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blender-archive/source/blender/editors/object/object_edit.c

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
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) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Blender Foundation, 2002-2008 full recode
*
* ***** END GPL LICENSE BLOCK *****
*/
2011-02-27 20:29:51 +00:00
/** \file blender/editors/object/object_edit.c
* \ingroup edobj
*/
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <time.h>
#include <float.h>
#include <ctype.h>
#include <stddef.h> //for offsetof
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BLI_editVert.h"
#include "BLI_ghash.h"
#include "BLI_rand.h"
#include "DNA_armature_types.h"
#include "DNA_curve_types.h"
#include "DNA_group_types.h"
#include "DNA_lattice_types.h"
#include "DNA_material_types.h"
#include "DNA_meta_types.h"
#include "DNA_property_types.h"
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
#include "DNA_object_force.h"
#include "DNA_meshdata_types.h"
#include "DNA_vfont_types.h"
#include "IMB_imbuf_types.h"
#include "BKE_anim.h"
#include "BKE_constraint.h"
#include "BKE_context.h"
#include "BKE_curve.h"
#include "BKE_effect.h"
#include "BKE_depsgraph.h"
#include "BKE_font.h"
#include "BKE_image.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_mball.h"
#include "BKE_mesh.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_pointcache.h"
#include "BKE_property.h"
#include "BKE_sca.h"
#include "BKE_softbody.h"
#include "BKE_modifier.h"
#include "ED_armature.h"
#include "ED_curve.h"
#include "ED_mesh.h"
#include "ED_mball.h"
#include "ED_lattice.h"
#include "ED_object.h"
#include "ED_screen.h"
#include "ED_util.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "RNA_enum_types.h"
/* for menu/popup icons etc etc*/
#include "UI_interface.h"
#include "WM_api.h"
#include "WM_types.h"
#include "object_intern.h" // own include
/* ************* XXX **************** */
static void error(const char *UNUSED(arg)) {}
static void waitcursor(int UNUSED(val)) {}
static int pupmenu(const char *UNUSED(msg)) {return 0;}
/* port over here */
static bContext *evil_C;
static void error_libdata(void) {}
/* find the correct active object per context
* note: context can be NULL when called from a enum with PROP_ENUM_NO_CONTEXT */
Object *ED_object_active_context(bContext *C)
{
Object *ob= NULL;
if(C) {
ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
if (!ob) ob= CTX_data_active_object(C);
}
return ob;
}
/* ********* clear/set restrict view *********/
static int object_hide_view_clear_exec(bContext *C, wmOperator *UNUSED(op))
{
Main *bmain= CTX_data_main(C);
ScrArea *sa= CTX_wm_area(C);
View3D *v3d= sa->spacedata.first;
Scene *scene= CTX_data_scene(C);
Base *base;
int changed = 0;
/* XXX need a context loop to handle such cases */
for(base = FIRSTBASE; base; base=base->next){
if((base->lay & v3d->lay) && base->object->restrictflag & OB_RESTRICT_VIEW) {
base->flag |= SELECT;
base->object->flag = base->flag;
base->object->restrictflag &= ~OB_RESTRICT_VIEW;
changed = 1;
}
}
if (changed) {
DAG_id_type_tag(bmain, ID_OB);
DAG_scene_sort(bmain, scene);
WM_event_add_notifier(C, NC_SCENE|ND_OB_SELECT, scene);
}
return OPERATOR_FINISHED;
}
Apply first pass of edits to rna values from rna_booleans.txt. These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
2010-07-15 16:56:04 +00:00
void OBJECT_OT_hide_view_clear(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Clear Restrict View";
Apply first pass of edits to rna values from rna_booleans.txt. These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
2010-07-15 16:56:04 +00:00
ot->description = "Reveal the object by setting the hide flag";
ot->idname= "OBJECT_OT_hide_view_clear";
/* api callbacks */
Apply first pass of edits to rna values from rna_booleans.txt. These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
2010-07-15 16:56:04 +00:00
ot->exec= object_hide_view_clear_exec;
ot->poll= ED_operator_view3d_active;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
Apply first pass of edits to rna values from rna_booleans.txt. These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
2010-07-15 16:56:04 +00:00
static int object_hide_view_set_exec(bContext *C, wmOperator *op)
{
Main *bmain= CTX_data_main(C);
Scene *scene= CTX_data_scene(C);
short changed = 0;
const int unselected= RNA_boolean_get(op->ptr, "unselected");
CTX_DATA_BEGIN(C, Base*, base, visible_bases) {
if(!unselected) {
if (base->flag & SELECT){
base->flag &= ~SELECT;
base->object->flag = base->flag;
base->object->restrictflag |= OB_RESTRICT_VIEW;
changed = 1;
if (base==BASACT) {
ED_base_object_activate(C, NULL);
}
}
}
else {
if (!(base->flag & SELECT)){
base->object->restrictflag |= OB_RESTRICT_VIEW;
changed = 1;
}
}
}
CTX_DATA_END;
if (changed) {
DAG_id_type_tag(bmain, ID_OB);
DAG_scene_sort(bmain, scene);
WM_event_add_notifier(C, NC_SCENE|ND_OB_SELECT, CTX_data_scene(C));
}
return OPERATOR_FINISHED;
}
Apply first pass of edits to rna values from rna_booleans.txt. These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
2010-07-15 16:56:04 +00:00
void OBJECT_OT_hide_view_set(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Set Restrict View";
Apply first pass of edits to rna values from rna_booleans.txt. These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
2010-07-15 16:56:04 +00:00
ot->description = "Hide the object by setting the hide flag";
ot->idname= "OBJECT_OT_hide_view_set";
/* api callbacks */
Apply first pass of edits to rna values from rna_booleans.txt. These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
2010-07-15 16:56:04 +00:00
ot->exec= object_hide_view_set_exec;
ot->poll= ED_operator_view3d_active;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
RNA_def_boolean(ot->srna, "unselected", 0, "Unselected", "Hide unselected rather than selected objects");
}
/* 99% same as above except no need for scene refreshing (TODO, update render preview) */
static int object_hide_render_clear_exec(bContext *C, wmOperator *UNUSED(op))
{
short changed= 0;
/* XXX need a context loop to handle such cases */
CTX_DATA_BEGIN(C, Object*, ob, selected_editable_objects) {
if(ob->restrictflag & OB_RESTRICT_RENDER) {
ob->restrictflag &= ~OB_RESTRICT_RENDER;
changed= 1;
}
}
CTX_DATA_END;
if(changed)
WM_event_add_notifier(C, NC_SPACE|ND_SPACE_OUTLINER, NULL);
return OPERATOR_FINISHED;
}
Apply first pass of edits to rna values from rna_booleans.txt. These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
2010-07-15 16:56:04 +00:00
void OBJECT_OT_hide_render_clear(wmOperatorType *ot)
{
/* identifiers */
2010-05-10 01:49:35 +00:00
ot->name= "Clear Restrict Render";
Apply first pass of edits to rna values from rna_booleans.txt. These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
2010-07-15 16:56:04 +00:00
ot->description = "Reveal the render object by setting the hide render flag";
ot->idname= "OBJECT_OT_hide_render_clear";
/* api callbacks */
Apply first pass of edits to rna values from rna_booleans.txt. These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
2010-07-15 16:56:04 +00:00
ot->exec= object_hide_render_clear_exec;
ot->poll= ED_operator_view3d_active;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
Apply first pass of edits to rna values from rna_booleans.txt. These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
2010-07-15 16:56:04 +00:00
static int object_hide_render_set_exec(bContext *C, wmOperator *op)
{
const int unselected= RNA_boolean_get(op->ptr, "unselected");
CTX_DATA_BEGIN(C, Base*, base, visible_bases) {
if(!unselected) {
if (base->flag & SELECT){
base->object->restrictflag |= OB_RESTRICT_RENDER;
}
}
else {
if (!(base->flag & SELECT)){
base->object->restrictflag |= OB_RESTRICT_RENDER;
}
}
}
CTX_DATA_END;
WM_event_add_notifier(C, NC_SPACE|ND_SPACE_OUTLINER, NULL);
return OPERATOR_FINISHED;
}
Apply first pass of edits to rna values from rna_booleans.txt. These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
2010-07-15 16:56:04 +00:00
void OBJECT_OT_hide_render_set(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Set Restrict Render";
Apply first pass of edits to rna values from rna_booleans.txt. These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
2010-07-15 16:56:04 +00:00
ot->description = "Hide the render object by setting the hide render flag";
ot->idname= "OBJECT_OT_hide_render_set";
/* api callbacks */
Apply first pass of edits to rna values from rna_booleans.txt. These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
2010-07-15 16:56:04 +00:00
ot->exec= object_hide_render_set_exec;
ot->poll= ED_operator_view3d_active;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
RNA_def_boolean(ot->srna, "unselected", 0, "Unselected", "Hide unselected rather than selected objects");
}
/* ******************* toggle editmode operator ***************** */
void ED_object_exit_editmode(bContext *C, int flag)
{
/* Note! only in exceptional cases should 'EM_DO_UNDO' NOT be in the flag */
Scene *scene= CTX_data_scene(C);
Object *obedit= CTX_data_edit_object(C);
int freedata = flag & EM_FREEDATA;
if(obedit==NULL) return;
if(flag & EM_WAITCURSOR) waitcursor(1);
if(obedit->type==OB_MESH) {
Mesh *me= obedit->data;
// if(EM_texFaceCheck())
// if(retopo_mesh_paint_check())
// retopo_end_okee();
if(me->edit_mesh->totvert>MESH_MAX_VERTS) {
error("Too many vertices");
return;
}
load_editMesh(scene, obedit);
if(freedata) {
free_editMesh(me->edit_mesh);
MEM_freeN(me->edit_mesh);
me->edit_mesh= NULL;
}
if(obedit->restore_mode & OB_MODE_WEIGHT_PAINT) {
mesh_octree_table(NULL, NULL, NULL, 'e');
mesh_mirrtopo_table(NULL, 'e');
}
}
else if (obedit->type==OB_ARMATURE) {
ED_armature_from_edit(obedit);
if(freedata)
ED_armature_edit_free(obedit);
}
else if(ELEM(obedit->type, OB_CURVE, OB_SURF)) {
load_editNurb(obedit);
if(freedata) free_editNurb(obedit);
}
else if(obedit->type==OB_FONT && freedata) {
load_editText(obedit);
if(freedata) free_editText(obedit);
}
else if(obedit->type==OB_LATTICE) {
load_editLatt(obedit);
if(freedata) free_editLatt(obedit);
}
else if(obedit->type==OB_MBALL) {
load_editMball(obedit);
if(freedata) free_editMball(obedit);
}
/* freedata only 0 now on file saves and render */
if(freedata) {
ListBase pidlist;
PTCacheID *pid;
/* for example; displist make is different in editmode */
scene->obedit= NULL; // XXX for context
/* flag object caches as outdated */
BKE_ptcache_ids_from_object(&pidlist, obedit, NULL, 0);
for(pid=pidlist.first; pid; pid=pid->next) {
if(pid->type != PTCACHE_TYPE_PARTICLES) /* particles don't need reset on geometry change */
pid->cache->flag |= PTCACHE_OUTDATED;
}
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
BLI_freelistN(&pidlist);
BKE_ptcache_object_reset(scene, obedit, PTCACHE_RESET_OUTDATED);
/* also flush ob recalc, doesn't take much overhead, but used for particles */
DAG_id_tag_update(&obedit->id, OB_RECALC_OB|OB_RECALC_DATA);
if(flag & EM_DO_UNDO)
ED_undo_push(C, "Editmode");
if(flag & EM_WAITCURSOR) waitcursor(0);
WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_MODE_OBJECT, scene);
obedit->mode &= ~OB_MODE_EDIT;
}
}
void ED_object_enter_editmode(bContext *C, int flag)
{
Scene *scene= CTX_data_scene(C);
Base *base= NULL;
Object *ob;
ScrArea *sa= CTX_wm_area(C);
View3D *v3d= NULL;
int ok= 0;
if(scene->id.lib) return;
if(sa && sa->spacetype==SPACE_VIEW3D)
v3d= sa->spacedata.first;
if((flag & EM_IGNORE_LAYER)==0) {
base= CTX_data_active_base(C); /* active layer checked here for view3d */
2009-11-05 14:42:39 +00:00
if(base==NULL) return;
else if(v3d && (base->lay & v3d->lay)==0) return;
else if(!v3d && (base->lay & scene->lay)==0) return;
}
else {
base= scene->basact;
}
if (ELEM3(NULL, base, base->object, base->object->data)) return;
ob = base->object;
if (object_data_is_libdata(ob)) {
error_libdata();
return;
}
if(flag & EM_WAITCURSOR) waitcursor(1);
ob->restore_mode = ob->mode;
/* note, when switching scenes the object can have editmode data but
* not be scene->obedit: bug 22954, this avoids calling self eternally */
if((ob->restore_mode & OB_MODE_EDIT)==0)
ED_object_toggle_modes(C, ob->mode);
ob->mode= OB_MODE_EDIT;
if(ob->type==OB_MESH) {
ok= 1;
scene->obedit= ob; // context sees this
make_editMesh(scene, ob);
WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_EDITMODE_MESH, scene);
}
else if (ob->type==OB_ARMATURE){
bArmature *arm= base->object->data;
if (!arm) return;
/*
* The function object_data_is_libdata make a problem here, the
* check for ob->proxy return 0 and let blender enter to edit mode
* this causa a crash when you try leave the edit mode.
* The problem is that i can't remove the ob->proxy check from
* object_data_is_libdata that prevent the bugfix #6614, so
* i add this little hack here.
*/
if(arm->id.lib) {
error_libdata();
return;
}
ok=1;
scene->obedit= ob;
ED_armature_to_edit(ob);
/* to ensure all goes in restposition and without striding */
DAG_id_tag_update(&ob->id, OB_RECALC_OB|OB_RECALC_DATA|OB_RECALC_TIME); // XXX: should this be OB_RECALC_DATA?
WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_EDITMODE_ARMATURE, scene);
}
else if(ob->type==OB_FONT) {
scene->obedit= ob; // XXX for context
ok= 1;
make_editText(ob);
WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_EDITMODE_TEXT, scene);
}
else if(ob->type==OB_MBALL) {
scene->obedit= ob; // XXX for context
ok= 1;
make_editMball(ob);
WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_EDITMODE_MBALL, scene);
}
else if(ob->type==OB_LATTICE) {
scene->obedit= ob; // XXX for context
ok= 1;
make_editLatt(ob);
WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_EDITMODE_LATTICE, scene);
}
else if(ob->type==OB_SURF || ob->type==OB_CURVE) {
ok= 1;
scene->obedit= ob; // XXX for context
make_editNurb(ob);
WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_EDITMODE_CURVE, scene);
}
if(ok) {
DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
}
else {
scene->obedit= NULL; // XXX for context
ob->mode &= ~OB_MODE_EDIT;
WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_MODE_OBJECT, scene);
}
if(flag & EM_DO_UNDO) ED_undo_push(C, "Enter Editmode");
if(flag & EM_WAITCURSOR) waitcursor(0);
}
static int editmode_toggle_exec(bContext *C, wmOperator *UNUSED(op))
{
if(!CTX_data_edit_object(C))
ED_object_enter_editmode(C, EM_WAITCURSOR);
else
ED_object_exit_editmode(C, EM_FREEDATA|EM_FREEUNDO|EM_WAITCURSOR); /* had EM_DO_UNDO but op flag calls undo too [#24685] */
return OPERATOR_FINISHED;
}
static int editmode_toggle_poll(bContext *C)
{
Object *ob = CTX_data_active_object(C);
/* covers proxies too */
if(ELEM(NULL, ob, ob->data) || ((ID *)ob->data)->lib)
return 0;
if (ob->restrictflag & OB_RESTRICT_VIEW)
return 0;
return (ob->type == OB_MESH || ob->type == OB_ARMATURE ||
ob->type == OB_FONT || ob->type == OB_MBALL ||
ob->type == OB_LATTICE || ob->type == OB_SURF ||
ob->type == OB_CURVE);
}
void OBJECT_OT_editmode_toggle(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Toggle Editmode";
ot->description = "Toggle object's editmode";
ot->idname= "OBJECT_OT_editmode_toggle";
/* api callbacks */
ot->exec= editmode_toggle_exec;
ot->poll= editmode_toggle_poll;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/* *************************** */
static int posemode_exec(bContext *C, wmOperator *UNUSED(op))
{
Base *base= CTX_data_active_base(C);
if(base->object->type==OB_ARMATURE) {
if(base->object==CTX_data_edit_object(C)) {
ED_object_exit_editmode(C, EM_FREEDATA|EM_DO_UNDO);
ED_armature_enter_posemode(C, base);
}
else if(base->object->mode & OB_MODE_POSE)
ED_armature_exit_posemode(C, base);
else
ED_armature_enter_posemode(C, base);
return OPERATOR_FINISHED;
}
return OPERATOR_PASS_THROUGH;
}
void OBJECT_OT_posemode_toggle(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Toggle Pose Mode";
ot->idname= "OBJECT_OT_posemode_toggle";
ot->description= "Enable or disable posing/selecting bones";
/* api callbacks */
ot->exec= posemode_exec;
ot->poll= ED_operator_object_active_editable;
/* flag */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/* *********************** */
#if 0
// XXX should be in view3d?
/* context: ob = lamp */
/* code should be replaced with proper (custom) transform handles for lamp properties */
static void spot_interactive(Object *ob, int mode)
{
Lamp *la= ob->data;
float transfac, dx, dy, ratio, origval;
int keep_running= 1, center2d[2];
int mval[2], mvalo[2];
// getmouseco_areawin(mval);
// getmouseco_areawin(mvalo);
project_int(ob->obmat[3], center2d);
if( center2d[0] > 100000 ) { /* behind camera */
// center2d[0]= curarea->winx/2;
// center2d[1]= curarea->winy/2;
}
// helpline(mval, center2d);
/* ratio is like scaling */
dx = (float)(center2d[0] - mval[0]);
dy = (float)(center2d[1] - mval[1]);
transfac = (float)sqrt( dx*dx + dy*dy);
if(transfac==0.0f) transfac= 1.0f;
if(mode==1)
origval= la->spotsize;
else if(mode==2)
origval= la->dist;
else if(mode==3)
origval= la->clipsta;
else
origval= la->clipend;
while (keep_running>0) {
// getmouseco_areawin(mval);
/* essential for idling subloop */
if(mval[0]==mvalo[0] && mval[1]==mvalo[1]) {
PIL_sleep_ms(2);
}
else {
char str[32];
dx = (float)(center2d[0] - mval[0]);
dy = (float)(center2d[1] - mval[1]);
ratio = (float)(sqrt( dx*dx + dy*dy))/transfac;
/* do the trick */
if(mode==1) { /* spot */
la->spotsize = ratio*origval;
CLAMP(la->spotsize, 1.0f, 180.0f);
sprintf(str, "Spot size %.2f\n", la->spotsize);
}
else if(mode==2) { /* dist */
la->dist = ratio*origval;
CLAMP(la->dist, 0.01f, 5000.0f);
sprintf(str, "Distance %.2f\n", la->dist);
}
else if(mode==3) { /* sta */
la->clipsta = ratio*origval;
CLAMP(la->clipsta, 0.001f, 5000.0f);
sprintf(str, "Distance %.2f\n", la->clipsta);
}
else if(mode==4) { /* end */
la->clipend = ratio*origval;
CLAMP(la->clipend, 0.1f, 5000.0f);
sprintf(str, "Clip End %.2f\n", la->clipend);
}
/* cleanup */
mvalo[0]= mval[0];
mvalo[1]= mval[1];
/* handle shaded mode */
// XXX shade_buttons_change_3d();
/* DRAW */
headerprint(str);
force_draw_plus(SPACE_BUTS, 0);
// helpline(mval, center2d);
}
while( qtest() ) {
short val;
unsigned short event= extern_qread(&val);
switch (event){
case ESCKEY:
case RIGHTMOUSE:
keep_running= 0;
break;
case LEFTMOUSE:
case SPACEKEY:
case PADENTER:
case RETKEY:
if(val)
keep_running= -1;
break;
}
}
}
if(keep_running==0) {
if(mode==1)
la->spotsize= origval;
else if(mode==2)
la->dist= origval;
else if(mode==3)
la->clipsta= origval;
else
la->clipend= origval;
}
}
#endif
static void UNUSED_FUNCTION(special_editmenu)(Scene *scene, View3D *v3d)
{
// XXX static short numcuts= 2;
Object *ob= OBACT;
Object *obedit= NULL; // XXX
int nr,ret=0;
if(ob==NULL) return;
if(obedit==NULL) {
if(ob->mode & OB_MODE_POSE) {
// XXX pose_special_editmenu();
}
else if(paint_facesel_test(ob)) {
Mesh *me= get_mesh(ob);
MTFace *tface;
MFace *mface;
int a;
if(me==NULL || me->mtface==NULL) return;
nr= pupmenu("Specials%t|Set Tex%x1| Shared%x2| Light%x3| Invisible%x4| Collision%x5| TwoSide%x6|Clr Tex%x7| Shared%x8| Light%x9| Invisible%x10| Collision%x11| TwoSide%x12");
tface= me->mtface;
mface= me->mface;
for(a=me->totface; a>0; a--, tface++, mface++) {
if(mface->flag & ME_FACE_SEL) {
switch(nr) {
case 1:
tface->mode |= TF_TEX; break;
case 2:
tface->mode |= TF_SHAREDCOL; break;
case 3:
tface->mode |= TF_LIGHT; break;
case 4:
tface->mode |= TF_INVISIBLE; break;
case 5:
tface->mode |= TF_DYNAMIC; break;
case 6:
tface->mode |= TF_TWOSIDE; break;
case 7:
tface->mode &= ~TF_TEX;
tface->tpage= NULL;
break;
case 8:
tface->mode &= ~TF_SHAREDCOL; break;
case 9:
tface->mode &= ~TF_LIGHT; break;
case 10:
tface->mode &= ~TF_INVISIBLE; break;
case 11:
tface->mode &= ~TF_DYNAMIC; break;
case 12:
tface->mode &= ~TF_TWOSIDE; break;
}
}
}
DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
}
else if(ob->mode & OB_MODE_VERTEX_PAINT) {
Mesh *me= get_mesh(ob);
if(me==NULL || (me->mcol==NULL && me->mtface==NULL) ) return;
nr= pupmenu("Specials%t|Shared VertexCol%x1");
if(nr==1) {
// XXX do_shared_vertexcol(me);
DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
}
}
else if(ob->mode & OB_MODE_WEIGHT_PAINT) {
Object *par= modifiers_isDeformedByArmature(ob);
if(par && (par->mode & OB_MODE_POSE)) {
2011-09-22 14:42:29 +00:00
// XXX nr= pupmenu("Specials%t|Apply Bone Envelopes to Vertex Groups %x1|Apply Bone Heat Weights to Vertex Groups %x2");
// XXX if(nr==1 || nr==2)
// XXX pose_adds_vgroups(ob, (nr == 2));
}
}
else if(ob->mode & OB_MODE_PARTICLE_EDIT) {
#if 0
// XXX
ParticleSystem *psys = PE_get_current(ob);
ParticleEditSettings *pset = PE_settings();
if(!psys)
return;
if(pset->selectmode & SCE_SELECT_POINT)
nr= pupmenu("Specials%t|Rekey%x1|Subdivide%x2|Select First%x3|Select Last%x4|Remove Doubles%x5");
else
nr= pupmenu("Specials%t|Rekey%x1|Remove Doubles%x5");
switch(nr) {
case 1:
// XXX if(button(&pset->totrekey, 2, 100, "Number of Keys:")==0) return;
waitcursor(1);
PE_rekey();
break;
case 2:
PE_subdivide();
break;
case 3:
PE_select_root();
break;
case 4:
PE_select_tip();
break;
case 5:
PE_remove_doubles();
break;
}
DAG_id_tag_update(&obedit->id, OB_RECALC_DATA);
if(nr>0) waitcursor(0);
#endif
}
else {
Base *base, *base_select= NULL;
/* Get the active object mesh. */
Mesh *me= get_mesh(ob);
/* Booleans, if the active object is a mesh... */
if (me && ob->id.lib==NULL) {
/* Bring up a little menu with the boolean operation choices on. */
nr= pupmenu("Boolean Tools%t|Intersect%x1|Union%x2|Difference%x3|Add Intersect Modifier%x4|Add Union Modifier%x5|Add Difference Modifier%x6");
if (nr > 0) {
/* user has made a choice of a menu element.
All of the boolean functions require 2 mesh objects
we search through the object list to find the other
selected item and make sure it is distinct and a mesh. */
for(base= FIRSTBASE; base; base= base->next) {
if(TESTBASELIB(v3d, base)) {
if(base->object != ob) base_select= base;
}
}
if (base_select) {
if (get_mesh(base_select->object)) {
if(nr <= 3){
waitcursor(1);
// XXX ret = NewBooleanMesh(BASACT,base_select,nr);
if (ret==0) {
error("An internal error occurred");
} else if(ret==-1) {
error("Selected meshes must have faces to perform boolean operations");
} else if (ret==-2) {
error("Both meshes must be a closed mesh");
}
waitcursor(0);
} else {
BooleanModifierData *bmd = NULL;
bmd = (BooleanModifierData *)modifier_new(eModifierType_Boolean);
BLI_addtail(&ob->modifiers, bmd);
modifier_unique_name(&ob->modifiers, (ModifierData*)bmd);
bmd->object = base_select->object;
bmd->modifier.mode |= eModifierMode_Realtime;
switch(nr){
case 4: bmd->operation = eBooleanModifierOp_Intersect; break;
case 5: bmd->operation = eBooleanModifierOp_Union; break;
case 6: bmd->operation = eBooleanModifierOp_Difference; break;
}
// XXX do_common_editbuts(B_CHANGEDEP);
}
} else {
error("Please select 2 meshes");
}
} else {
error("Please select 2 meshes");
}
}
}
else if (ob->type == OB_FONT) {
/* removed until this gets a decent implementation (ton) */
/* nr= pupmenu("Split %t|Characters%x1");
if (nr > 0) {
switch(nr) {
case 1: split_font();
}
}
*/
}
}
}
else if(obedit->type==OB_MESH) {
}
else if(ELEM(obedit->type, OB_CURVE, OB_SURF)) {
}
else if(obedit->type==OB_ARMATURE) {
nr= pupmenu("Specials%t|Subdivide %x1|Subdivide Multi%x2|Switch Direction%x7|Flip Left-Right Names%x3|%l|AutoName Left-Right%x4|AutoName Front-Back%x5|AutoName Top-Bottom%x6");
// if(nr==1)
// XXX subdivide_armature(1);
if(nr==2) {
// XXX if(button(&numcuts, 1, 128, "Number of Cuts:")==0) return;
waitcursor(1);
// XXX subdivide_armature(numcuts);
}
// else if(nr==3)
// XXX armature_flip_names();
else if(ELEM3(nr, 4, 5, 6)) {
// XXX armature_autoside_names(nr-4);
}
// else if(nr == 7)
// XXX switch_direction_armature();
}
else if(obedit->type==OB_LATTICE) {
Lattice *lt= obedit->data;
static float weight= 1.0f;
{ // XXX
// XXX if(fbutton(&weight, 0.0f, 1.0f, 10, 10, "Set Weight")) {
Lattice *editlt= lt->editlatt->latt;
int a= editlt->pntsu*editlt->pntsv*editlt->pntsw;
BPoint *bp= editlt->def;
while(a--) {
if(bp->f1 & SELECT)
bp->weight= weight;
bp++;
}
}
}
}
static void copymenu_properties(Scene *scene, View3D *v3d, Object *ob)
{
//XXX no longer used - to be removed - replaced by game_properties_copy_exec
bProperty *prop;
Base *base;
int nr, tot=0;
char *str;
prop= ob->prop.first;
while(prop) {
tot++;
prop= prop->next;
}
str= MEM_callocN(50 + 33*tot, "copymenu prop");
if (tot)
strcpy(str, "Copy Property %t|Replace All|Merge All|%l");
else
strcpy(str, "Copy Property %t|Clear All (no properties on active)");
2.5: Blender "Animato" - New Animation System Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future. Highlights of the new system: * Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action. - F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves. - The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc. * F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated. * Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place) * F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place) * NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still) There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details: http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html So, what currently works: * I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code. * Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock. * Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc. Notes: * Drivers haven't been hooked up yet * Only objects and data directly linked to objects can be animated. * Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change). * Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor) * I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review. In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
tot= 0;
prop= ob->prop.first;
while(prop) {
tot++;
strcat(str, "|");
strcat(str, prop->name);
prop= prop->next;
}
nr= pupmenu(str);
if ( nr==1 || nr==2 ) {
for(base= FIRSTBASE; base; base= base->next) {
if((base != BASACT) &&(TESTBASELIB(v3d, base))) {
if (nr==1) { /* replace */
copy_properties( &base->object->prop, &ob->prop );
} else {
for(prop = ob->prop.first; prop; prop= prop->next ) {
set_ob_property(base->object, prop);
}
}
}
}
} else if(nr>0) {
prop = BLI_findlink(&ob->prop, nr-4); /* account for first 3 menu items & menu index starting at 1*/
if(prop) {
for(base= FIRSTBASE; base; base= base->next) {
if((base != BASACT) &&(TESTBASELIB(v3d, base))) {
set_ob_property(base->object, prop);
}
}
}
}
MEM_freeN(str);
}
static void copymenu_logicbricks(Scene *scene, View3D *v3d, Object *ob)
{
//XXX no longer used - to be removed - replaced by logicbricks_copy_exec
Base *base;
for(base= FIRSTBASE; base; base= base->next) {
if(base->object != ob) {
if(TESTBASELIB(v3d, base)) {
/* first: free all logic */
free_sensors(&base->object->sensors);
unlink_controllers(&base->object->controllers);
free_controllers(&base->object->controllers);
unlink_actuators(&base->object->actuators);
free_actuators(&base->object->actuators);
/* now copy it, this also works without logicbricks! */
clear_sca_new_poins_ob(ob);
copy_sensors(&base->object->sensors, &ob->sensors);
copy_controllers(&base->object->controllers, &ob->controllers);
copy_actuators(&base->object->actuators, &ob->actuators);
set_sca_new_poins_ob(base->object);
/* some menu settings */
base->object->scavisflag= ob->scavisflag;
base->object->scaflag= ob->scaflag;
/* set the initial state */
base->object->state= ob->state;
base->object->init_state= ob->init_state;
}
}
}
}
/* both pointers should exist */
static void copy_texture_space(Object *to, Object *ob)
{
float *poin1= NULL, *poin2= NULL;
short texflag= 0;
if(ob->type==OB_MESH) {
texflag= ((Mesh *)ob->data)->texflag;
poin2= ((Mesh *)ob->data)->loc;
}
else if (ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT)) {
texflag= ((Curve *)ob->data)->texflag;
poin2= ((Curve *)ob->data)->loc;
}
else if(ob->type==OB_MBALL) {
texflag= ((MetaBall *)ob->data)->texflag;
poin2= ((MetaBall *)ob->data)->loc;
}
else
return;
if(to->type==OB_MESH) {
((Mesh *)to->data)->texflag= texflag;
poin1= ((Mesh *)to->data)->loc;
}
else if (ELEM3(to->type, OB_CURVE, OB_SURF, OB_FONT)) {
((Curve *)to->data)->texflag= texflag;
poin1= ((Curve *)to->data)->loc;
}
else if(to->type==OB_MBALL) {
((MetaBall *)to->data)->texflag= texflag;
poin1= ((MetaBall *)to->data)->loc;
}
else
return;
memcpy(poin1, poin2, 9*sizeof(float)); /* this was noted in DNA_mesh, curve, mball */
if(to->type==OB_MESH) ;
else if(to->type==OB_MBALL) tex_space_mball(to);
else tex_space_curve(to->data);
}
/* UNUSED, keep incase we want to copy functionality for use elsewhere */
static void copy_attr(Main *bmain, Scene *scene, View3D *v3d, short event)
{
Object *ob;
Base *base;
Curve *cu, *cu1;
Nurb *nu;
int do_scene_sort= 0;
if(scene->id.lib) return;
if(!(ob=OBACT)) return;
if(scene->obedit) { // XXX get from context
/* obedit_copymenu(); */
return;
}
if(event==9) {
copymenu_properties(scene, v3d, ob);
return;
}
else if(event==10) {
copymenu_logicbricks(scene, v3d, ob);
return;
}
else if(event==24) {
/* moved to object_link_modifiers */
/* copymenu_modifiers(bmain, scene, v3d, ob); */
return;
}
for(base= FIRSTBASE; base; base= base->next) {
if(base != BASACT) {
if(TESTBASELIB(v3d, base)) {
base->object->recalc |= OB_RECALC_OB;
if(event==1) { /* loc */
copy_v3_v3(base->object->loc, ob->loc);
copy_v3_v3(base->object->dloc, ob->dloc);
}
else if(event==2) { /* rot */
copy_v3_v3(base->object->rot, ob->rot);
copy_v3_v3(base->object->drot, ob->drot);
copy_qt_qt(base->object->quat, ob->quat);
copy_qt_qt(base->object->dquat, ob->dquat);
}
else if(event==3) { /* size */
copy_v3_v3(base->object->size, ob->size);
copy_v3_v3(base->object->dscale, ob->dscale);
}
else if(event==4) { /* drawtype */
base->object->dt= ob->dt;
base->object->dtx= ob->dtx;
base->object->empty_drawtype= ob->empty_drawtype;
base->object->empty_drawsize= ob->empty_drawsize;
}
else if(event==5) { /* time offs */
base->object->sf= ob->sf;
}
else if(event==6) { /* dupli */
base->object->dupon= ob->dupon;
base->object->dupoff= ob->dupoff;
base->object->dupsta= ob->dupsta;
base->object->dupend= ob->dupend;
base->object->transflag &= ~OB_DUPLI;
base->object->transflag |= (ob->transflag & OB_DUPLI);
base->object->dup_group= ob->dup_group;
if(ob->dup_group)
id_lib_extern(&ob->dup_group->id);
}
else if(event==7) { /* mass */
base->object->mass= ob->mass;
}
else if(event==8) { /* damping */
base->object->damping= ob->damping;
base->object->rdamping= ob->rdamping;
}
else if(event==11) { /* all physical attributes */
base->object->gameflag = ob->gameflag;
base->object->inertia = ob->inertia;
base->object->formfactor = ob->formfactor;
base->object->damping= ob->damping;
base->object->rdamping= ob->rdamping;
base->object->min_vel= ob->min_vel;
base->object->max_vel= ob->max_vel;
if (ob->gameflag & OB_BOUNDS) {
base->object->collision_boundtype = ob->collision_boundtype;
}
base->object->margin= ob->margin;
base->object->bsoft= copy_bulletsoftbody(ob->bsoft);
}
else if(event==17) { /* tex space */
copy_texture_space(base->object, ob);
}
else if(event==18) { /* font settings */
if(base->object->type==ob->type) {
cu= ob->data;
cu1= base->object->data;
cu1->spacemode= cu->spacemode;
cu1->spacing= cu->spacing;
cu1->linedist= cu->linedist;
cu1->shear= cu->shear;
cu1->fsize= cu->fsize;
cu1->xof= cu->xof;
cu1->yof= cu->yof;
cu1->textoncurve= cu->textoncurve;
cu1->wordspace= cu->wordspace;
cu1->ulpos= cu->ulpos;
cu1->ulheight= cu->ulheight;
if(cu1->vfont) cu1->vfont->id.us--;
cu1->vfont= cu->vfont;
id_us_plus((ID *)cu1->vfont);
if(cu1->vfontb) cu1->vfontb->id.us--;
cu1->vfontb= cu->vfontb;
id_us_plus((ID *)cu1->vfontb);
if(cu1->vfonti) cu1->vfonti->id.us--;
cu1->vfonti= cu->vfonti;
id_us_plus((ID *)cu1->vfonti);
if(cu1->vfontbi) cu1->vfontbi->id.us--;
cu1->vfontbi= cu->vfontbi;
id_us_plus((ID *)cu1->vfontbi);
BKE_text_to_curve(bmain, scene, base->object, 0); /* needed? */
BLI_strncpy(cu1->family, cu->family, sizeof(cu1->family));
base->object->recalc |= OB_RECALC_DATA;
}
}
else if(event==19) { /* bevel settings */
if(ELEM(base->object->type, OB_CURVE, OB_FONT)) {
cu= ob->data;
cu1= base->object->data;
cu1->bevobj= cu->bevobj;
cu1->taperobj= cu->taperobj;
cu1->width= cu->width;
cu1->bevresol= cu->bevresol;
cu1->ext1= cu->ext1;
cu1->ext2= cu->ext2;
base->object->recalc |= OB_RECALC_DATA;
}
}
else if(event==25) { /* curve resolution */
if(ELEM(base->object->type, OB_CURVE, OB_FONT)) {
cu= ob->data;
cu1= base->object->data;
cu1->resolu= cu->resolu;
cu1->resolu_ren= cu->resolu_ren;
nu= cu1->nurb.first;
while(nu) {
nu->resolu= cu1->resolu;
nu= nu->next;
}
base->object->recalc |= OB_RECALC_DATA;
}
}
else if(event==21){
if (base->object->type==OB_MESH) {
ModifierData *md = modifiers_findByType(ob, eModifierType_Subsurf);
if (md) {
ModifierData *tmd = modifiers_findByType(base->object, eModifierType_Subsurf);
if (!tmd) {
tmd = modifier_new(eModifierType_Subsurf);
BLI_addtail(&base->object->modifiers, tmd);
}
modifier_copyData(md, tmd);
base->object->recalc |= OB_RECALC_DATA;
}
}
}
else if(event==22) {
/* Copy the constraint channels over */
copy_constraints(&base->object->constraints, &ob->constraints, TRUE);
do_scene_sort= 1;
}
else if(event==23) {
base->object->softflag= ob->softflag;
if(base->object->soft) sbFree(base->object->soft);
base->object->soft= copy_softbody(ob->soft);
if (!modifiers_findByType(base->object, eModifierType_Softbody)) {
BLI_addhead(&base->object->modifiers, modifier_new(eModifierType_Softbody));
}
}
else if(event==26) {
#if 0 // XXX old animation system
copy_nlastrips(&base->object->nlastrips, &ob->nlastrips);
#endif // XXX old animation system
}
else if(event==27) { /* autosmooth */
if (base->object->type==OB_MESH) {
Mesh *me= ob->data;
Mesh *cme= base->object->data;
cme->smoothresh= me->smoothresh;
if(me->flag & ME_AUTOSMOOTH)
cme->flag |= ME_AUTOSMOOTH;
else
cme->flag &= ~ME_AUTOSMOOTH;
}
}
else if(event==28) { /* UV orco */
if(ELEM(base->object->type, OB_CURVE, OB_SURF)) {
cu= ob->data;
cu1= base->object->data;
if(cu->flag & CU_UV_ORCO)
cu1->flag |= CU_UV_ORCO;
else
cu1->flag &= ~CU_UV_ORCO;
}
}
else if(event==29) { /* protected bits */
base->object->protectflag= ob->protectflag;
}
else if(event==30) { /* index object */
base->object->index= ob->index;
}
else if(event==31) { /* object color */
copy_v4_v4(base->object->col, ob->col);
}
}
}
}
if(do_scene_sort)
DAG_scene_sort(bmain, scene);
DAG_ids_flush_update(bmain, 0);
}
static void UNUSED_FUNCTION(copy_attr_menu)(Main *bmain, Scene *scene, View3D *v3d)
{
Object *ob;
short event;
char str[512];
if(!(ob=OBACT)) return;
if (scene->obedit) { // XXX get from context
// if (ob->type == OB_MESH)
// XXX mesh_copy_menu();
return;
}
/* Object Mode */
/* If you change this menu, don't forget to update the menu in header_view3d.c
* view3d_edit_object_copyattrmenu() and in toolbox.c
*/
strcpy(str, "Copy Attributes %t|Location%x1|Rotation%x2|Size%x3|Draw Options%x4|Time Offset%x5|Dupli%x6|Object Color%x31|%l|Mass%x7|Damping%x8|All Physical Attributes%x11|Properties%x9|Logic Bricks%x10|Protected Transform%x29|%l");
strcat (str, "|Object Constraints%x22");
strcat (str, "|NLA Strips%x26");
// XXX if (OB_TYPE_SUPPORT_MATERIAL(ob->type)) {
// strcat(str, "|Texture Space%x17");
// }
if(ob->type == OB_FONT) strcat(str, "|Font Settings%x18|Bevel Settings%x19");
if(ob->type == OB_CURVE) strcat(str, "|Bevel Settings%x19|UV Orco%x28");
if((ob->type == OB_FONT) || (ob->type == OB_CURVE)) {
strcat(str, "|Curve Resolution%x25");
}
if(ob->type==OB_MESH){
strcat(str, "|Subsurf Settings%x21|AutoSmooth%x27");
}
if(ob->soft) strcat(str, "|Soft Body Settings%x23");
strcat(str, "|Pass Index%x30");
if(ob->type==OB_MESH || ob->type==OB_CURVE || ob->type==OB_LATTICE || ob->type==OB_SURF){
strcat(str, "|Modifiers ...%x24");
}
event= pupmenu(str);
if(event<= 0) return;
copy_attr(bmain, scene, v3d, event);
}
/* ******************* force field toggle operator ***************** */
static int forcefield_toggle_exec(bContext *C, wmOperator *UNUSED(op))
{
Object *ob = CTX_data_active_object(C);
if(ob->pd == NULL)
ob->pd = object_add_collision_fields(PFIELD_FORCE);
if(ob->pd->forcefield == 0)
ob->pd->forcefield = PFIELD_FORCE;
else
ob->pd->forcefield = 0;
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, NULL);
return OPERATOR_FINISHED;
}
void OBJECT_OT_forcefield_toggle(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Toggle Force Field";
ot->description = "Toggle object's force field";
ot->idname= "OBJECT_OT_forcefield_toggle";
/* api callbacks */
ot->exec= forcefield_toggle_exec;
ot->poll= ED_operator_object_active_editable;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/* ********************************************** */
/* Motion Paths */
/* For the object with pose/action: update paths for those that have got them
* This should selectively update paths that exist...
*
* To be called from various tools that do incremental updates
*/
void ED_objects_recalculate_paths(bContext *C, Scene *scene)
{
ListBase targets = {NULL, NULL};
/* loop over objects in scene */
CTX_DATA_BEGIN(C, Object*, ob, selected_editable_objects)
{
/* set flag to force recalc, then grab the relevant bones to target */
ob->avs.recalc |= ANIMVIZ_RECALC_PATHS;
animviz_get_object_motionpaths(ob, &targets);
}
CTX_DATA_END;
/* recalculate paths, then free */
animviz_calc_motionpaths(scene, &targets);
BLI_freelistN(&targets);
}
/* For the object with pose/action: create path curves for selected bones
* This recalculates the WHOLE path within the pchan->pathsf and pchan->pathef range
*/
static int object_calculate_paths_exec (bContext *C, wmOperator *op)
{
Scene *scene= CTX_data_scene(C);
/* set up path data for bones being calculated */
CTX_DATA_BEGIN(C, Object*, ob, selected_editable_objects)
{
/* verify makes sure that the selected bone has a bone with the appropriate settings */
animviz_verify_motionpaths(op->reports, scene, ob, NULL);
}
CTX_DATA_END;
/* calculate the bones that now have motionpaths... */
// TODO: only make for the selected bones?
ED_objects_recalculate_paths(C, scene);
/* notifiers for updates */
WM_event_add_notifier(C, NC_OBJECT|ND_POSE, NULL);
return OPERATOR_FINISHED;
}
void OBJECT_OT_paths_calculate (wmOperatorType *ot)
{
/* identifiers */
ot->name= "Calculate Object Paths";
ot->idname= "OBJECT_OT_paths_calculate";
ot->description= "Calculate paths for the selected bones";
/* api callbacks */
ot->exec= object_calculate_paths_exec;
ot->poll= ED_operator_object_active_editable;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/* --------- */
/* for the object with pose/action: clear path curves for selected bones only */
void ED_objects_clear_paths(bContext *C)
{
/* loop over objects in scene */
CTX_DATA_BEGIN(C, Object*, ob, selected_editable_objects)
{
if (ob->mpath) {
animviz_free_motionpath(ob->mpath);
ob->mpath= NULL;
ob->avs.path_bakeflag &= ~MOTIONPATH_BAKE_HAS_PATHS;
}
}
CTX_DATA_END;
}
/* operator callback for this */
static int object_clear_paths_exec (bContext *C, wmOperator *UNUSED(op))
{
/* use the backend function for this */
ED_objects_clear_paths(C);
/* notifiers for updates */
WM_event_add_notifier(C, NC_OBJECT|ND_POSE, NULL);
return OPERATOR_FINISHED;
}
void OBJECT_OT_paths_clear (wmOperatorType *ot)
{
/* identifiers */
ot->name= "Clear Object Paths";
ot->idname= "OBJECT_OT_paths_clear";
ot->description= "Clear path caches for selected bones";
/* api callbacks */
ot->exec= object_clear_paths_exec;
ot->poll= ED_operator_object_active_editable;
/* flags */
ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO;
}
/********************** Smooth/Flat *********************/
static int shade_smooth_exec(bContext *C, wmOperator *op)
{
Curve *cu;
Nurb *nu;
int clear= (strcmp(op->idname, "OBJECT_OT_shade_flat") == 0);
int done= 0;
CTX_DATA_BEGIN(C, Object*, ob, selected_editable_objects) {
if(ob->type==OB_MESH) {
mesh_set_smooth_flag(ob, !clear);
DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob);
done= 1;
}
else if ELEM(ob->type, OB_SURF, OB_CURVE) {
cu= ob->data;
for(nu=cu->nurb.first; nu; nu=nu->next) {
if(!clear) nu->flag |= ME_SMOOTH;
else nu->flag &= ~ME_SMOOTH;
}
DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob);
done= 1;
}
}
CTX_DATA_END;
return (done)? OPERATOR_FINISHED: OPERATOR_CANCELLED;
}
static int shade_poll(bContext *C)
{
return (ED_operator_object_active_editable(C) && !ED_operator_editmesh(C));
}
void OBJECT_OT_shade_flat(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Shade Flat";
ot->description= "Display faces 'flat'";
ot->idname= "OBJECT_OT_shade_flat";
/* api callbacks */
ot->poll= shade_poll;
ot->exec= shade_smooth_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
void OBJECT_OT_shade_smooth(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Shade Smooth";
ot->description= "Display faces 'smooth' (using vertex normals)";
ot->idname= "OBJECT_OT_shade_smooth";
/* api callbacks */
ot->poll= shade_poll;
ot->exec= shade_smooth_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/* ********************** */
static void UNUSED_FUNCTION(image_aspect)(Scene *scene, View3D *v3d)
{
/* all selected objects with an image map: scale in image aspect */
Base *base;
Object *ob;
Material *ma;
Tex *tex;
float x, y, space;
int a, b, done;
if(scene->obedit) return; // XXX get from context
if(scene->id.lib) return;
for(base= FIRSTBASE; base; base= base->next) {
if(TESTBASELIB(v3d, base)) {
ob= base->object;
done= 0;
for(a=1; a<=ob->totcol; a++) {
ma= give_current_material(ob, a);
if(ma) {
for(b=0; b<MAX_MTEX; b++) {
if(ma->mtex[b] && ma->mtex[b]->tex) {
tex= ma->mtex[b]->tex;
if(tex->type==TEX_IMAGE && tex->ima) {
ImBuf *ibuf= BKE_image_get_ibuf(tex->ima, NULL);
/* texturespace */
space= 1.0;
if(ob->type==OB_MESH) {
float size[3];
mesh_get_texspace(ob->data, NULL, NULL, size);
space= size[0]/size[1];
}
else if(ELEM3(ob->type, OB_CURVE, OB_FONT, OB_SURF)) {
Curve *cu= ob->data;
space= cu->size[0]/cu->size[1];
}
x= ibuf->x/space;
y= ibuf->y;
if(x>y) ob->size[0]= ob->size[1]*x/y;
else ob->size[1]= ob->size[0]*y/x;
done= 1;
DAG_id_tag_update(&ob->id, OB_RECALC_OB);
}
}
if(done) break;
}
}
if(done) break;
}
}
}
}
static int vergbaseco(const void *a1, const void *a2)
{
Base **x1, **x2;
x1= (Base **) a1;
x2= (Base **) a2;
if( (*x1)->sy > (*x2)->sy ) return 1;
else if( (*x1)->sy < (*x2)->sy) return -1;
else if( (*x1)->sx > (*x2)->sx ) return 1;
else if( (*x1)->sx < (*x2)->sx ) return -1;
return 0;
}
static void UNUSED_FUNCTION(auto_timeoffs)(Scene *scene, View3D *v3d)
{
Base *base, **basesort, **bs;
float start, delta;
int tot=0, a;
short offset=25;
if(BASACT==NULL || v3d==NULL) return;
// XXX if(button(&offset, 0, 1000,"Total time")==0) return;
/* make array of all bases, xco yco (screen) */
for(base= FIRSTBASE; base; base= base->next) {
if(TESTBASELIB(v3d, base)) {
tot++;
}
}
delta= (float)offset/(float)tot;
start= OBACT->sf;
bs= basesort= MEM_mallocN(sizeof(void *)*tot,"autotimeoffs");
for(base= FIRSTBASE; base; base= base->next) {
if(TESTBASELIB(v3d, base)) {
*bs= base;
bs++;
}
}
qsort(basesort, tot, sizeof(void *), vergbaseco);
bs= basesort;
for(a=0; a<tot; a++) {
(*bs)->object->sf= start;
start+= delta;
bs++;
}
MEM_freeN(basesort);
}
static void UNUSED_FUNCTION(ofs_timeoffs)(Scene *scene, View3D *v3d)
{
float offset=0.0f;
if(BASACT==NULL || v3d==NULL) return;
// XXX if(fbutton(&offset, -10000.0f, 10000.0f, 10, 10, "Offset")==0) return;
/* make array of all bases, xco yco (screen) */
CTX_DATA_BEGIN(evil_C, Object*, ob, selected_editable_objects) {
ob->sf += offset;
if (ob->sf < -MAXFRAMEF) ob->sf = -MAXFRAMEF;
else if (ob->sf > MAXFRAMEF) ob->sf = MAXFRAMEF;
}
CTX_DATA_END;
}
static void UNUSED_FUNCTION(rand_timeoffs)(Scene *scene, View3D *v3d)
{
Base *base;
float rand_ofs=0.0f;
if(BASACT==NULL || v3d==NULL) return;
// XXX if(fbutton(&rand_ofs, 0.0f, 10000.0f, 10, 10, "Randomize")==0) return;
rand_ofs *= 2;
for(base= FIRSTBASE; base; base= base->next) {
if(TESTBASELIB(v3d, base)) {
base->object->sf += ((float)BLI_drand()-0.5f) * rand_ofs;
if (base->object->sf < -MAXFRAMEF) base->object->sf = -MAXFRAMEF;
else if (base->object->sf > MAXFRAMEF) base->object->sf = MAXFRAMEF;
}
}
}
static EnumPropertyItem *object_mode_set_itemsf(bContext *C, PointerRNA *UNUSED(ptr), PropertyRNA *UNUSED(prop), int *free)
{
EnumPropertyItem *input = object_mode_items;
EnumPropertyItem *item= NULL;
2009-08-16 16:35:14 +00:00
Object *ob;
int totitem= 0;
if(!C) /* needed for docs */
return object_mode_items;
2009-08-16 16:35:14 +00:00
ob = CTX_data_active_object(C);
while(ob && input->identifier) {
if((input->value == OB_MODE_EDIT && ((ob->type == OB_MESH) || (ob->type == OB_ARMATURE) ||
(ob->type == OB_CURVE) || (ob->type == OB_SURF) ||
(ob->type == OB_FONT) || (ob->type == OB_MBALL) || (ob->type == OB_LATTICE))) ||
(input->value == OB_MODE_POSE && (ob->type == OB_ARMATURE)) ||
(input->value == OB_MODE_PARTICLE_EDIT && ob->particlesystem.first) ||
((input->value == OB_MODE_SCULPT || input->value == OB_MODE_VERTEX_PAINT ||
input->value == OB_MODE_WEIGHT_PAINT || input->value == OB_MODE_TEXTURE_PAINT) && (ob->type == OB_MESH)) ||
(input->value == OB_MODE_OBJECT))
RNA_enum_item_add(&item, &totitem, input);
++input;
}
RNA_enum_item_end(&item, &totitem);
*free= 1;
return item;
}
static const char *object_mode_op_string(int mode)
{
if(mode & OB_MODE_EDIT)
return "OBJECT_OT_editmode_toggle";
if(mode == OB_MODE_SCULPT)
return "SCULPT_OT_sculptmode_toggle";
if(mode == OB_MODE_VERTEX_PAINT)
return "PAINT_OT_vertex_paint_toggle";
if(mode == OB_MODE_WEIGHT_PAINT)
return "PAINT_OT_weight_paint_toggle";
if(mode == OB_MODE_TEXTURE_PAINT)
return "PAINT_OT_texture_paint_toggle";
if(mode == OB_MODE_PARTICLE_EDIT)
return "PARTICLE_OT_particle_edit_toggle";
if(mode == OB_MODE_POSE)
return "OBJECT_OT_posemode_toggle";
return NULL;
}
/* checks the mode to be set is compatible with the object
* should be made into a generic function */
static int object_mode_set_compat(bContext *UNUSED(C), wmOperator *op, Object *ob)
{
ObjectMode mode = RNA_enum_get(op->ptr, "mode");
if(ob) {
if(mode == OB_MODE_OBJECT)
return 1;
switch(ob->type) {
case OB_MESH:
if(mode & (OB_MODE_EDIT|OB_MODE_SCULPT|OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT|OB_MODE_TEXTURE_PAINT|OB_MODE_PARTICLE_EDIT))
return 1;
return 0;
case OB_CURVE:
case OB_SURF:
case OB_FONT:
case OB_MBALL:
if(mode & (OB_MODE_EDIT))
return 1;
return 0;
case OB_LATTICE:
if(mode & (OB_MODE_EDIT|OB_MODE_WEIGHT_PAINT))
return 1;
case OB_ARMATURE:
if(mode & (OB_MODE_EDIT|OB_MODE_POSE))
return 1;
}
}
return 0;
}
static int object_mode_set_exec(bContext *C, wmOperator *op)
{
Object *ob= CTX_data_active_object(C);
ObjectMode mode = RNA_enum_get(op->ptr, "mode");
ObjectMode restore_mode = (ob) ? ob->mode : OB_MODE_OBJECT;
int toggle = RNA_boolean_get(op->ptr, "toggle");
if(!ob || !object_mode_set_compat(C, op, ob))
return OPERATOR_PASS_THROUGH;
/* Exit current mode if it's not the mode we're setting */
if(ob->mode != OB_MODE_OBJECT && ob->mode != mode)
WM_operator_name_call(C, object_mode_op_string(ob->mode), WM_OP_EXEC_REGION_WIN, NULL);
if(mode != OB_MODE_OBJECT) {
/* Enter new mode */
if(ob->mode != mode || toggle)
WM_operator_name_call(C, object_mode_op_string(mode), WM_OP_EXEC_REGION_WIN, NULL);
if(toggle) {
if(ob->mode == mode)
/* For toggling, store old mode so we know what to go back to */
ob->restore_mode = restore_mode;
else if(ob->restore_mode != OB_MODE_OBJECT && ob->restore_mode != mode) {
WM_operator_name_call(C, object_mode_op_string(ob->restore_mode), WM_OP_EXEC_REGION_WIN, NULL);
}
}
}
return OPERATOR_FINISHED;
}
void OBJECT_OT_mode_set(wmOperatorType *ot)
{
PropertyRNA *prop;
/* identifiers */
ot->name= "Set Object Mode";
ot->description = "Sets the object interaction mode";
ot->idname= "OBJECT_OT_mode_set";
/* api callbacks */
ot->exec= object_mode_set_exec;
ot->poll= ED_operator_object_active_editable;
/* flags */
ot->flag= 0; /* no register/undo here, leave it to operators being called */
prop= RNA_def_enum(ot->srna, "mode", object_mode_items, OB_MODE_OBJECT, "Mode", "");
RNA_def_enum_funcs(prop, object_mode_set_itemsf);
RNA_def_boolean(ot->srna, "toggle", 0, "Toggle", "");
}
void ED_object_toggle_modes(bContext *C, int mode)
{
if(mode & OB_MODE_SCULPT)
WM_operator_name_call(C, "SCULPT_OT_sculptmode_toggle", WM_OP_EXEC_REGION_WIN, NULL);
if(mode & OB_MODE_VERTEX_PAINT)
WM_operator_name_call(C, "PAINT_OT_vertex_paint_toggle", WM_OP_EXEC_REGION_WIN, NULL);
if(mode & OB_MODE_WEIGHT_PAINT)
WM_operator_name_call(C, "PAINT_OT_weight_paint_toggle", WM_OP_EXEC_REGION_WIN, NULL);
if(mode & OB_MODE_TEXTURE_PAINT)
WM_operator_name_call(C, "PAINT_OT_texture_paint_toggle", WM_OP_EXEC_REGION_WIN, NULL);
if(mode & OB_MODE_PARTICLE_EDIT)
WM_operator_name_call(C, "PARTICLE_OT_particle_edit_toggle", WM_OP_EXEC_REGION_WIN, NULL);
if(mode & OB_MODE_POSE)
WM_operator_name_call(C, "OBJECT_OT_posemode_toggle", WM_OP_EXEC_REGION_WIN, NULL);
if(mode & OB_MODE_EDIT)
WM_operator_name_call(C, "OBJECT_OT_editmode_toggle", WM_OP_EXEC_REGION_WIN, NULL);
}
/************************ Game Properties ***********************/
static int game_property_new(bContext *C, wmOperator *UNUSED(op))
{
Object *ob= CTX_data_active_object(C);
bProperty *prop;
if(!ob)
return OPERATOR_CANCELLED;
prop= new_property(PROP_FLOAT);
BLI_addtail(&ob->prop, prop);
unique_property(NULL, prop, 0); // make_unique_prop_names(prop->name);
WM_event_add_notifier(C, NC_LOGIC, NULL);
return OPERATOR_FINISHED;
}
void OBJECT_OT_game_property_new(wmOperatorType *ot)
{
/* identifiers */
ot->name= "New Game Property";
ot->description= "Create a new property available to the game engine";
ot->idname= "OBJECT_OT_game_property_new";
/* api callbacks */
ot->exec= game_property_new;
ot->poll= ED_operator_object_active_editable;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
static int game_property_remove(bContext *C, wmOperator *op)
{
Object *ob= CTX_data_active_object(C);
bProperty *prop;
int index= RNA_int_get(op->ptr, "index");
if(!ob)
return OPERATOR_CANCELLED;
prop= BLI_findlink(&ob->prop, index);
if(prop) {
BLI_remlink(&ob->prop, prop);
free_property(prop);
WM_event_add_notifier(C, NC_LOGIC, NULL);
return OPERATOR_FINISHED;
}
else {
return OPERATOR_CANCELLED;
}
}
void OBJECT_OT_game_property_remove(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Remove Game Property";
ot->description= "Remove game property";
ot->idname= "OBJECT_OT_game_property_remove";
/* api callbacks */
ot->exec= game_property_remove;
ot->poll= ED_operator_object_active_editable;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
RNA_def_int(ot->srna, "index", 0, 0, INT_MAX, "Index", "Property index to remove ", 0, INT_MAX);
}
#define COPY_PROPERTIES_REPLACE 1
#define COPY_PROPERTIES_MERGE 2
#define COPY_PROPERTIES_COPY 3
static EnumPropertyItem game_properties_copy_operations[] ={
{COPY_PROPERTIES_REPLACE, "REPLACE", 0, "Replace Properties", ""},
{COPY_PROPERTIES_MERGE, "MERGE", 0, "Merge Properties", ""},
{COPY_PROPERTIES_COPY, "COPY", 0, "Copy a Property", ""},
{0, NULL, 0, NULL, NULL}};
static EnumPropertyItem gameprops_items[]= {
{0, NULL, 0, NULL, NULL}};
static EnumPropertyItem *gameprops_itemf(bContext *C, PointerRNA *UNUSED(ptr), PropertyRNA *UNUSED(prop), int *free)
{
Object *ob= ED_object_active_context(C);
EnumPropertyItem tmp = {0, "", 0, "", ""};
EnumPropertyItem *item= NULL;
bProperty *prop;
int a, totitem= 0;
if(!ob)
return gameprops_items;
for(a=1, prop= ob->prop.first; prop; prop=prop->next, a++) {
tmp.value= a;
tmp.identifier= prop->name;
tmp.name= prop->name;
RNA_enum_item_add(&item, &totitem, &tmp);
}
RNA_enum_item_end(&item, &totitem);
*free= 1;
return item;
}
static int game_property_copy_exec(bContext *C, wmOperator *op)
{
Object *ob=ED_object_active_context(C);
bProperty *prop;
int type = RNA_enum_get(op->ptr, "operation");
int propid= RNA_enum_get(op->ptr, "property");
if(propid > 0) { /* copy */
prop = BLI_findlink(&ob->prop, propid-1);
if(prop) {
CTX_DATA_BEGIN(C, Object*, ob_iter, selected_editable_objects) {
if (ob != ob_iter)
set_ob_property(ob_iter, prop);
} CTX_DATA_END;
}
}
else {
CTX_DATA_BEGIN(C, Object*, ob_iter, selected_editable_objects) {
if (ob != ob_iter) {
if (type == COPY_PROPERTIES_REPLACE)
copy_properties(&ob_iter->prop, &ob->prop);
/* merge - the default when calling with no argument */
else
for(prop = ob->prop.first; prop; prop= prop->next)
set_ob_property(ob_iter, prop);
}
}
CTX_DATA_END;
}
return OPERATOR_FINISHED;
}
void OBJECT_OT_game_property_copy(wmOperatorType *ot)
{
PropertyRNA *prop;
/* identifiers */
ot->name= "Copy Game Property";
ot->idname= "OBJECT_OT_game_property_copy";
/* api callbacks */
ot->exec= game_property_copy_exec;
ot->poll= ED_operator_object_active_editable;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
RNA_def_enum(ot->srna, "operation", game_properties_copy_operations, 3, "Operation", "");
prop=RNA_def_enum(ot->srna, "property", gameprops_items, 0, "Property", "Properties to copy");
RNA_def_enum_funcs(prop, gameprops_itemf);
ot->prop=prop;
}
static int game_property_clear_exec(bContext *C, wmOperator *UNUSED(op))
{
CTX_DATA_BEGIN(C, Object*, ob_iter, selected_editable_objects) {
free_properties(&ob_iter->prop);
}
CTX_DATA_END;
WM_event_add_notifier(C, NC_LOGIC, NULL);
return OPERATOR_FINISHED;
}
void OBJECT_OT_game_property_clear(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Clear Game Property";
ot->idname= "OBJECT_OT_game_property_clear";
/* api callbacks */
ot->exec= game_property_clear_exec;
ot->poll= ED_operator_object_active_editable;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/************************ Copy Logic Bricks ***********************/
static int logicbricks_copy_exec(bContext *C, wmOperator *UNUSED(op))
{
Object *ob=ED_object_active_context(C);
CTX_DATA_BEGIN(C, Object*, ob_iter, selected_editable_objects) {
if(ob != ob_iter) {
/* first: free all logic */
free_sensors(&ob_iter->sensors);
unlink_controllers(&ob_iter->controllers);
free_controllers(&ob_iter->controllers);
unlink_actuators(&ob_iter->actuators);
free_actuators(&ob_iter->actuators);
/* now copy it, this also works without logicbricks! */
clear_sca_new_poins_ob(ob);
copy_sensors(&ob_iter->sensors, &ob->sensors);
copy_controllers(&ob_iter->controllers, &ob->controllers);
copy_actuators(&ob_iter->actuators, &ob->actuators);
set_sca_new_poins_ob(ob_iter);
/* some menu settings */
ob_iter->scavisflag= ob->scavisflag;
ob_iter->scaflag= ob->scaflag;
/* set the initial state */
ob_iter->state= ob->state;
ob_iter->init_state= ob->init_state;
if(ob_iter->totcol==ob->totcol) {
ob_iter->actcol= ob->actcol;
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob_iter);
}
}
}
CTX_DATA_END;
WM_event_add_notifier(C, NC_LOGIC, NULL);
return OPERATOR_FINISHED;
}
void OBJECT_OT_logic_bricks_copy(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Copy Logic Bricks to Selected";
ot->description = "Copy logic bricks to other selected objects";
ot->idname= "OBJECT_OT_logic_bricks_copy";
/* api callbacks */
ot->exec= logicbricks_copy_exec;
ot->poll= ED_operator_object_active_editable;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}