Sculpt Dynamic Topology: support collapsing edges without subdividing edges as well

This allows you to choose between subdivide edges, collapse and both. Being able to
only collapse edges can be useful to simplify meshes with accidentally introducing
more detail.

Reviewed By: psy-fi, carter2422

Differential Revision: http://developer.blender.org/D15
This commit is contained in:
Brecht Van Lommel 2013-11-19 21:55:46 +01:00
parent 3c7bfb1d7d
commit 1908909273
6 changed files with 45 additions and 24 deletions

@ -986,6 +986,8 @@ class VIEW3D_PT_sculpt_topology(Panel, View3DPaintPanel):
toolsettings = context.tool_settings
sculpt = toolsettings.sculpt
settings = self.paint_settings(context)
brush = settings.brush
if context.sculpt_object.use_dynamic_topology_sculpting:
layout.operator("sculpt.dynamic_topology_toggle", icon='X', text="Disable Dynamic")
@ -994,9 +996,12 @@ class VIEW3D_PT_sculpt_topology(Panel, View3DPaintPanel):
col = layout.column()
col.active = context.sculpt_object.use_dynamic_topology_sculpting
col.prop(sculpt, "detail_size")
sub = col.column(align=True)
sub.active = brush and brush.sculpt_tool not in ('MASK')
sub.prop(sculpt, "detail_size")
sub.prop(sculpt, "detail_refine_method", text="")
col.separator()
col.prop(sculpt, "use_smooth_shading")
col.prop(sculpt, "use_edge_collapse")
col.operator("sculpt.optimize")
col.separator()
col.prop(sculpt, "symmetrize_direction")

@ -42,7 +42,7 @@ extern "C" {
* and keep comment above the defines.
* Use STRINGIFY() rather than defining with quotes */
#define BLENDER_VERSION 269
#define BLENDER_SUBVERSION 2
#define BLENDER_SUBVERSION 3
/* 262 was the last editmesh release but it has compatibility code for bmesh data */
#define BLENDER_MINVERSION 262
#define BLENDER_MINSUBVERSION 0

@ -9768,7 +9768,7 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
} FOREACH_NODETREE_END
}
{
if (!MAIN_VERSION_ATLEAST(main, 269, 3)) {
bScreen *sc;
ScrArea *sa;
SpaceLink *sl;
@ -9834,25 +9834,27 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
}
for (scene = main->scene.first; scene; scene = scene->id.next) {
if (scene->gm.matmode == GAME_MAT_TEXFACE) {
scene->gm.matmode = GAME_MAT_MULTITEX;
}
}
/* this can now be turned off */
ToolSettings *ts= scene->toolsettings;
if (ts->sculpt)
ts->sculpt->flags |= SCULPT_DYNTOPO_SUBDIVIDE;
/* 'Increment' mode disabled for nodes, use true grid snapping instead */
for (scene = main->scene.first; scene; scene = scene->id.next) {
/* single texture mode removed from game engine */
if (scene->gm.matmode == GAME_MAT_TEXFACE)
scene->gm.matmode = GAME_MAT_MULTITEX;
/* 'Increment' mode disabled for nodes, use true grid snapping instead */
if (scene->toolsettings->snap_node_mode == SCE_SNAP_MODE_INCREMENT)
scene->toolsettings->snap_node_mode = SCE_SNAP_MODE_GRID;
}
/* Update for removed "sound-only" option in FFMPEG export settings. */
#ifdef WITH_FFMPEG
for (scene = main->scene.first; scene; scene = scene->id.next) {
/* Update for removed "sound-only" option in FFMPEG export settings. */
if (scene->r.ffcodecdata.type >= FFMPEG_INVALID) {
scene->r.ffcodecdata.type = FFMPEG_AVI;
}
}
#endif
}
}
/* WATCH IT!!!: pointers from libdata have not been converted yet here! */

@ -3076,9 +3076,12 @@ static void sculpt_topology_update(Sculpt *sd, Object *ob, Brush *brush)
/* Only act if some verts are inside the brush area */
if (totnode) {
PBVHTopologyUpdateMode mode = PBVH_Subdivide;
PBVHTopologyUpdateMode mode = 0;
float location[3];
if (sd->flags & SCULPT_DYNTOPO_SUBDIVIDE)
mode |= PBVH_Subdivide;
if ((sd->flags & SCULPT_DYNTOPO_COLLAPSE) ||
(brush->sculpt_tool == SCULPT_TOOL_SIMPLIFY))
{

@ -1568,8 +1568,9 @@ typedef enum SculptFlags {
* dynamic-topology mode */
SCULPT_DYNTOPO_SMOOTH_SHADING = (1 << 10),
/* If set, dynamic-topology brushes will collapse short edges in
* addition to subdividing long ones */
/* If set, dynamic-topology brushes will subdivide short edges */
SCULPT_DYNTOPO_SUBDIVIDE = (1 << 12),
/* If set, dynamic-topology brushes will collapse short edges */
SCULPT_DYNTOPO_COLLAPSE = (1 << 11)
} SculptFlags;

@ -322,6 +322,16 @@ static void rna_def_paint(BlenderRNA *brna)
static void rna_def_sculpt(BlenderRNA *brna)
{
static EnumPropertyItem detail_refine_items[] = {
{SCULPT_DYNTOPO_SUBDIVIDE, "SUBDIVIDE", 0,
"Subdivide Edges", "Subdivide long edges to add mesh detail where needed"},
{SCULPT_DYNTOPO_COLLAPSE, "COLLAPSE", 0,
"Collapse Edges", "Collapse short edges to remove mesh detail where possible"},
{SCULPT_DYNTOPO_SUBDIVIDE|SCULPT_DYNTOPO_COLLAPSE, "SUBDIVIDE_COLLAPSE", 0,
"Subdivide Collapse", "Both subdivide long edges and collapse short edges to refine mesh detail"},
{0, NULL, 0, NULL, NULL}
};
StructRNA *srna;
PropertyRNA *prop;
@ -403,16 +413,16 @@ static void rna_def_sculpt(BlenderRNA *brna)
"shading rather than flat shaded");
RNA_def_property_update(prop, NC_OBJECT | ND_DRAW, "rna_Sculpt_update");
prop = RNA_def_property(srna, "use_edge_collapse", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flags", SCULPT_DYNTOPO_COLLAPSE);
RNA_def_property_ui_text(prop, "Collapse Short Edges",
"In dynamic-topology mode, collapse short edges "
"in addition to subdividing long ones");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "symmetrize_direction", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_items(prop, symmetrize_direction_items);
RNA_def_property_ui_text(prop, "Direction", "Source and destination for symmetrize operator");
prop = RNA_def_property(srna, "detail_refine_method", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_bitflag_sdna(prop, NULL, "flags");
RNA_def_property_enum_items(prop, detail_refine_items);
RNA_def_property_ui_text(prop, "Detail Refine Method",
"In dynamic-topology mode, how to add or remove mesh detail");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
}