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Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-12-01 01:52:06 +13:00
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is Copyright (C) 2014, Blender Foundation
*
* Contributor(s): Joshua Leung
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/gpencil/gpencil_utils.c
* \ingroup edgpencil
*/
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <stddef.h>
#include <math.h>
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "DNA_gpencil_types.h"
#include "DNA_object_types.h"
Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-12-01 01:52:06 +13:00
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_view3d_types.h"
#include "BKE_context.h"
#include "BKE_gpencil.h"
#include "BKE_tracking.h"
Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-12-01 01:52:06 +13:00
#include "WM_api.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "RNA_enum_types.h"
#include "UI_resources.h"
Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-12-01 01:52:06 +13:00
#include "UI_view2d.h"
#include "ED_gpencil.h"
#include "ED_clip.h"
Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-12-01 01:52:06 +13:00
#include "ED_view3d.h"
#include "gpencil_intern.h"
/* ******************************************************** */
/* Context Wrangling... */
/* Get pointer to active Grease Pencil datablock, and an RNA-pointer to trace back to whatever owns it,
* when context info is not available.
*/
bGPdata **ED_gpencil_data_get_pointers_direct(ID *screen_id, Scene *scene, ScrArea *sa, Object *ob, PointerRNA *ptr)
{
/* if there's an active area, check if the particular editor may
* have defined any special Grease Pencil context for editing...
*/
if (sa) {
SpaceLink *sl = sa->spacedata.first;
switch (sa->spacetype) {
case SPACE_VIEW3D: /* 3D-View */
{
BLI_assert(scene && ELEM(scene->toolsettings->gpencil_src,
GP_TOOL_SOURCE_SCENE, GP_TOOL_SOURCE_OBJECT));
if (scene->toolsettings->gpencil_src == GP_TOOL_SOURCE_OBJECT) {
/* legacy behaviour for usage with old addons requiring object-linked to objects */
/* just in case no active/selected object... */
if (ob && (ob->flag & SELECT)) {
/* for now, as long as there's an object, default to using that in 3D-View */
if (ptr) RNA_id_pointer_create(&ob->id, ptr);
return &ob->gpd;
}
/* else: defaults to scene... */
}
else {
if (ptr) RNA_id_pointer_create(&scene->id, ptr);
return &scene->gpd;
}
break;
}
case SPACE_NODE: /* Nodes Editor */
{
SpaceNode *snode = (SpaceNode *)sl;
/* return the GP data for the active node block/node */
if (snode && snode->nodetree) {
/* for now, as long as there's an active node tree, default to using that in the Nodes Editor */
if (ptr) RNA_id_pointer_create(&snode->nodetree->id, ptr);
return &snode->nodetree->gpd;
}
/* even when there is no node-tree, don't allow this to flow to scene */
return NULL;
}
case SPACE_SEQ: /* Sequencer */
{
SpaceSeq *sseq = (SpaceSeq *)sl;
/* for now, Grease Pencil data is associated with the space (actually preview region only) */
/* XXX our convention for everything else is to link to data though... */
if (ptr) RNA_pointer_create(screen_id, &RNA_SpaceSequenceEditor, sseq, ptr);
return &sseq->gpd;
}
case SPACE_IMAGE: /* Image/UV Editor */
{
SpaceImage *sima = (SpaceImage *)sl;
/* for now, Grease Pencil data is associated with the space... */
/* XXX our convention for everything else is to link to data though... */
if (ptr) RNA_pointer_create(screen_id, &RNA_SpaceImageEditor, sima, ptr);
return &sima->gpd;
}
case SPACE_CLIP: /* Nodes Editor */
{
SpaceClip *sc = (SpaceClip *)sl;
MovieClip *clip = ED_space_clip_get_clip(sc);
if (clip) {
if (sc->gpencil_src == SC_GPENCIL_SRC_TRACK) {
MovieTrackingTrack *track = BKE_tracking_track_get_active(&clip->tracking);
if (!track)
return NULL;
if (ptr)
RNA_pointer_create(&clip->id, &RNA_MovieTrackingTrack, track, ptr);
return &track->gpd;
}
else {
if (ptr)
RNA_id_pointer_create(&clip->id, ptr);
return &clip->gpd;
}
}
break;
}
default: /* unsupported space */
return NULL;
}
}
/* just fall back on the scene's GP data */
if (ptr) RNA_id_pointer_create((ID *)scene, ptr);
return (scene) ? &scene->gpd : NULL;
}
/* Get pointer to active Grease Pencil datablock, and an RNA-pointer to trace back to whatever owns it */
bGPdata **ED_gpencil_data_get_pointers(const bContext *C, PointerRNA *ptr)
{
ID *screen_id = (ID *)CTX_wm_screen(C);
Scene *scene = CTX_data_scene(C);
ScrArea *sa = CTX_wm_area(C);
Object *ob = CTX_data_active_object(C);
return ED_gpencil_data_get_pointers_direct(screen_id, scene, sa, ob, ptr);
}
/* -------------------------------------------------------- */
/* Get the active Grease Pencil datablock, when context is not available */
bGPdata *ED_gpencil_data_get_active_direct(ID *screen_id, Scene *scene, ScrArea *sa, Object *ob)
{
bGPdata **gpd_ptr = ED_gpencil_data_get_pointers_direct(screen_id, scene, sa, ob, NULL);
return (gpd_ptr) ? *(gpd_ptr) : NULL;
}
/* Get the active Grease Pencil datablock */
bGPdata *ED_gpencil_data_get_active(const bContext *C)
{
bGPdata **gpd_ptr = ED_gpencil_data_get_pointers(C, NULL);
return (gpd_ptr) ? *(gpd_ptr) : NULL;
}
/* -------------------------------------------------------- */
// XXX: this should be removed... We really shouldn't duplicate logic like this!
bGPdata *ED_gpencil_data_get_active_v3d(Scene *scene, View3D *v3d)
{
Base *base = scene->basact;
bGPdata *gpd = NULL;
/* We have to make sure active object is actually visible and selected, else we must use default scene gpd,
* to be consistent with ED_gpencil_data_get_active's behavior.
*/
if (base && TESTBASE(v3d, base)) {
gpd = base->object->gpd;
}
return gpd ? gpd : scene->gpd;
}
/* ******************************************************** */
/* Keyframe Indicator Checks */
/* Check whether there's an active GP keyframe on the current frame */
bool ED_gpencil_has_keyframe_v3d(Scene *scene, Object *ob, int cfra)
{
/* just check both for now... */
// XXX: this could get confusing (e.g. if only on the object, but other places don't show this)
if (scene->gpd) {
bGPDlayer *gpl = gpencil_layer_getactive(scene->gpd);
if (gpl) {
if (gpl->actframe) {
// XXX: assumes that frame has been fetched already
return (gpl->actframe->framenum == cfra);
}
else {
/* XXX: disabled as could be too much of a penalty */
/* return BKE_gpencil_layer_find_frame(gpl, cfra); */
}
}
}
if (ob && ob->gpd) {
bGPDlayer *gpl = gpencil_layer_getactive(ob->gpd);
if (gpl) {
if (gpl->actframe) {
// XXX: assumes that frame has been fetched already
return (gpl->actframe->framenum == cfra);
}
else {
/* XXX: disabled as could be too much of a penalty */
/* return BKE_gpencil_layer_find_frame(gpl, cfra); */
}
}
}
return false;
}
/* ******************************************************** */
/* Poll Callbacks */
/* poll callback for adding data/layers - special */
int gp_add_poll(bContext *C)
{
/* the base line we have is that we have somewhere to add Grease Pencil data */
return ED_gpencil_data_get_pointers(C, NULL) != NULL;
}
/* poll callback for checking if there is an active layer */
int gp_active_layer_poll(bContext *C)
{
bGPdata *gpd = ED_gpencil_data_get_active(C);
bGPDlayer *gpl = gpencil_layer_getactive(gpd);
return (gpl != NULL);
}
/* ******************************************************** */
/* Dynamic Enums of GP Layers */
/* NOTE: These include an option to create a new layer and use that... */
/* Just existing layers */
EnumPropertyItem *ED_gpencil_layers_enum_itemf(bContext *C, PointerRNA *UNUSED(ptr), PropertyRNA *UNUSED(prop), bool *r_free)
{
bGPdata *gpd = CTX_data_gpencil_data(C);
bGPDlayer *gpl;
EnumPropertyItem *item = NULL, item_tmp = {0};
int totitem = 0;
int i = 0;
if (ELEM(NULL, C, gpd)) {
return DummyRNA_DEFAULT_items;
}
/* Existing layers */
for (gpl = gpd->layers.first; gpl; gpl = gpl->next, i++) {
item_tmp.identifier = gpl->info;
item_tmp.name = gpl->info;
item_tmp.value = i;
if (gpl->flag & GP_LAYER_ACTIVE)
item_tmp.icon = ICON_GREASEPENCIL;
else
item_tmp.icon = ICON_NONE;
RNA_enum_item_add(&item, &totitem, &item_tmp);
}
RNA_enum_item_end(&item, &totitem);
*r_free = true;
return item;
}
/* Existing + Option to add/use new layer */
EnumPropertyItem *ED_gpencil_layers_with_new_enum_itemf(bContext *C, PointerRNA *UNUSED(ptr), PropertyRNA *UNUSED(prop), bool *r_free)
{
bGPdata *gpd = CTX_data_gpencil_data(C);
bGPDlayer *gpl;
EnumPropertyItem *item = NULL, item_tmp = {0};
int totitem = 0;
int i = 0;
if (ELEM(NULL, C, gpd)) {
return DummyRNA_DEFAULT_items;
}
/* Create new layer */
/* TODO: have some way of specifying that we don't want this? */
{
/* active Keying Set */
item_tmp.identifier = "__CREATE__";
item_tmp.name = "New Layer";
item_tmp.value = -1;
item_tmp.icon = ICON_ZOOMIN;
RNA_enum_item_add(&item, &totitem, &item_tmp);
/* separator */
RNA_enum_item_add_separator(&item, &totitem);
}
/* Existing layers */
for (gpl = gpd->layers.first, i = 0; gpl; gpl = gpl->next, i++) {
item_tmp.identifier = gpl->info;
item_tmp.name = gpl->info;
item_tmp.value = i;
if (gpl->flag & GP_LAYER_ACTIVE)
item_tmp.icon = ICON_GREASEPENCIL;
else
item_tmp.icon = ICON_NONE;
RNA_enum_item_add(&item, &totitem, &item_tmp);
}
RNA_enum_item_end(&item, &totitem);
*r_free = true;
return item;
}
/* ******************************************************** */
/* Brush Tool Core */
Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-12-01 01:52:06 +13:00
/* Check if part of stroke occurs within last segment drawn by eraser */
bool gp_stroke_inside_circle(const int mval[2], const int UNUSED(mvalo[2]),
int rad, int x0, int y0, int x1, int y1)
{
/* simple within-radius check for now */
const float mval_fl[2] = {mval[0], mval[1]};
const float screen_co_a[2] = {x0, y0};
const float screen_co_b[2] = {x1, y1};
if (edge_inside_circle(mval_fl, rad, screen_co_a, screen_co_b)) {
return true;
}
/* not inside */
return false;
}
/* ******************************************************** */
/* Stroke Validity Testing */
Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-12-01 01:52:06 +13:00
/* Check whether given stroke can be edited given the supplied context */
// XXX: do we need additional flags for screenspace vs dataspace?
bool ED_gpencil_stroke_can_use_direct(const ScrArea *sa, const bGPDstroke *gps)
{
/* sanity check */
if (ELEM(NULL, sa, gps))
return false;
/* filter stroke types by flags + spacetype */
if (gps->flag & GP_STROKE_3DSPACE) {
/* 3D strokes - only in 3D view */
return (sa->spacetype == SPACE_VIEW3D);
}
else if (gps->flag & GP_STROKE_2DIMAGE) {
/* Special "image" strokes - only in Image Editor */
return (sa->spacetype == SPACE_IMAGE);
}
else if (gps->flag & GP_STROKE_2DSPACE) {
/* 2D strokes (dataspace) - for any 2D view (i.e. everything other than 3D view) */
return (sa->spacetype != SPACE_VIEW3D);
}
else {
/* view aligned - anything goes */
return true;
}
}
/* Check whether given stroke can be edited in the current context */
bool ED_gpencil_stroke_can_use(const bContext *C, const bGPDstroke *gps)
{
ScrArea *sa = CTX_wm_area(C);
return ED_gpencil_stroke_can_use_direct(sa, gps);
}
/* ******************************************************** */
/* Space Conversion */
Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-12-01 01:52:06 +13:00
/* Init handling for space-conversion function (from passed-in parameters) */
void gp_point_conversion_init(bContext *C, GP_SpaceConversion *r_gsc)
{
ScrArea *sa = CTX_wm_area(C);
ARegion *ar = CTX_wm_region(C);
/* zero out the storage (just in case) */
memset(r_gsc, 0, sizeof(GP_SpaceConversion));
unit_m4(r_gsc->mat);
/* store settings */
r_gsc->sa = sa;
r_gsc->ar = ar;
r_gsc->v2d = &ar->v2d;
/* init region-specific stuff */
if (sa->spacetype == SPACE_VIEW3D) {
wmWindow *win = CTX_wm_window(C);
Scene *scene = CTX_data_scene(C);
View3D *v3d = (View3D *)CTX_wm_space_data(C);
RegionView3D *rv3d = ar->regiondata;
/* init 3d depth buffers */
view3d_operator_needs_opengl(C);
view3d_region_operator_needs_opengl(win, ar);
ED_view3d_autodist_init(scene, ar, v3d, 0);
/* for camera view set the subrect */
if (rv3d->persp == RV3D_CAMOB) {
ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &r_gsc->subrect_data, true); /* no shift */
r_gsc->subrect = &r_gsc->subrect_data;
}
}
}
/* Convert Grease Pencil points to screen-space values
* WARNING: This assumes that the caller has already checked whether the stroke in question can be drawn
*/
Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-12-01 01:52:06 +13:00
void gp_point_to_xy(GP_SpaceConversion *gsc, bGPDstroke *gps, bGPDspoint *pt,
int *r_x, int *r_y)
{
ARegion *ar = gsc->ar;
View2D *v2d = gsc->v2d;
rctf *subrect = gsc->subrect;
int xyval[2];
/* sanity checks */
BLI_assert(!(gps->flag & GP_STROKE_3DSPACE) || (gsc->sa->spacetype == SPACE_VIEW3D));
BLI_assert(!(gps->flag & GP_STROKE_2DSPACE) || (gsc->sa->spacetype != SPACE_VIEW3D));
Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-12-01 01:52:06 +13:00
if (gps->flag & GP_STROKE_3DSPACE) {
if (ED_view3d_project_int_global(ar, &pt->x, xyval, V3D_PROJ_TEST_NOP) == V3D_PROJ_RET_OK) {
*r_x = xyval[0];
*r_y = xyval[1];
}
else {
*r_x = V2D_IS_CLIPPED;
*r_y = V2D_IS_CLIPPED;
}
}
else if (gps->flag & GP_STROKE_2DSPACE) {
float vec[3] = {pt->x, pt->y, 0.0f};
mul_m4_v3(gsc->mat, vec);
UI_view2d_view_to_region_clip(v2d, vec[0], vec[1], r_x, r_y);
}
else {
if (subrect == NULL) {
/* normal 3D view (or view space) */
Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-12-01 01:52:06 +13:00
*r_x = (int)(pt->x / 100 * ar->winx);
*r_y = (int)(pt->y / 100 * ar->winy);
}
else {
/* camera view, use subrect */
Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-12-01 01:52:06 +13:00
*r_x = (int)((pt->x / 100) * BLI_rctf_size_x(subrect)) + subrect->xmin;
*r_y = (int)((pt->y / 100) * BLI_rctf_size_y(subrect)) + subrect->ymin;
}
}
}
/**
* Project screenspace coordinates to 3D-space
*
* \note We include this as a utility function, since the standard method
* involves quite a few steps, which are invariably always the same
* for all GPencil operations. So, it's nicer to just centralize these.
*
* \warning Assumes that it is getting called in a 3D view only.
*/
bool gp_point_xy_to_3d(GP_SpaceConversion *gsc, Scene *scene, const float screen_co[2], float r_out[3])
{
View3D *v3d = gsc->sa->spacedata.first;
RegionView3D *rv3d = gsc->ar->regiondata;
float *rvec = ED_view3d_cursor3d_get(scene, v3d);
float ref[3] = {rvec[0], rvec[1], rvec[2]};
float zfac = ED_view3d_calc_zfac(rv3d, rvec, NULL);
float mval_f[2], mval_prj[2];
float dvec[3];
copy_v2_v2(mval_f, screen_co);
if (ED_view3d_project_float_global(gsc->ar, ref, mval_prj, V3D_PROJ_TEST_NOP) == V3D_PROJ_RET_OK) {
sub_v2_v2v2(mval_f, mval_prj, mval_f);
ED_view3d_win_to_delta(gsc->ar, mval_f, dvec, zfac);
sub_v3_v3v3(r_out, rvec, dvec);
return true;
}
else {
zero_v3(r_out);
return false;
}
}
2016-03-28 02:33:14 +13:00
/**
* Apply smooth to stroke point
* \param gps Stroke to smooth
* \param i Point index
* \param inf Amount of smoothing to apply
* \param affect_pressure Apply smoothing to pressure values too?
*/
bool gp_smooth_stroke(bGPDstroke *gps, int i, float inf, bool affect_pressure)
{
bGPDspoint *pt = &gps->points[i];
float pressure = 0.0f;
2016-03-28 02:33:14 +13:00
float sco[3] = {0.0f};
/* Do nothing if not enough points to smooth out */
if (gps->totpoints <= 2) {
return false;
}
2016-03-28 02:33:14 +13:00
/* Only affect endpoints by a fraction of the normal strength,
2016-07-02 10:02:04 +10:00
* to prevent the stroke from shrinking too much
*/
if ((i == 0) || (i == gps->totpoints - 1)) {
inf *= 0.1f;
}
2016-03-28 02:33:14 +13:00
/* Compute smoothed coordinate by taking the ones nearby */
/* XXX: This is potentially slow, and suffers from accumulation error as earlier points are handled before later ones */
{
// XXX: this is hardcoded to look at 2 points on either side of the current one (i.e. 5 items total)
const int steps = 2;
const float average_fac = 1.0f / (float)(steps * 2 + 1);
int step;
2016-03-28 02:33:14 +13:00
/* add the point itself */
madd_v3_v3fl(sco, &pt->x, average_fac);
2016-03-28 02:33:14 +13:00
if (affect_pressure) {
pressure += pt->pressure * average_fac;
}
/* n-steps before/after current point */
// XXX: review how the endpoints are treated by this algorithm
// XXX: falloff measures should also introduce some weighting variations, so that further-out points get less weight
for (step = 1; step <= steps; step++) {
bGPDspoint *pt1, *pt2;
int before = i - step;
int after = i + step;
2016-03-28 02:33:14 +13:00
CLAMP_MIN(before, 0);
CLAMP_MAX(after, gps->totpoints - 1);
2016-03-28 02:33:14 +13:00
pt1 = &gps->points[before];
pt2 = &gps->points[after];
2016-03-28 02:33:14 +13:00
/* add both these points to the average-sum (s += p[i]/n) */
madd_v3_v3fl(sco, &pt1->x, average_fac);
madd_v3_v3fl(sco, &pt2->x, average_fac);
2016-03-28 02:33:14 +13:00
/* do pressure too? */
if (affect_pressure) {
pressure += pt1->pressure * average_fac;
pressure += pt2->pressure * average_fac;
}
}
}
2016-03-28 02:33:14 +13:00
/* Based on influence factor, blend between original and optimal smoothed coordinate */
interp_v3_v3v3(&pt->x, &pt->x, sco, inf);
2016-03-28 02:33:14 +13:00
if (affect_pressure) {
pt->pressure = pressure;
}
return true;
}
2016-03-28 02:33:14 +13:00
/**
* Subdivide a stroke once, by adding a point half way between each pair of existing points
2016-03-28 02:33:14 +13:00
* \param gps Stroke data
* \param new_totpoints Total number of points (after subdividing)
2016-03-28 02:33:14 +13:00
*/
void gp_subdivide_stroke(bGPDstroke *gps, const int new_totpoints)
{
/* Move points towards end of enlarged points array to leave space for new points */
int y = 1;
for (int i = gps->totpoints - 1; i > 0; i--) {
gps->points[new_totpoints - y] = gps->points[i];
y += 2;
}
2016-03-28 02:33:14 +13:00
/* Create interpolated points */
for (int i = 0; i < new_totpoints - 1; i += 2) {
bGPDspoint *prev = &gps->points[i];
bGPDspoint *pt = &gps->points[i + 1];
bGPDspoint *next = &gps->points[i + 2];
2016-03-28 02:33:14 +13:00
/* Interpolate all values */
interp_v3_v3v3(&pt->x, &prev->x, &next->x, 0.5f);
2016-03-28 02:33:14 +13:00
pt->pressure = interpf(prev->pressure, next->pressure, 0.5f);
pt->time = interpf(prev->time, next->time, 0.5f);
}
2016-03-28 02:33:14 +13:00
/* Update to new total number of points */
gps->totpoints = new_totpoints;
}
Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-12-01 01:52:06 +13:00
/* ******************************************************** */
bool ED_gpencil_stroke_minmax(
const bGPDstroke *gps, const bool use_select,
float r_min[3], float r_max[3])
{
const bGPDspoint *pt;
int i;
bool changed = false;
for (i = 0, pt = gps->points; i < gps->totpoints; i++, pt++) {
if ((use_select == false) || (pt->flag & GP_SPOINT_SELECT)) {;
minmax_v3v3_v3(r_min, r_max, &pt->x);
changed = true;
}
}
return changed;
}