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blender-archive/source/blender/makesrna/intern/rna_object_api.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,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2009 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup RNA
2011-02-27 20:20:01 +00:00
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "BLI_kdopbvh.h"
#include "BLI_utildefines.h"
#include "RNA_define.h"
#include "DNA_constraint_types.h"
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
#include "DNA_layer_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "BKE_gpencil_curve.h"
#include "BKE_layer.h"
#include "DEG_depsgraph.h"
#include "ED_outliner.h"
#include "rna_internal.h" /* own include */
static const EnumPropertyItem space_items[] = {
{CONSTRAINT_SPACE_WORLD, "WORLD", 0, "World Space", "The most global space in Blender"},
{CONSTRAINT_SPACE_POSE,
"POSE",
0,
"Pose Space",
"The pose space of a bone (its armature's object space)"},
{CONSTRAINT_SPACE_PARLOCAL,
"LOCAL_WITH_PARENT",
0,
"Local With Parent",
"The rest pose local space of a bone (thus matrix includes parent transforms)"},
{CONSTRAINT_SPACE_LOCAL, "LOCAL", 0, "Local Space", "The local space of an object/bone"},
{0, NULL, 0, NULL, NULL},
};
#ifdef RNA_RUNTIME
# include "BLI_math.h"
# include "BKE_bvhutils.h"
# include "BKE_constraint.h"
# include "BKE_context.h"
# include "BKE_customdata.h"
# include "BKE_font.h"
# include "BKE_global.h"
# include "BKE_layer.h"
# include "BKE_main.h"
# include "BKE_mball.h"
# include "BKE_mesh.h"
# include "BKE_modifier.h"
# include "BKE_object.h"
# include "BKE_report.h"
# include "ED_object.h"
# include "ED_screen.h"
# include "DNA_curve_types.h"
# include "DNA_mesh_types.h"
# include "DNA_meshdata_types.h"
# include "DNA_scene_types.h"
# include "DNA_view3d_types.h"
# include "DEG_depsgraph_query.h"
# include "MEM_guardedalloc.h"
static void rna_Object_select_set(
Object *ob, bContext *C, ReportList *reports, bool select, ViewLayer *view_layer)
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
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{
if (view_layer == NULL) {
view_layer = CTX_data_view_layer(C);
}
Base *base = BKE_view_layer_base_find(view_layer, ob);
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
if (!base) {
if (select) {
BKE_reportf(reports,
RPT_ERROR,
"Object '%s' can't be selected because it is not in View Layer '%s'!",
ob->id.name + 2,
view_layer->name);
}
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
return;
}
ED_object_base_select(base, select ? BA_SELECT : BA_DESELECT);
Scene *scene = CTX_data_scene(C);
DEG_id_tag_update(&scene->id, ID_RECALC_SELECT);
WM_main_add_notifier(NC_SCENE | ND_OB_SELECT, scene);
ED_outliner_select_sync_from_object_tag(C);
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
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}
static bool rna_Object_select_get(Object *ob, bContext *C, ViewLayer *view_layer)
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
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{
if (view_layer == NULL) {
view_layer = CTX_data_view_layer(C);
}
Base *base = BKE_view_layer_base_find(view_layer, ob);
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
if (!base) {
return false;
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
}
return ((base->flag & BASE_SELECTED) != 0);
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
}
static void rna_Object_hide_set(
Object *ob, bContext *C, ReportList *reports, bool hide, ViewLayer *view_layer)
{
if (view_layer == NULL) {
view_layer = CTX_data_view_layer(C);
}
Base *base = BKE_view_layer_base_find(view_layer, ob);
if (!base) {
if (hide) {
BKE_reportf(reports,
RPT_ERROR,
"Object '%s' can't be hidden because it is not in View Layer '%s'!",
ob->id.name + 2,
view_layer->name);
}
return;
}
if (hide) {
base->flag |= BASE_HIDDEN;
}
else {
base->flag &= ~BASE_HIDDEN;
}
Scene *scene = CTX_data_scene(C);
BKE_layer_collection_sync(scene, view_layer);
DEG_id_tag_update(&scene->id, ID_RECALC_BASE_FLAGS);
WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
}
static bool rna_Object_hide_get(Object *ob, bContext *C, ViewLayer *view_layer)
{
if (view_layer == NULL) {
view_layer = CTX_data_view_layer(C);
}
Base *base = BKE_view_layer_base_find(view_layer, ob);
if (!base) {
return false;
}
return ((base->flag & BASE_HIDDEN) != 0);
}
static bool rna_Object_visible_get(Object *ob, bContext *C, ViewLayer *view_layer, View3D *v3d)
{
if (view_layer == NULL) {
view_layer = CTX_data_view_layer(C);
}
if (v3d == NULL) {
v3d = CTX_wm_view3d(C);
}
Base *base = BKE_view_layer_base_find(view_layer, ob);
if (!base) {
return false;
}
return BASE_VISIBLE(v3d, base);
}
static bool rna_Object_holdout_get(Object *ob, bContext *C, ViewLayer *view_layer)
{
if (view_layer == NULL) {
view_layer = CTX_data_view_layer(C);
}
Base *base = BKE_view_layer_base_find(view_layer, ob);
if (!base) {
return false;
}
return ((base->flag & BASE_HOLDOUT) != 0);
}
static bool rna_Object_indirect_only_get(Object *ob, bContext *C, ViewLayer *view_layer)
{
if (view_layer == NULL) {
view_layer = CTX_data_view_layer(C);
}
Base *base = BKE_view_layer_base_find(view_layer, ob);
if (!base) {
return false;
}
return ((base->flag & BASE_INDIRECT_ONLY) != 0);
}
static Base *rna_Object_local_view_property_helper(bScreen *screen,
View3D *v3d,
ViewLayer *view_layer,
Object *ob,
ReportList *reports,
Scene **r_scene)
{
wmWindow *win = NULL;
if (v3d->localvd == NULL) {
BKE_report(reports, RPT_ERROR, "Viewport not in local view");
return NULL;
}
if (view_layer == NULL) {
win = ED_screen_window_find(screen, G_MAIN->wm.first);
view_layer = WM_window_get_active_view_layer(win);
}
Base *base = BKE_view_layer_base_find(view_layer, ob);
if (base == NULL) {
BKE_reportf(
reports, RPT_WARNING, "Object %s not in view layer %s", ob->id.name + 2, view_layer->name);
}
if (r_scene != NULL && win != NULL) {
*r_scene = win->scene;
}
return base;
}
static bool rna_Object_local_view_get(Object *ob, ReportList *reports, View3D *v3d)
{
if (v3d->localvd == NULL) {
BKE_report(reports, RPT_ERROR, "Viewport not in local view");
return false;
}
return ((ob->base_local_view_bits & v3d->local_view_uuid) != 0);
}
static void rna_Object_local_view_set(Object *ob,
ReportList *reports,
PointerRNA *v3d_ptr,
bool state)
{
bScreen *screen = (bScreen *)v3d_ptr->owner_id;
View3D *v3d = v3d_ptr->data;
Scene *scene;
Base *base = rna_Object_local_view_property_helper(screen, v3d, NULL, ob, reports, &scene);
if (base == NULL) {
return; /* Error reported. */
}
const short local_view_bits_prev = base->local_view_bits;
SET_FLAG_FROM_TEST(base->local_view_bits, state, v3d->local_view_uuid);
if (local_view_bits_prev != base->local_view_bits) {
DEG_id_tag_update(&scene->id, ID_RECALC_BASE_FLAGS);
ScrArea *area = ED_screen_area_find_with_spacedata(screen, (SpaceLink *)v3d, true);
if (area) {
ED_area_tag_redraw(area);
}
}
}
static bool rna_Object_visible_in_viewport_get(Object *ob, View3D *v3d)
{
return BKE_object_is_visible_in_viewport(v3d, ob);
}
/* Convert a given matrix from a space to another (using the object and/or a bone as
* reference). */
2018-03-05 15:58:07 +13:00
static void rna_Object_mat_convert_space(Object *ob,
ReportList *reports,
bPoseChannel *pchan,
float mat[16],
float mat_ret[16],
int from,
int to)
{
copy_m4_m4((float(*)[4])mat_ret, (float(*)[4])mat);
/* Error in case of invalid from/to values when pchan is NULL */
if (pchan == NULL) {
if (ELEM(from, CONSTRAINT_SPACE_POSE, CONSTRAINT_SPACE_PARLOCAL)) {
const char *identifier = NULL;
RNA_enum_identifier(space_items, from, &identifier);
BKE_reportf(reports,
RPT_ERROR,
"'from_space' '%s' is invalid when no pose bone is given!",
identifier);
return;
}
if (ELEM(to, CONSTRAINT_SPACE_POSE, CONSTRAINT_SPACE_PARLOCAL)) {
const char *identifier = NULL;
RNA_enum_identifier(space_items, to, &identifier);
BKE_reportf(reports,
RPT_ERROR,
"'to_space' '%s' is invalid when no pose bone is given!",
identifier);
return;
}
}
/* These checks are extra security, they should never occur. */
if (from == CONSTRAINT_SPACE_CUSTOM) {
const char *identifier = NULL;
RNA_enum_identifier(space_items, from, &identifier);
BKE_reportf(reports,
RPT_ERROR,
"'from_space' '%s' is invalid when no custom space is given!",
identifier);
return;
}
if (to == CONSTRAINT_SPACE_CUSTOM) {
const char *identifier = NULL;
RNA_enum_identifier(space_items, to, &identifier);
BKE_reportf(reports,
RPT_ERROR,
"'to_space' '%s' is invalid when no custom space is given!",
identifier);
return;
}
BKE_constraint_mat_convertspace(ob, pchan, NULL, (float(*)[4])mat_ret, from, to, false);
}
static void rna_Object_calc_matrix_camera(Object *ob,
Depsgraph *depsgraph,
float mat_ret[16],
int width,
int height,
float scalex,
float scaley)
{
const Object *ob_eval = DEG_get_evaluated_object(depsgraph, ob);
CameraParams params;
/* setup parameters */
BKE_camera_params_init(&params);
BKE_camera_params_from_object(&params, ob_eval);
/* compute matrix, viewplane, .. */
BKE_camera_params_compute_viewplane(&params, width, height, scalex, scaley);
BKE_camera_params_compute_matrix(&params);
copy_m4_m4((float(*)[4])mat_ret, params.winmat);
}
static void rna_Object_camera_fit_coords(
Object *ob, Depsgraph *depsgraph, int num_cos, float *cos, float co_ret[3], float *scale_ret)
{
BKE_camera_view_frame_fit_to_coords(
depsgraph, (const float(*)[3])cos, num_cos / 3, ob, co_ret, scale_ret);
}
/* copied from Mesh_getFromObject and adapted to RNA interface */
static Mesh *rna_Object_to_mesh(Object *object,
ReportList *reports,
bool preserve_all_data_layers,
Depsgraph *depsgraph)
{
/* TODO(sergey): Make it more re-usable function, de-duplicate with
* rna_Main_meshes_new_from_object. */
switch (object->type) {
case OB_FONT:
case OB_CURVE:
case OB_SURF:
case OB_MBALL:
case OB_MESH:
break;
default:
BKE_report(reports, RPT_ERROR, "Object does not have geometry data");
return NULL;
}
return BKE_object_to_mesh(depsgraph, object, preserve_all_data_layers);
}
static void rna_Object_to_mesh_clear(Object *object)
{
BKE_object_to_mesh_clear(object);
}
static Curve *rna_Object_to_curve(Object *object,
ReportList *reports,
Depsgraph *depsgraph,
bool apply_modifiers)
{
if (!ELEM(object->type, OB_FONT, OB_CURVE)) {
BKE_report(reports, RPT_ERROR, "Object is not a curve or a text");
return NULL;
}
if (depsgraph == NULL) {
BKE_report(reports, RPT_ERROR, "Invalid depsgraph");
return NULL;
}
return BKE_object_to_curve(object, depsgraph, apply_modifiers);
}
static void rna_Object_to_curve_clear(Object *object)
{
BKE_object_to_curve_clear(object);
}
static PointerRNA rna_Object_shape_key_add(
Object *ob, bContext *C, ReportList *reports, const char *name, bool from_mix)
{
Main *bmain = CTX_data_main(C);
KeyBlock *kb = NULL;
if ((kb = BKE_object_shapekey_insert(bmain, ob, name, from_mix))) {
PointerRNA keyptr;
RNA_pointer_create((ID *)BKE_key_from_object(ob), &RNA_ShapeKey, kb, &keyptr);
WM_event_add_notifier(C, NC_OBJECT | ND_DRAW, ob);
2018-06-09 14:40:09 +02:00
DEG_id_tag_update(&ob->id, ID_RECALC_GEOMETRY);
DEG_relations_tag_update(bmain);
return keyptr;
}
else {
BKE_reportf(reports, RPT_ERROR, "Object '%s' does not support shapes", ob->id.name + 2);
return PointerRNA_NULL;
}
}
static void rna_Object_shape_key_remove(Object *ob,
Main *bmain,
ReportList *reports,
PointerRNA *kb_ptr)
{
KeyBlock *kb = kb_ptr->data;
Key *key = BKE_key_from_object(ob);
if ((key == NULL) || BLI_findindex(&key->block, kb) == -1) {
BKE_report(reports, RPT_ERROR, "ShapeKey not found");
return;
}
if (!BKE_object_shapekey_remove(bmain, ob, kb)) {
BKE_report(reports, RPT_ERROR, "Could not remove ShapeKey");
return;
}
DEG_id_tag_update(&ob->id, ID_RECALC_GEOMETRY);
WM_main_add_notifier(NC_OBJECT | ND_DRAW, ob);
RNA_POINTER_INVALIDATE(kb_ptr);
}
static void rna_Object_shape_key_clear(Object *ob, Main *bmain)
{
BKE_object_shapekey_free(bmain, ob);
DEG_id_tag_update(&ob->id, ID_RECALC_GEOMETRY);
WM_main_add_notifier(NC_OBJECT | ND_DRAW, ob);
}
# if 0
static void rna_Mesh_assign_verts_to_group(
Object *ob, bDeformGroup *group, int *indices, int totindex, float weight, int assignmode)
{
if (ob->type != OB_MESH) {
BKE_report(reports, RPT_ERROR, "Object should be of mesh type");
return;
}
Mesh *me = (Mesh *)ob->data;
int group_index = BLI_findlink(&ob->defbase, group);
if (group_index == -1) {
BKE_report(reports, RPT_ERROR, "No vertex groups assigned to mesh");
return;
}
if (assignmode != WEIGHT_REPLACE && assignmode != WEIGHT_ADD && assignmode != WEIGHT_SUBTRACT) {
BKE_report(reports, RPT_ERROR, "Bad assignment mode");
return;
}
/* makes a set of dVerts corresponding to the mVerts */
2019-06-04 00:21:57 +10:00
if (!me->dvert) {
create_dverts(&me->id);
2019-06-04 00:21:57 +10:00
}
/* loop list adding verts to group */
for (i = 0; i < totindex; i++) {
if (i < 0 || i >= me->totvert) {
BKE_report(reports, RPT_ERROR, "Bad vertex index in list");
return;
}
add_vert_defnr(ob, group_index, i, weight, assignmode);
}
}
# endif
/* don't call inside a loop */
static int mesh_looptri_to_poly_index(Mesh *me_eval, const MLoopTri *lt)
{
const int *index_mp_to_orig = CustomData_get_layer(&me_eval->pdata, CD_ORIGINDEX);
2015-07-23 15:38:50 +10:00
return index_mp_to_orig ? index_mp_to_orig[lt->poly] : lt->poly;
}
/* TOOD(sergey): Make the Python API more clear that evaluation might happen, or requite
* passing fully evaluated depsgraph. */
static Object *eval_object_ensure(Object *ob,
bContext *C,
ReportList *reports,
PointerRNA *rnaptr_depsgraph)
{
if (ob->runtime.data_eval == NULL) {
Object *ob_orig = ob;
Depsgraph *depsgraph = rnaptr_depsgraph != NULL ? rnaptr_depsgraph->data : NULL;
if (depsgraph == NULL) {
Refactor access to dependency graph This change ensures that operators which needs access to evaluated data first makes sure there is a dependency graph. Other accesses to the dependency graph made it more explicit about whether they just need a valid dependency graph pointer or whether they expect the graph to be already evaluated. This replaces OPTYPE_USE_EVAL_DATA which is now removed. Some general rules about usage of accessors: - Drawing is expected to happen from a fully evaluated dependency graph. There is now a function to access it, which will in the future control that dependency graph is actually evaluated. This check is not yet done because there are some things to be taken care about first: for example, post-update hooks might leave scene in a state where something is still tagged for update. - All operators which needs to access evaluated state must use CTX_data_ensure_evaluated_depsgraph(). This function replaces OPTYPE_USE_EVAL_DATA. The call is generally to be done in the very beginning of the operator, prior other logic (unless this is some comprehensive operator which might or might not need access to an evaluated state). This call is never to be used from a loop. If some utility function requires evaluated state of dependency graph the graph is to be passed as an explicit argument. This way it is clear that no evaluation happens in a loop or something like this. - All cases which needs to know dependency graph pointer, but which doesn't want to actually evaluate it can use old-style function CTX_data_depsgraph_pointer(), assuming that underlying code will ensure dependency graph is evaluated prior to accessing it. - The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is explicit and local about where dependency graph is being ensured. This commit also contains some fixes of wrong usage of evaluation functions on original objects. Ideally should be split out, but in reality with all the APIs being renamed is quite tricky. Fixes T67454: Blender crash on rapid undo and select Speculation here is that sometimes undo and selection operators are sometimes handled in the same event loop iteration, which leaves non-evaluated dependency graph. Fixes T67973: Crash on Fix Deforms operator Fixes T67902: Crash when undo a loop cut Reviewers: brecht Reviewed By: brecht Subscribers: lichtwerk Maniphest Tasks: T67454 Differential Revision: https://developer.blender.org/D5343
2019-07-25 16:36:22 +02:00
depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
}
if (depsgraph != NULL) {
ob = DEG_get_evaluated_object(depsgraph, ob);
}
if (ob == NULL || BKE_object_get_evaluated_mesh(ob) == NULL) {
BKE_reportf(
reports, RPT_ERROR, "Object '%s' has no evaluated mesh data", ob_orig->id.name + 2);
return NULL;
}
}
return ob;
}
static void rna_Object_ray_cast(Object *ob,
bContext *C,
ReportList *reports,
float origin[3],
float direction[3],
float distance,
PointerRNA *rnaptr_depsgraph,
bool *r_success,
float r_location[3],
float r_normal[3],
int *r_index)
{
bool success = false;
/* TODO(sergey): This isn't very reliable check. It is possible to have non-NULL pointer
* but which is out of date, and possibly dangling one. */
if ((ob = eval_object_ensure(ob, C, reports, rnaptr_depsgraph)) == NULL) {
return;
}
/* Test BoundBox first (efficiency) */
BoundBox *bb = BKE_object_boundbox_get(ob);
float distmin;
/* Needed for valid distance check from #isect_ray_aabb_v3_simple() call. */
normalize_v3(direction);
if (!bb ||
(isect_ray_aabb_v3_simple(origin, direction, bb->vec[0], bb->vec[6], &distmin, NULL) &&
distmin <= distance)) {
BVHTreeFromMesh treeData = {NULL};
/* No need to managing allocation or freeing of the BVH data.
* This is generated and freed as needed. */
Mesh *mesh_eval = BKE_object_get_evaluated_mesh(ob);
BKE_bvhtree_from_mesh_get(&treeData, mesh_eval, BVHTREE_FROM_LOOPTRI, 4);
/* may fail if the mesh has no faces, in that case the ray-cast misses */
if (treeData.tree != NULL) {
BVHTreeRayHit hit;
hit.index = -1;
hit.dist = distance;
if (BLI_bvhtree_ray_cast(treeData.tree,
origin,
direction,
0.0f,
&hit,
treeData.raycast_callback,
&treeData) != -1) {
if (hit.dist <= distance) {
*r_success = success = true;
copy_v3_v3(r_location, hit.co);
copy_v3_v3(r_normal, hit.no);
*r_index = mesh_looptri_to_poly_index(mesh_eval, &treeData.looptri[hit.index]);
}
}
free_bvhtree_from_mesh(&treeData);
}
}
if (success == false) {
*r_success = false;
zero_v3(r_location);
zero_v3(r_normal);
*r_index = -1;
}
}
static void rna_Object_closest_point_on_mesh(Object *ob,
bContext *C,
ReportList *reports,
float origin[3],
float distance,
PointerRNA *rnaptr_depsgraph,
bool *r_success,
float r_location[3],
float r_normal[3],
int *r_index)
{
BVHTreeFromMesh treeData = {NULL};
2018-06-09 14:40:09 +02:00
if ((ob = eval_object_ensure(ob, C, reports, rnaptr_depsgraph)) == NULL) {
return;
}
/* No need to managing allocation or freeing of the BVH data.
* this is generated and freed as needed. */
Mesh *mesh_eval = BKE_object_get_evaluated_mesh(ob);
BKE_bvhtree_from_mesh_get(&treeData, mesh_eval, BVHTREE_FROM_LOOPTRI, 4);
if (treeData.tree == NULL) {
BKE_reportf(reports,
RPT_ERROR,
"Object '%s' could not create internal data for finding nearest point",
ob->id.name + 2);
return;
}
else {
BVHTreeNearest nearest;
nearest.index = -1;
nearest.dist_sq = distance * distance;
if (BLI_bvhtree_find_nearest(
treeData.tree, origin, &nearest, treeData.nearest_callback, &treeData) != -1) {
*r_success = true;
copy_v3_v3(r_location, nearest.co);
copy_v3_v3(r_normal, nearest.no);
*r_index = mesh_looptri_to_poly_index(mesh_eval, &treeData.looptri[nearest.index]);
goto finally;
}
}
*r_success = false;
zero_v3(r_location);
zero_v3(r_normal);
*r_index = -1;
finally:
free_bvhtree_from_mesh(&treeData);
}
static bool rna_Object_is_modified(Object *ob, Scene *scene, int settings)
{
return BKE_object_is_modified(scene, ob) & settings;
}
static bool rna_Object_is_deform_modified(Object *ob, Scene *scene, int settings)
{
return BKE_object_is_deform_modified(scene, ob) & settings;
}
# ifndef NDEBUG
# include "BKE_mesh_runtime.h"
void rna_Object_me_eval_info(
struct Object *ob, bContext *C, int type, PointerRNA *rnaptr_depsgraph, char *result)
{
Mesh *me_eval = NULL;
char *ret = NULL;
result[0] = '\0';
switch (type) {
case 1:
case 2:
if ((ob = eval_object_ensure(ob, C, NULL, rnaptr_depsgraph)) == NULL) {
return;
}
}
switch (type) {
case 0:
if (ob->type == OB_MESH) {
me_eval = ob->data;
}
break;
case 1:
me_eval = ob->runtime.mesh_deform_eval;
break;
case 2:
me_eval = BKE_object_get_evaluated_mesh(ob);
break;
}
if (me_eval) {
ret = BKE_mesh_runtime_debug_info(me_eval);
if (ret) {
strcpy(result, ret);
MEM_freeN(ret);
}
}
}
# else
2020-02-18 00:22:49 +01:00
void rna_Object_me_eval_info(struct Object *UNUSED(ob),
bContext *UNUSED(C),
int UNUSED(type),
PointerRNA *UNUSED(rnaptr_depsgraph),
char *result)
{
result[0] = '\0';
}
# endif /* NDEBUG */
static bool rna_Object_update_from_editmode(Object *ob, Main *bmain)
{
/* fail gracefully if we aren't in edit-mode. */
const bool result = ED_object_editmode_load(bmain, ob);
if (result) {
/* Loading edit mesh to mesh changes geometry, and scripts might expect it to be properly
* informed about changes. */
DEG_id_tag_update(&ob->id, ID_RECALC_GEOMETRY);
}
return result;
}
bool rna_Object_generate_gpencil_strokes(Object *ob,
bContext *C,
ReportList *reports,
Object *ob_gpencil,
bool use_collections,
float scale_thickness,
float sample)
{
if (ob->type != OB_CURVE) {
BKE_reportf(reports,
RPT_ERROR,
"Object '%s' is not valid for this operation! Only curves are supported",
ob->id.name + 2);
return false;
}
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
BKE_gpencil_convert_curve(
bmain, scene, ob_gpencil, ob, use_collections, scale_thickness, sample);
WM_main_add_notifier(NC_GPENCIL | ND_DATA, NULL);
return true;
}
#else /* RNA_RUNTIME */
void RNA_api_object(StructRNA *srna)
{
FunctionRNA *func;
PropertyRNA *parm;
static const EnumPropertyItem mesh_type_items[] = {
{eModifierMode_Realtime, "PREVIEW", 0, "Preview", "Apply modifier preview settings"},
{eModifierMode_Render, "RENDER", 0, "Render", "Apply modifier render settings"},
{0, NULL, 0, NULL, NULL},
};
# ifndef NDEBUG
static const EnumPropertyItem mesh_dm_info_items[] = {
{0, "SOURCE", 0, "Source", "Source mesh"},
{1, "DEFORM", 0, "Deform", "Objects deform mesh"},
{2, "FINAL", 0, "Final", "Objects final mesh"},
{0, NULL, 0, NULL, NULL},
};
# endif
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
/* Special wrapper to access the base selection value */
func = RNA_def_function(srna, "select_get", "rna_Object_select_get");
RNA_def_function_ui_description(
func, "Test if the object is selected. The selection state is per view layer");
RNA_def_function_flag(func, FUNC_USE_CONTEXT);
parm = RNA_def_pointer(
func, "view_layer", "ViewLayer", "", "Use this instead of the active view layer");
parm = RNA_def_boolean(func, "result", 0, "", "Object selected");
RNA_def_function_return(func, parm);
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
func = RNA_def_function(srna, "select_set", "rna_Object_select_set");
RNA_def_function_ui_description(
func, "Select or deselect the object. The selection state is per view layer");
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
RNA_def_function_flag(func, FUNC_USE_CONTEXT | FUNC_USE_REPORTS);
parm = RNA_def_boolean(func, "state", 0, "", "Selection state to define");
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_pointer(
func, "view_layer", "ViewLayer", "", "Use this instead of the active view layer");
func = RNA_def_function(srna, "hide_get", "rna_Object_hide_get");
RNA_def_function_ui_description(
func,
"Test if the object is hidden for viewport editing. This hiding state is per view layer");
RNA_def_function_flag(func, FUNC_USE_CONTEXT);
parm = RNA_def_pointer(
func, "view_layer", "ViewLayer", "", "Use this instead of the active view layer");
parm = RNA_def_boolean(func, "result", 0, "", "Object hidden");
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "hide_set", "rna_Object_hide_set");
RNA_def_function_ui_description(
func, "Hide the object for viewport editing. This hiding state is per view layer");
RNA_def_function_flag(func, FUNC_USE_CONTEXT | FUNC_USE_REPORTS);
parm = RNA_def_boolean(func, "state", 0, "", "Hide state to define");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_pointer(
func, "view_layer", "ViewLayer", "", "Use this instead of the active view layer");
func = RNA_def_function(srna, "visible_get", "rna_Object_visible_get");
RNA_def_function_ui_description(func,
"Test if the object is visible in the 3D viewport, taking into "
"account all visibility settings");
RNA_def_function_flag(func, FUNC_USE_CONTEXT);
parm = RNA_def_pointer(
func, "view_layer", "ViewLayer", "", "Use this instead of the active view layer");
parm = RNA_def_pointer(
func, "viewport", "SpaceView3D", "", "Use this instead of the active 3D viewport");
parm = RNA_def_boolean(func, "result", 0, "", "Object visible");
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "holdout_get", "rna_Object_holdout_get");
RNA_def_function_ui_description(func, "Test if object is masked in the view layer");
RNA_def_function_flag(func, FUNC_USE_CONTEXT);
parm = RNA_def_pointer(
func, "view_layer", "ViewLayer", "", "Use this instead of the active view layer");
parm = RNA_def_boolean(func, "result", 0, "", "Object holdout");
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "indirect_only_get", "rna_Object_indirect_only_get");
RNA_def_function_ui_description(func,
"Test if object is set to contribute only indirectly (through "
"shadows and reflections) in the view layer");
RNA_def_function_flag(func, FUNC_USE_CONTEXT);
parm = RNA_def_pointer(
func, "view_layer", "ViewLayer", "", "Use this instead of the active view layer");
parm = RNA_def_boolean(func, "result", 0, "", "Object indirect only");
RNA_def_function_return(func, parm);
/* Local View */
func = RNA_def_function(srna, "local_view_get", "rna_Object_local_view_get");
RNA_def_function_ui_description(func, "Get the local view state for this object");
RNA_def_function_flag(func, FUNC_USE_REPORTS);
parm = RNA_def_pointer(func, "viewport", "SpaceView3D", "", "Viewport in local view");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_boolean(func, "result", 0, "", "Object local view state");
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "local_view_set", "rna_Object_local_view_set");
RNA_def_function_ui_description(func, "Set the local view state for this object");
RNA_def_function_flag(func, FUNC_USE_REPORTS);
parm = RNA_def_pointer(func, "viewport", "SpaceView3D", "", "Viewport in local view");
RNA_def_parameter_flags(parm, 0, PARM_RNAPTR | PARM_REQUIRED);
parm = RNA_def_boolean(func, "state", 0, "", "Local view state to define");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
/* Viewport */
func = RNA_def_function(srna, "visible_in_viewport_get", "rna_Object_visible_in_viewport_get");
RNA_def_function_ui_description(
func, "Check for local view and local collections for this viewport and object");
parm = RNA_def_pointer(func, "viewport", "SpaceView3D", "", "Viewport in local collections");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_boolean(func, "result", 0, "", "Object viewport visibility");
RNA_def_function_return(func, parm);
/* Matrix space conversion */
func = RNA_def_function(srna, "convert_space", "rna_Object_mat_convert_space");
RNA_def_function_ui_description(
func, "Convert (transform) the given matrix from one space to another");
RNA_def_function_flag(func, FUNC_USE_REPORTS);
parm = RNA_def_pointer(
func,
"pose_bone",
"PoseBone",
"",
"Bone to use to define spaces (may be None, in which case only the two 'WORLD' and "
"'LOCAL' spaces are usable)");
parm = RNA_def_property(func, "matrix", PROP_FLOAT, PROP_MATRIX);
RNA_def_property_multi_array(parm, 2, rna_matrix_dimsize_4x4);
RNA_def_property_ui_text(parm, "", "The matrix to transform");
parm = RNA_def_property(func, "matrix_return", PROP_FLOAT, PROP_MATRIX);
RNA_def_property_multi_array(parm, 2, rna_matrix_dimsize_4x4);
RNA_def_property_ui_text(parm, "", "The transformed matrix");
RNA_def_function_output(func, parm);
parm = RNA_def_enum(func,
"from_space",
space_items,
CONSTRAINT_SPACE_WORLD,
"",
"The space in which 'matrix' is currently");
parm = RNA_def_enum(func,
"to_space",
space_items,
CONSTRAINT_SPACE_WORLD,
"",
"The space to which you want to transform 'matrix'");
/* Camera-related operations */
2018-03-05 15:58:07 +13:00
func = RNA_def_function(srna, "calc_matrix_camera", "rna_Object_calc_matrix_camera");
RNA_def_function_ui_description(func,
"Generate the camera projection matrix of this object "
"(mostly useful for Camera and Light types)");
parm = RNA_def_pointer(
func, "depsgraph", "Depsgraph", "", "Depsgraph to get evaluated data from");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_property(func, "result", PROP_FLOAT, PROP_MATRIX);
RNA_def_property_multi_array(parm, 2, rna_matrix_dimsize_4x4);
RNA_def_property_ui_text(parm, "", "The camera projection matrix");
RNA_def_function_output(func, parm);
parm = RNA_def_int(func, "x", 1, 0, INT_MAX, "", "Width of the render area", 0, 10000);
parm = RNA_def_int(func, "y", 1, 0, INT_MAX, "", "Height of the render area", 0, 10000);
parm = RNA_def_float(
func, "scale_x", 1.0f, 1.0e-6f, FLT_MAX, "", "Width scaling factor", 1.0e-2f, 100.0f);
parm = RNA_def_float(
func, "scale_y", 1.0f, 1.0e-6f, FLT_MAX, "", "Height scaling factor", 1.0e-2f, 100.0f);
func = RNA_def_function(srna, "camera_fit_coords", "rna_Object_camera_fit_coords");
RNA_def_function_ui_description(func,
"Compute the coordinate (and scale for ortho cameras) "
"given object should be to 'see' all given coordinates");
parm = RNA_def_pointer(
func, "depsgraph", "Depsgraph", "", "Depsgraph to get evaluated data from");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_float_array(func,
"coordinates",
1,
NULL,
-FLT_MAX,
FLT_MAX,
"",
"Coordinates to fit in",
-FLT_MAX,
FLT_MAX);
RNA_def_parameter_flags(parm, PROP_NEVER_NULL | PROP_DYNAMIC, PARM_REQUIRED);
parm = RNA_def_property(func, "co_return", PROP_FLOAT, PROP_XYZ);
RNA_def_property_array(parm, 3);
RNA_def_property_ui_text(parm, "", "The location to aim to be able to see all given points");
RNA_def_parameter_flags(parm, 0, PARM_OUTPUT);
parm = RNA_def_property(func, "scale_return", PROP_FLOAT, PROP_NONE);
RNA_def_property_ui_text(
parm, "", "The ortho scale to aim to be able to see all given points (if relevant)");
RNA_def_parameter_flags(parm, 0, PARM_OUTPUT);
/* mesh */
func = RNA_def_function(srna, "to_mesh", "rna_Object_to_mesh");
RNA_def_function_ui_description(
func,
"Create a Mesh data-block from the current state of the object. The object owns the "
"data-block. To force free it use to_mesh_clear(). "
"The result is temporary and can not be used by objects from the main database");
RNA_def_function_flag(func, FUNC_USE_REPORTS);
RNA_def_boolean(func,
"preserve_all_data_layers",
false,
"",
"Preserve all data layers in the mesh, like UV maps and vertex groups. "
"By default Blender only computes the subset of data layers needed for viewport "
"display and rendering, for better performance");
RNA_def_pointer(
func,
"depsgraph",
"Depsgraph",
"Dependency Graph",
"Evaluated dependency graph which is required when preserve_all_data_layers is true");
parm = RNA_def_pointer(func, "mesh", "Mesh", "", "Mesh created from object");
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "to_mesh_clear", "rna_Object_to_mesh_clear");
RNA_def_function_ui_description(func, "Clears mesh data-block created by to_mesh()");
/* curve */
func = RNA_def_function(srna, "to_curve", "rna_Object_to_curve");
RNA_def_function_ui_description(
func,
"Create a Curve data-block from the current state of the object. This only works for curve "
"and text objects. The object owns the data-block. To force free it, use to_curve_clear(). "
"The result is temporary and can not be used by objects from the main database");
RNA_def_function_flag(func, FUNC_USE_REPORTS);
parm = RNA_def_pointer(
func, "depsgraph", "Depsgraph", "Dependency Graph", "Evaluated dependency graph");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
RNA_def_boolean(func,
"apply_modifiers",
false,
"",
"Apply the deform modifiers on the control points of the curve. This is only "
"supported for curve objects");
parm = RNA_def_pointer(func, "curve", "Curve", "", "Curve created from object");
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "to_curve_clear", "rna_Object_to_curve_clear");
RNA_def_function_ui_description(func, "Clears curve data-block created by to_curve()");
/* Armature */
func = RNA_def_function(srna, "find_armature", "BKE_modifiers_is_deformed_by_armature");
RNA_def_function_ui_description(
func, "Find armature influencing this object as a parent or via a modifier");
parm = RNA_def_pointer(
func, "ob_arm", "Object", "", "Armature object influencing this object or NULL");
RNA_def_function_return(func, parm);
/* Shape key */
func = RNA_def_function(srna, "shape_key_add", "rna_Object_shape_key_add");
RNA_def_function_ui_description(func, "Add shape key to this object");
RNA_def_function_flag(func, FUNC_USE_CONTEXT | FUNC_USE_REPORTS);
RNA_def_string(func, "name", "Key", 0, "", "Unique name for the new keyblock"); /* optional */
RNA_def_boolean(func, "from_mix", 1, "", "Create new shape from existing mix of shapes");
parm = RNA_def_pointer(func, "key", "ShapeKey", "", "New shape keyblock");
RNA_def_parameter_flags(parm, 0, PARM_RNAPTR);
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "shape_key_remove", "rna_Object_shape_key_remove");
RNA_def_function_ui_description(func, "Remove a Shape Key from this object");
RNA_def_function_flag(func, FUNC_USE_MAIN | FUNC_USE_REPORTS);
parm = RNA_def_pointer(func, "key", "ShapeKey", "", "Keyblock to be removed");
RNA_def_parameter_flags(parm, PROP_NEVER_NULL, PARM_REQUIRED | PARM_RNAPTR);
RNA_def_parameter_clear_flags(parm, PROP_THICK_WRAP, 0);
func = RNA_def_function(srna, "shape_key_clear", "rna_Object_shape_key_clear");
RNA_def_function_ui_description(func, "Remove all Shape Keys from this object");
RNA_def_function_flag(func, FUNC_USE_MAIN);
/* Ray Cast */
func = RNA_def_function(srna, "ray_cast", "rna_Object_ray_cast");
RNA_def_function_ui_description(
func,
"Cast a ray onto evaluated geometry, in object space "
"(using context's or provided depsgraph to get evaluated mesh if needed)");
RNA_def_function_flag(func, FUNC_USE_CONTEXT | FUNC_USE_REPORTS);
/* ray start and end */
parm = RNA_def_float_vector(func,
"origin",
3,
NULL,
-FLT_MAX,
FLT_MAX,
"",
"Origin of the ray, in object space",
-1e4,
1e4);
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_float_vector(func,
"direction",
3,
NULL,
-FLT_MAX,
FLT_MAX,
"",
"Direction of the ray, in object space",
-1e4,
1e4);
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
RNA_def_float(func,
"distance",
BVH_RAYCAST_DIST_MAX,
0.0,
BVH_RAYCAST_DIST_MAX,
"",
"Maximum distance",
0.0,
BVH_RAYCAST_DIST_MAX);
parm = RNA_def_pointer(
func,
"depsgraph",
"Depsgraph",
"",
"Depsgraph to use to get evaluated data, when called from original object "
"(only needed if current Context's depsgraph is not suitable)");
RNA_def_parameter_flags(parm, 0, PARM_RNAPTR);
/* return location and normal */
parm = RNA_def_boolean(func, "result", 0, "", "Whether the ray successfully hit the geometry");
RNA_def_function_output(func, parm);
parm = RNA_def_float_vector(func,
"location",
3,
NULL,
-FLT_MAX,
FLT_MAX,
"Location",
"The hit location of this ray cast",
-1e4,
1e4);
RNA_def_parameter_flags(parm, PROP_THICK_WRAP, 0);
RNA_def_function_output(func, parm);
parm = RNA_def_float_vector(func,
"normal",
3,
NULL,
-FLT_MAX,
FLT_MAX,
"Normal",
"The face normal at the ray cast hit location",
-1e4,
1e4);
RNA_def_parameter_flags(parm, PROP_THICK_WRAP, 0);
RNA_def_function_output(func, parm);
parm = RNA_def_int(
func, "index", 0, 0, 0, "", "The face index, -1 when original data isn't available", 0, 0);
RNA_def_function_output(func, parm);
/* Nearest Point */
func = RNA_def_function(srna, "closest_point_on_mesh", "rna_Object_closest_point_on_mesh");
RNA_def_function_ui_description(
func,
"Find the nearest point on evaluated geometry, in object space "
"(using context's or provided depsgraph to get evaluated mesh if needed)");
RNA_def_function_flag(func, FUNC_USE_CONTEXT | FUNC_USE_REPORTS);
/* location of point for test and max distance */
parm = RNA_def_float_vector(func,
"origin",
3,
NULL,
-FLT_MAX,
FLT_MAX,
"",
"Point to find closest geometry from (in object space)",
-1e4,
1e4);
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
/* default is sqrt(FLT_MAX) */
RNA_def_float(
func, "distance", 1.844674352395373e+19, 0.0, FLT_MAX, "", "Maximum distance", 0.0, FLT_MAX);
parm = RNA_def_pointer(
func,
"depsgraph",
"Depsgraph",
"",
"Depsgraph to use to get evaluated data, when called from original object "
"(only needed if current Context's depsgraph is not suitable)");
RNA_def_parameter_flags(parm, 0, PARM_RNAPTR);
/* return location and normal */
parm = RNA_def_boolean(func, "result", 0, "", "Whether closest point on geometry was found");
RNA_def_function_output(func, parm);
parm = RNA_def_float_vector(func,
"location",
3,
NULL,
-FLT_MAX,
FLT_MAX,
"Location",
"The location on the object closest to the point",
-1e4,
1e4);
RNA_def_parameter_flags(parm, PROP_THICK_WRAP, 0);
RNA_def_function_output(func, parm);
parm = RNA_def_float_vector(func,
"normal",
3,
NULL,
-FLT_MAX,
FLT_MAX,
"Normal",
"The face normal at the closest point",
-1e4,
1e4);
RNA_def_parameter_flags(parm, PROP_THICK_WRAP, 0);
RNA_def_function_output(func, parm);
parm = RNA_def_int(
func, "index", 0, 0, 0, "", "The face index, -1 when original data isn't available", 0, 0);
RNA_def_function_output(func, parm);
/* View */
/* utility function for checking if the object is modified */
func = RNA_def_function(srna, "is_modified", "rna_Object_is_modified");
RNA_def_function_ui_description(func,
"Determine if this object is modified from the base mesh data");
parm = RNA_def_pointer(func, "scene", "Scene", "", "Scene in which to check the object");
RNA_def_parameter_flags(parm, PROP_NEVER_NULL, PARM_REQUIRED);
parm = RNA_def_enum(func, "settings", mesh_type_items, 0, "", "Modifier settings to apply");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_boolean(func, "result", 0, "", "Whether the object is modified");
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "is_deform_modified", "rna_Object_is_deform_modified");
RNA_def_function_ui_description(
func, "Determine if this object is modified by a deformation from the base mesh data");
parm = RNA_def_pointer(func, "scene", "Scene", "", "Scene in which to check the object");
RNA_def_parameter_flags(parm, PROP_NEVER_NULL, PARM_REQUIRED);
parm = RNA_def_enum(func, "settings", mesh_type_items, 0, "", "Modifier settings to apply");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_boolean(func, "result", 0, "", "Whether the object is deform-modified");
RNA_def_function_return(func, parm);
# ifndef NDEBUG
/* mesh */
func = RNA_def_function(srna, "dm_info", "rna_Object_me_eval_info");
RNA_def_function_ui_description(
func,
"Returns a string for original/evaluated mesh data (debug builds only, "
"using context's or provided depsgraph to get evaluated mesh if needed)");
RNA_def_function_flag(func, FUNC_USE_CONTEXT);
parm = RNA_def_enum(func, "type", mesh_dm_info_items, 0, "", "Modifier settings to apply");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_pointer(
func,
"depsgraph",
"Depsgraph",
"",
"Depsgraph to use to get evaluated data, when called from original object "
"(only needed if current Context's depsgraph is not suitable)");
RNA_def_parameter_flags(parm, 0, PARM_RNAPTR);
/* weak!, no way to return dynamic string type */
parm = RNA_def_string(func, "result", NULL, 16384, "", "Requested information");
RNA_def_parameter_flags(parm, PROP_THICK_WRAP, 0); /* needed for string return value */
RNA_def_function_output(func, parm);
# endif /* NDEBUG */
func = RNA_def_function(srna, "update_from_editmode", "rna_Object_update_from_editmode");
RNA_def_function_ui_description(func, "Load the objects edit-mode data into the object data");
RNA_def_function_flag(func, FUNC_USE_MAIN);
parm = RNA_def_boolean(func, "result", 0, "", "Success");
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "cache_release", "BKE_object_free_caches");
RNA_def_function_ui_description(func,
"Release memory used by caches associated with this object. "
"Intended to be used by render engines only");
/* Convert curve object to gpencil strokes. */
func = RNA_def_function(srna, "generate_gpencil_strokes", "rna_Object_generate_gpencil_strokes");
RNA_def_function_ui_description(func, "Convert a curve object to grease pencil strokes.");
RNA_def_function_flag(func, FUNC_USE_CONTEXT | FUNC_USE_REPORTS);
parm = RNA_def_pointer(func,
"grease_pencil_object",
"Object",
"",
"Grease Pencil object used to create new strokes");
RNA_def_parameter_flags(parm, PROP_NEVER_NULL, PARM_REQUIRED);
parm = RNA_def_boolean(func, "use_collections", true, "", "Use Collections");
parm = RNA_def_float(
func, "scale_thickness", 1.0f, 0.0f, FLT_MAX, "", "Thickness scaling factor", 0.0f, 100.0f);
parm = RNA_def_float(
func, "sample", 0.0f, 0.0f, FLT_MAX, "", "Sample distance, zero to disable", 0.0f, 100.0f);
parm = RNA_def_boolean(func, "result", 0, "", "Result");
RNA_def_function_return(func, parm);
}
#endif /* RNA_RUNTIME */