The brush detects the mesh boundary closest to the active vertex and propagates the deformation using the brush falloff into the mesh. It includes bend, expand, inflate, grab and twist deform modes. The main use cases of this brush are the Bend and Expand deformation modes, which depend on a grid topology to create the best results. In order to do further adjustments and tweaks to the result of these deformation modes, the brush also includes the Inflate, Grab and Twist deformation modes, which do not depend that much on the topology. Grab and Inflate are the same operation that is implemented in the Grab and Inflate tools, they are also available in the boundary brush as producing deformations with regular brushes in these areas is very hard to control. Even if this brush can produce deformations in triangle meshes and meshes with a non-regular quad grid, the more regular and clean the topology is, the better. Most of the assets this brush is intended to deform are always created from a cylindrical or plane quad grid, so it should be fine. Also, its algorithms can be improved in future versions to handle more corner cases and topology patterns. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8356
2020-08-10 17:57:01 +02:00
brush_name = "Boundary";
brush = BLI_findstring(&bmain->brushes, brush_name, offsetof(ID, name) + 2);
if (!brush) {
brush = BKE_brush_add(bmain, brush_name, OB_MODE_SCULPT);
id_us_min(&brush->id);
brush->sculpt_tool = SCULPT_TOOL_BOUNDARY;
}
brush_name = "Simplify";
brush = BLI_findstring(&bmain->brushes, brush_name, offsetof(ID, name) + 2);
if (!brush) {
brush = BKE_brush_add(bmain, brush_name, OB_MODE_SCULPT);
id_us_min(&brush->id);
brush->sculpt_tool = SCULPT_TOOL_SIMPLIFY;
}
brush_name = "Draw Face Sets";
brush = BLI_findstring(&bmain->brushes, brush_name, offsetof(ID, name) + 2);
if (!brush) {
brush = BKE_brush_add(bmain, brush_name, OB_MODE_SCULPT);
id_us_min(&brush->id);
brush->sculpt_tool = SCULPT_TOOL_DRAW_FACE_SETS;
}
brush_name = "Multires Displacement Eraser";
brush = BLI_findstring(&bmain->brushes, brush_name, offsetof(ID, name) + 2);
if (!brush) {
brush = BKE_brush_add(bmain, brush_name, OB_MODE_SCULPT);
id_us_min(&brush->id);
brush->sculpt_tool = SCULPT_TOOL_DISPLACEMENT_ERASER;
}
/* Use the same tool icon color in the brush cursor */
2019-09-26 16:32:27 +02:00
for (brush = bmain->brushes.first; brush; brush = brush->id.next) {
if (brush->ob_mode & OB_MODE_SCULPT) {
BLI_assert(brush->sculpt_tool != 0);
BKE_brush_sculpt_reset(brush);
}
}
}
}