This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/editors/object/object_edit.c

2042 lines
54 KiB
C
Raw Normal View History

/*
* ***** 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>
2009-09-16 17:43:09 +00:00
#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_ghash.h"
#include "BLI_string_utils.h"
#include "BLT_translation.h"
#include "DNA_armature_types.h"
#include "DNA_curve_types.h"
#include "DNA_gpencil_types.h"
#include "DNA_group_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_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_vfont_types.h"
#include "DNA_mesh_types.h"
#include "DNA_lattice_types.h"
#include "DNA_workspace_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_global.h"
#include "BKE_image.h"
#include "BKE_lattice.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"
2009-09-16 17:43:09 +00:00
#include "BKE_pointcache.h"
#include "BKE_property.h"
#include "BKE_sca.h"
#include "BKE_softbody.h"
#include "BKE_modifier.h"
#include "BKE_editlattice.h"
#include "BKE_editmesh.h"
#include "BKE_report.h"
#include "BKE_object.h"
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
#include "BKE_workspace.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.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 "ED_image.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"
2012-04-28 15:42:27 +00:00
#include "object_intern.h" // own include
/* ************* XXX **************** */
static void error(const char *UNUSED(arg)) {}
static void waitcursor(int UNUSED(val)) {}
2012-06-25 07:24:48 +00:00
static int pupmenu(const char *UNUSED(msg)) { return 0; }
/* port over here */
2012-05-27 00:36:50 +00:00
static void error_libdata(void) {}
Object *ED_object_context(bContext *C)
{
return CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
}
/* 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)
{
2012-04-28 15:42:27 +00:00
Object *ob = NULL;
if (C) {
2012-04-28 15:42:27 +00:00
ob = ED_object_context(C);
if (!ob) ob = CTX_data_active_object(C);
}
return ob;
}
2009-09-16 17:43:09 +00:00
/* ******************* toggle editmode operator ***************** */
static bool mesh_needs_keyindex(const Mesh *me)
{
if (me->key) {
return false; /* will be added */
}
for (const Object *ob = G.main->object.first; ob; ob = ob->id.next) {
if ((ob->parent) && (ob->parent->data == me) && ELEM(ob->partype, PARVERT1, PARVERT3)) {
return true;
}
if (ob->data == me) {
for (const ModifierData *md = ob->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_Hook) {
return true;
}
}
}
}
return false;
}
/**
* Load EditMode data back into the object,
* optionally freeing the editmode data.
*/
static bool ED_object_editmode_load_ex(Main *bmain, Object *obedit, const bool freedata)
{
if (obedit == NULL) {
return false;
}
2012-04-28 15:42:27 +00:00
if (obedit->type == OB_MESH) {
Mesh *me = obedit->data;
if (me->edit_btmesh == NULL) {
return false;
}
2012-04-28 15:42:27 +00:00
if (me->edit_btmesh->bm->totvert > MESH_MAX_VERTS) {
2009-09-16 17:43:09 +00:00
error("Too many vertices");
return false;
2009-09-16 17:43:09 +00:00
}
EDBM_mesh_load(obedit);
if (freedata) {
EDBM_mesh_free(me->edit_btmesh);
2009-09-16 17:43:09 +00:00
MEM_freeN(me->edit_btmesh);
2012-04-28 15:42:27 +00:00
me->edit_btmesh = NULL;
2009-09-16 17:43:09 +00:00
}
/* will be recalculated as needed. */
{
Fix T47038: Particles in Particle Edit Mode get added in completely wrong location. It also fixes another issue (crash) related to symmetric editing. Quite involved, we (try to!) fix complete broken logic of parts of particle code, which would use poly index as tessface one (or vice-versa). Issue most probably goes back to BMesh integration time... This patch mostly fixes particle editing mode: - Adding/removing particles when using generative modifiers (like subsurf) should now work. - Adding/removing particles with a non-tessellated mesh (i.e. one having ngons) should also mostly work. - X-axis-mirror-editing particles over ngons does not really work, not sure why currently. - All this in both 'modes' (with or without using modifier stack for particles). Tech side: - Store a deformed-only DM in particle modifier data. - Rename existing DM to make it clear it's a final one. - Use deformed-only DM's tessface2poly mapping to 'solve' poly/tessface mismatches. - Make (part of) mirror-editing code able to use a DM instead of raw mesh, so that we can mirror based on final DM when editing particles using modifier stack (mandatory, since there is no way currently to find orig tessface from an final DM tessface index). Note that this patch is not really nice and clean (current particles are beyond hope on this side anyway), it's more like some urgency bandage. Whole crap needs complete rewrite anyway, BMesh's polygons make it really hard to work with current system (and looptri would not help much here). Also, did not test everything possibly affected by those changes, so it needs some users' testing & validation too. Reviewers: psy-fi Subscribers: dfelinto, eyecandy Maniphest Tasks: T47038 Differential Revision: https://developer.blender.org/D1685
2016-01-04 12:19:45 +01:00
ED_mesh_mirror_spatial_table(NULL, NULL, NULL, NULL, 'e');
ED_mesh_mirror_topo_table(NULL, NULL, 'e');
}
2009-09-16 17:43:09 +00:00
}
2012-04-28 15:42:27 +00:00
else if (obedit->type == OB_ARMATURE) {
const bArmature *arm = obedit->data;
if (arm->edbo == NULL) {
return false;
}
ED_armature_from_edit(obedit->data);
if (freedata) {
ED_armature_edit_free(obedit->data);
}
/* TODO(sergey): Pose channels might have been changed, so need
* to inform dependency graph about this. But is it really the
* best place to do this?
*/
DEG_relations_tag_update(bmain);
2009-09-16 17:43:09 +00:00
}
else if (ELEM(obedit->type, OB_CURVE, OB_SURF)) {
const Curve *cu = obedit->data;
if (cu->editnurb == NULL) {
return false;
}
ED_curve_editnurb_load(obedit);
if (freedata) {
ED_curve_editnurb_free(obedit);
}
2009-09-16 17:43:09 +00:00
}
else if (obedit->type == OB_FONT) {
const Curve *cu = obedit->data;
if (cu->editfont == NULL) {
return false;
}
ED_curve_editfont_load(obedit);
if (freedata) {
ED_curve_editfont_free(obedit);
}
2009-09-16 17:43:09 +00:00
}
2012-04-28 15:42:27 +00:00
else if (obedit->type == OB_LATTICE) {
const Lattice *lt = obedit->data;
if (lt->editlatt == NULL) {
return false;
}
BKE_editlattice_load(obedit);
if (freedata) {
BKE_editlattice_free(obedit);
}
2009-09-16 17:43:09 +00:00
}
2012-04-28 15:42:27 +00:00
else if (obedit->type == OB_MBALL) {
const MetaBall *mb = obedit->data;
if (mb->editelems == NULL) {
return false;
}
ED_mball_editmball_load(obedit);
if (freedata) {
ED_mball_editmball_free(obedit);
}
}
return true;
}
bool ED_object_editmode_load(Object *obedit)
{
/* TODO(sergey): use proper main here? */
return ED_object_editmode_load_ex(G.main, obedit, false);
}
/**
* \param C: Can be NULL, only if #EM_DO_UNDO isn't set.
* \param flag:
* - Only in exceptional cases should #EM_DO_UNDO NOT be in the flag.
* - If #EM_FREEDATA isn't in the flag, use ED_object_editmode_load directly.
*/
2018-02-14 01:06:41 +11:00
void ED_object_editmode_exit_ex(bContext *C, WorkSpace *workspace, Scene *scene, Object *obedit, int flag)
{
BLI_assert(C || !(flag & EM_DO_UNDO));
const bool freedata = (flag & EM_FREEDATA) != 0;
if (flag & EM_WAITCURSOR) waitcursor(1);
if (ED_object_editmode_load_ex(G.main, obedit, freedata) == false) {
/* in rare cases (background mode) its possible active object
* is flagged for editmode, without 'obedit' being set [#35489] */
workspace->object_mode &= ~OB_MODE_EDIT;
if (flag & EM_WAITCURSOR) waitcursor(0);
return;
}
/* freedata only 0 now on file saves and render */
if (freedata) {
ListBase pidlist;
PTCacheID *pid;
/* flag object caches as outdated */
BKE_ptcache_ids_from_object(&pidlist, obedit, scene, 0);
2012-04-28 15:42:27 +00:00
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);
2009-09-16 17:43:09 +00:00
BKE_ptcache_object_reset(scene, obedit, PTCACHE_RESET_OUTDATED);
2009-09-16 17:43:09 +00:00
/* also flush ob recalc, doesn't take much overhead, but used for particles */
DEG_id_tag_update(&obedit->id, OB_RECALC_OB | OB_RECALC_DATA);
2018-03-01 22:36:40 +11:00
workspace->object_mode &= ~OB_MODE_EDIT;
if (flag & EM_DO_UNDO)
ED_undo_push(C, "Editmode");
if (C != NULL) {
WM_event_add_notifier(C, NC_SCENE | ND_MODE | NS_MODE_OBJECT, scene);
}
else {
WM_main_add_notifier(NC_SCENE | ND_MODE | NS_MODE_OBJECT, scene);
}
}
ED_workspace_object_mode_sync_from_object(G.main->wm.first, workspace, obedit);
if (flag & EM_WAITCURSOR) waitcursor(0);
Depsgraph: Initial groundwork for copy-on-write support < Dependency graph Copy-on-Write > -------------------------------- \ ^__^ \ (oo)\_______ (__)\ )\/\ ||----w | || || This is an initial commit of Copy-on-write support added to dependency graph. Main priority for now: get playback (Alt-A) and all operators (selection, transform etc) to work with the new concept of clear separation between evaluated data coming from dependency graph and original data coming from .blend file (and stored in bmain). = How does this work? = The idea is to support Copy-on-Write on the ID level. This means, we duplicate the whole ID before we cann it's evaluaiton function. This is currently done in the following way: - At the depsgraph construction time we create "shallow" copy of the ID datablock, just so we know it's pointer in memory and can use for function bindings. - At the evaluaiton time, the copy of ID get's "expanded" (needs a better name internally, so it does not conflict with expanding datablocks during library linking), which means the content of the datablock is being copied over and all IDs are getting remapped to the copied ones. Currently we do the whole copy, in the future we will support some tricks here to prevent duplicating geometry arrays (verts, edges, loops, faces and polys) when we don't need that. - Evaluation functions are operating on copied datablocks and never touching original datablock. - There are some cases when we need to know non-ID pointers for function bindings. This mainly applies to scene collections and armatures. The idea of dealing with this is to "expand" copy-on-write datablock at the dependency graph build time. This might introduce some slowdown to the dependency graph construction time, but allows us to have minimal changes in the code and avoid any hash look-up from evaluation function (one of the ideas to avoid using pointers as function bindings is to pass name of layer or a bone to the evaluation function and look up actual data based on that name). Currently there is a special function in depsgraph which does such a synchronization, in the future we might want to make it more generic. At some point we need to synchronize copy-on-write version of datablock with the original version. This happens, i.e., when we change active object or change selection. We don't want any actual evaluation of update flush happening for such thins, so now we have a special update tag: DEG_id_tag_update((id, DEG_TAG_COPY_ON_WRITE) - For the render engines we now have special call for the dependency graph to give evaluated datablock for the given original one. This isn't fully ideal but allows to have Cycles viewport render. This is definitely a subject for further investigation / improvement. This call will tag copy-on-write component tagged for update without causing updates to be flushed to any other objects, causing chain reaction of updates. This tag is handy when selection in the scene changes. This basically summarizes ideas underneath this commit. The code should be reasonably documented. Here is a demo of dependency graph with all copy-on-write stuff in it: https://developer.blender.org/F635468 = What to expect to (not) work? = - Only meshes are properly-ish aware of copy-on-write currently, Non-mesh geometry will probably crash or will not work at all. - Armatures will need similar depsgraph built-time expansion of the copied datablock. - There are some extra tags / relations added, to keep things demo-able but which are slowing things down for evaluation. - Edit mode works for until click selection is used (due to the selection code using EditDerivedMesh created ad-hoc). - Lots of tools will lack tagging synchronization of copied datablock for sync with original ID. = How to move forward? = There is some tedious work related on going over all the tools, checking whether they need to work with original or final evaluated object and make the required changes. Additionally, there need synchronization tag done in fair amount of tools and operators as well. For example, currently it's not possible to change render engine without re-opening the file or forcing dependency graph for re-build via python console. There is also now some thoughts required about copying evaluated properties between objects or from collection to a new object. Perhaps easiest way would be to move base flag flush to Object ID node and tag new objects for update instead of doing manual copy. here is some WIP patch which moves such evaluaiton / flush: https://developer.blender.org/F635479 Lots of TODOs in the code, with possible optimization. = How to test? = This is a feature under heavy development, so obviously it is disabled by default. The only reason it goes to 2.8 branch is to avoid possible merge hell. In order to enable this feature use WITH_DEPSGRAPH_COPY_ON_WRITE CMake configuration option.
2017-06-14 10:26:24 +02:00
/* This way we ensure scene's obedit is copied into all CoW scenes. */
DEG_id_tag_update(&scene->id, 0);
}
void ED_object_editmode_exit(bContext *C, int flag)
{
2018-02-14 01:06:41 +11:00
WorkSpace *workspace = CTX_wm_workspace(C);
Scene *scene = CTX_data_scene(C);
Object *obedit = CTX_data_edit_object(C);
2018-02-14 01:06:41 +11:00
ED_object_editmode_exit_ex(C, workspace, scene, obedit, flag);
}
2009-09-16 17:43:09 +00:00
void ED_object_editmode_enter(bContext *C, int flag)
{
WorkSpace *workspace = CTX_wm_workspace(C);
2012-04-28 15:42:27 +00:00
Scene *scene = CTX_data_scene(C);
ViewLayer *view_layer = CTX_data_view_layer(C);
2009-09-16 17:43:09 +00:00
Object *ob;
2014-04-11 11:25:41 +10:00
bool ok = false;
if (ID_IS_LINKED(scene)) return;
2012-04-28 15:42:27 +00:00
if ((flag & EM_IGNORE_LAYER) == 0) {
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
ob = CTX_data_active_object(C); /* active layer checked here for view3d */
2009-11-05 14:42:39 +00:00
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
if (ob == NULL) return;
}
else {
ob = view_layer->basact->object;
}
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
if (ELEM(NULL, ob, ob->data)) return;
/* this checks actual object->data, for cases when other scenes have it in editmode context */
if (BKE_object_is_in_editmode(ob))
return;
if (BKE_object_obdata_is_libdata(ob)) {
2009-09-16 17:43:09 +00:00
error_libdata();
return;
}
if (flag & EM_WAITCURSOR) waitcursor(1);
workspace->object_mode_restore = workspace->object_mode;
/* note, when switching scenes the object can have editmode data but
* not be scene->obedit: bug 22954, this avoids calling self eternally */
if ((workspace->object_mode_restore & OB_MODE_EDIT) == 0)
2018-03-02 14:46:21 +11:00
ED_object_mode_toggle(C, workspace->object_mode);
workspace->object_mode = OB_MODE_EDIT;
2012-04-28 15:42:27 +00:00
if (ob->type == OB_MESH) {
BMEditMesh *em;
2012-04-28 15:42:27 +00:00
ok = 1;
const bool use_key_index = mesh_needs_keyindex(ob->data);
EDBM_mesh_make(ob, scene->toolsettings->selectmode, use_key_index);
em = BKE_editmesh_from_object(ob);
if (LIKELY(em)) {
/* order doesn't matter */
EDBM_mesh_normals_update(em);
BKE_editmesh_tessface_calc(em);
}
2012-04-28 15:42:27 +00:00
WM_event_add_notifier(C, NC_SCENE | ND_MODE | NS_EDITMODE_MESH, scene);
2009-09-16 17:43:09 +00:00
}
2012-04-28 15:42:27 +00:00
else if (ob->type == OB_ARMATURE) {
bArmature *arm = ob->data;
2009-09-16 17:43:09 +00:00
if (!arm) return;
/*
* The function BKE_object_obdata_is_libdata make a problem here, the
2009-09-16 17:43:09 +00:00
* check for ob->proxy return 0 and let blender enter to edit mode
* this causes a crash when you try leave the edit mode.
2009-09-16 17:43:09 +00:00
* The problem is that i can't remove the ob->proxy check from
* BKE_object_obdata_is_libdata that prevent the bugfix #6614, so
2009-09-16 17:43:09 +00:00
* i add this little hack here.
*/
if (ID_IS_LINKED(arm)) {
2009-09-16 17:43:09 +00:00
error_libdata();
return;
}
2012-04-28 15:42:27 +00:00
ok = 1;
ED_armature_to_edit(arm);
2009-09-16 17:43:09 +00:00
/* to ensure all goes in restposition and without striding */
DEG_id_tag_update(&ob->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME); /* XXX: should this be OB_RECALC_DATA? */
2012-04-28 15:42:27 +00:00
WM_event_add_notifier(C, NC_SCENE | ND_MODE | NS_EDITMODE_ARMATURE, scene);
2009-09-16 17:43:09 +00:00
}
2012-04-28 15:42:27 +00:00
else if (ob->type == OB_FONT) {
ok = 1;
ED_curve_editfont_make(ob);
2012-04-28 15:42:27 +00:00
WM_event_add_notifier(C, NC_SCENE | ND_MODE | NS_EDITMODE_TEXT, scene);
}
2012-04-28 15:42:27 +00:00
else if (ob->type == OB_MBALL) {
ok = 1;
ED_mball_editmball_make(ob);
2012-04-28 15:42:27 +00:00
WM_event_add_notifier(C, NC_SCENE | ND_MODE | NS_EDITMODE_MBALL, scene);
2009-09-16 17:43:09 +00:00
}
2012-04-28 15:42:27 +00:00
else if (ob->type == OB_LATTICE) {
ok = 1;
BKE_editlattice_make(ob);
2012-04-28 15:42:27 +00:00
WM_event_add_notifier(C, NC_SCENE | ND_MODE | NS_EDITMODE_LATTICE, scene);
2009-09-16 17:43:09 +00:00
}
2012-04-28 15:42:27 +00:00
else if (ob->type == OB_SURF || ob->type == OB_CURVE) {
ok = 1;
ED_curve_editnurb_make(ob);
2012-04-28 15:42:27 +00:00
WM_event_add_notifier(C, NC_SCENE | ND_MODE | NS_EDITMODE_CURVE, scene);
}
if (ok) {
DEG_id_tag_update(&ob->id, OB_RECALC_DATA);
Depsgraph: Initial groundwork for copy-on-write support < Dependency graph Copy-on-Write > -------------------------------- \ ^__^ \ (oo)\_______ (__)\ )\/\ ||----w | || || This is an initial commit of Copy-on-write support added to dependency graph. Main priority for now: get playback (Alt-A) and all operators (selection, transform etc) to work with the new concept of clear separation between evaluated data coming from dependency graph and original data coming from .blend file (and stored in bmain). = How does this work? = The idea is to support Copy-on-Write on the ID level. This means, we duplicate the whole ID before we cann it's evaluaiton function. This is currently done in the following way: - At the depsgraph construction time we create "shallow" copy of the ID datablock, just so we know it's pointer in memory and can use for function bindings. - At the evaluaiton time, the copy of ID get's "expanded" (needs a better name internally, so it does not conflict with expanding datablocks during library linking), which means the content of the datablock is being copied over and all IDs are getting remapped to the copied ones. Currently we do the whole copy, in the future we will support some tricks here to prevent duplicating geometry arrays (verts, edges, loops, faces and polys) when we don't need that. - Evaluation functions are operating on copied datablocks and never touching original datablock. - There are some cases when we need to know non-ID pointers for function bindings. This mainly applies to scene collections and armatures. The idea of dealing with this is to "expand" copy-on-write datablock at the dependency graph build time. This might introduce some slowdown to the dependency graph construction time, but allows us to have minimal changes in the code and avoid any hash look-up from evaluation function (one of the ideas to avoid using pointers as function bindings is to pass name of layer or a bone to the evaluation function and look up actual data based on that name). Currently there is a special function in depsgraph which does such a synchronization, in the future we might want to make it more generic. At some point we need to synchronize copy-on-write version of datablock with the original version. This happens, i.e., when we change active object or change selection. We don't want any actual evaluation of update flush happening for such thins, so now we have a special update tag: DEG_id_tag_update((id, DEG_TAG_COPY_ON_WRITE) - For the render engines we now have special call for the dependency graph to give evaluated datablock for the given original one. This isn't fully ideal but allows to have Cycles viewport render. This is definitely a subject for further investigation / improvement. This call will tag copy-on-write component tagged for update without causing updates to be flushed to any other objects, causing chain reaction of updates. This tag is handy when selection in the scene changes. This basically summarizes ideas underneath this commit. The code should be reasonably documented. Here is a demo of dependency graph with all copy-on-write stuff in it: https://developer.blender.org/F635468 = What to expect to (not) work? = - Only meshes are properly-ish aware of copy-on-write currently, Non-mesh geometry will probably crash or will not work at all. - Armatures will need similar depsgraph built-time expansion of the copied datablock. - There are some extra tags / relations added, to keep things demo-able but which are slowing things down for evaluation. - Edit mode works for until click selection is used (due to the selection code using EditDerivedMesh created ad-hoc). - Lots of tools will lack tagging synchronization of copied datablock for sync with original ID. = How to move forward? = There is some tedious work related on going over all the tools, checking whether they need to work with original or final evaluated object and make the required changes. Additionally, there need synchronization tag done in fair amount of tools and operators as well. For example, currently it's not possible to change render engine without re-opening the file or forcing dependency graph for re-build via python console. There is also now some thoughts required about copying evaluated properties between objects or from collection to a new object. Perhaps easiest way would be to move base flag flush to Object ID node and tag new objects for update instead of doing manual copy. here is some WIP patch which moves such evaluaiton / flush: https://developer.blender.org/F635479 Lots of TODOs in the code, with possible optimization. = How to test? = This is a feature under heavy development, so obviously it is disabled by default. The only reason it goes to 2.8 branch is to avoid possible merge hell. In order to enable this feature use WITH_DEPSGRAPH_COPY_ON_WRITE CMake configuration option.
2017-06-14 10:26:24 +02:00
/* This way we ensure scene's obedit is copied into all CoW scenes. */
DEG_id_tag_update(&scene->id, 0);
2009-09-16 17:43:09 +00:00
}
else {
workspace->object_mode &= ~OB_MODE_EDIT;
2012-04-28 15:42:27 +00:00
WM_event_add_notifier(C, NC_SCENE | ND_MODE | NS_MODE_OBJECT, scene);
2009-09-16 17:43:09 +00:00
}
ED_workspace_object_mode_sync_from_object(G.main->wm.first, workspace, ob);
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 *op)
2009-09-16 17:43:09 +00:00
{
WorkSpace *workspace = CTX_wm_workspace(C);
const int mode_flag = OB_MODE_EDIT;
2013-09-08 06:05:42 +00:00
const bool is_mode_set = (CTX_data_edit_object(C) != NULL);
Scene *scene = CTX_data_scene(C);
if (!is_mode_set) {
if (!ED_object_mode_compat_set(C, workspace, mode_flag, op->reports)) {
return OPERATOR_CANCELLED;
}
}
if (!is_mode_set)
ED_object_editmode_enter(C, EM_WAITCURSOR);
2009-09-16 17:43:09 +00:00
else
ED_object_editmode_exit(C, EM_FREEDATA | EM_FREEUNDO | EM_WAITCURSOR); /* had EM_DO_UNDO but op flag calls undo too [#24685] */
ED_space_image_uv_sculpt_update(CTX_wm_manager(C), scene);
2009-09-16 17:43:09 +00:00
return OPERATOR_FINISHED;
}
2009-09-16 17:43:09 +00:00
static int editmode_toggle_poll(bContext *C)
{
2009-09-16 17:43:09 +00:00
Object *ob = CTX_data_active_object(C);
/* covers proxies too */
if (ELEM(NULL, ob, ob->data) || ID_IS_LINKED(ob->data))
return 0;
const WorkSpace *workspace = CTX_wm_workspace(C);
/* if hidden but in edit mode, we still display */
if ((ob->restrictflag & OB_RESTRICT_VIEW) && !(workspace->object_mode & OB_MODE_EDIT)) {
return 0;
}
return OB_TYPE_SUPPORT_EDITMODE(ob->type);
}
2009-09-16 17:43:09 +00:00
void OBJECT_OT_editmode_toggle(wmOperatorType *ot)
{
2009-09-16 17:43:09 +00:00
/* 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 */
2012-04-28 15:42:27 +00:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
2009-09-16 17:43:09 +00:00
/* *************************** */
static int posemode_exec(bContext *C, wmOperator *op)
{
wmWindowManager *wm = CTX_wm_manager(C);
WorkSpace *workspace = CTX_wm_workspace(C);
2012-04-28 15:42:27 +00:00
Base *base = CTX_data_active_base(C);
Object *ob = base->object;
const int mode_flag = OB_MODE_POSE;
const bool is_mode_set = (workspace->object_mode & mode_flag) != 0;
if (!is_mode_set) {
if (!ED_object_mode_compat_set(C, workspace, mode_flag, op->reports)) {
return OPERATOR_CANCELLED;
}
}
if (ob->type == OB_ARMATURE) {
if (ob == CTX_data_edit_object(C)) {
ED_object_editmode_exit(C, EM_FREEDATA | EM_DO_UNDO);
2009-09-16 17:43:09 +00:00
ED_armature_enter_posemode(C, base);
}
else if (is_mode_set)
2009-09-16 17:43:09 +00:00
ED_armature_exit_posemode(C, base);
else
ED_armature_enter_posemode(C, base);
ED_workspace_object_mode_sync_from_object(wm, workspace, ob);
2009-09-16 17:43:09 +00:00
return OPERATOR_FINISHED;
}
2009-09-16 17:43:09 +00:00
return OPERATOR_PASS_THROUGH;
}
2009-09-16 17:43:09 +00:00
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;
2009-09-16 17:43:09 +00:00
/* flag */
2012-04-28 15:42:27 +00:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
static void copymenu_properties(ViewLayer *view_layer, Object *ob)
2009-09-16 17:43:09 +00:00
{
//XXX no longer used - to be removed - replaced by game_properties_copy_exec
2009-09-16 17:43:09 +00:00
bProperty *prop;
Base *base;
2012-04-28 15:42:27 +00:00
int nr, tot = 0;
2009-09-16 17:43:09 +00:00
char *str;
2012-04-28 15:42:27 +00:00
prop = ob->prop.first;
while (prop) {
2009-09-16 17:43:09 +00:00
tot++;
2012-04-28 15:42:27 +00:00
prop = prop->next;
2009-09-16 17:43:09 +00:00
}
2012-04-28 15:42:27 +00:00
str = MEM_callocN(50 + 33 * tot, "copymenu prop");
2009-09-16 17:43:09 +00:00
if (tot)
strcpy(str, "Copy Property %t|Replace All|Merge All|%l");
else
strcpy(str, "Copy Property %t|Clear All (no properties on active)");
2012-04-28 15:42:27 +00:00
tot = 0;
prop = ob->prop.first;
while (prop) {
2009-09-16 17:43:09 +00:00
tot++;
strcat(str, "|");
strcat(str, prop->name);
2012-04-28 15:42:27 +00:00
prop = prop->next;
2009-09-16 17:43:09 +00:00
}
2012-04-28 15:42:27 +00:00
nr = pupmenu(str);
2009-09-16 17:43:09 +00:00
2012-04-28 15:42:27 +00:00
if (nr == 1 || nr == 2) {
for (base = FIRSTBASE(view_layer); base; base = base->next) {
if ((base != BASACT(view_layer)) && (TESTBASELIB(base))) {
2012-04-28 15:42:27 +00:00
if (nr == 1) { /* replace */
BKE_bproperty_copy_list(&base->object->prop, &ob->prop);
}
else {
2012-04-28 15:42:27 +00:00
for (prop = ob->prop.first; prop; prop = prop->next) {
BKE_bproperty_object_set(base->object, prop);
2009-09-16 17:43:09 +00:00
}
}
}
2009-09-16 17:43:09 +00:00
}
}
2012-04-28 15:42:27 +00:00
else if (nr > 0) {
prop = BLI_findlink(&ob->prop, nr - 4); /* account for first 3 menu items & menu index starting at 1*/
2009-09-16 17:43:09 +00:00
if (prop) {
for (base = FIRSTBASE(view_layer); base; base = base->next) {
if ((base != BASACT(view_layer)) && (TESTBASELIB(base))) {
BKE_bproperty_object_set(base->object, prop);
}
}
}
}
2009-09-16 17:43:09 +00:00
MEM_freeN(str);
}
static void copymenu_logicbricks(ViewLayer *view_layer, Object *ob)
{
//XXX no longer used - to be removed - replaced by logicbricks_copy_exec
Base *base;
for (base = FIRSTBASE(view_layer); base; base = base->next) {
if (base->object != ob) {
if (TESTBASELIB(base)) {
2009-09-16 17:43:09 +00:00
/* first: free all logic */
free_sensors(&base->object->sensors);
2009-09-16 17:43:09 +00:00
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, 0);
copy_controllers(&base->object->controllers, &ob->controllers, 0);
copy_actuators(&base->object->actuators, &ob->actuators, 0);
2009-09-16 17:43:09 +00:00
set_sca_new_poins_ob(base->object);
/* some menu settings */
2012-04-28 15:42:27 +00:00
base->object->scavisflag = ob->scavisflag;
base->object->scaflag = ob->scaflag;
2009-09-16 17:43:09 +00:00
/* set the initial state */
2012-04-28 15:42:27 +00:00
base->object->state = ob->state;
base->object->init_state = ob->init_state;
}
}
}
}
2009-09-16 17:43:09 +00:00
/* both pointers should exist */
static void copy_texture_space(Object *to, Object *ob)
{
2012-04-28 15:42:27 +00:00
float *poin1 = NULL, *poin2 = NULL;
short texflag = 0;
2012-04-28 15:42:27 +00:00
if (ob->type == OB_MESH) {
texflag = ((Mesh *)ob->data)->texflag;
poin2 = ((Mesh *)ob->data)->loc;
2009-09-16 17:43:09 +00:00
}
else if (ELEM(ob->type, OB_CURVE, OB_SURF, OB_FONT)) {
2012-04-28 15:42:27 +00:00
texflag = ((Curve *)ob->data)->texflag;
poin2 = ((Curve *)ob->data)->loc;
2009-09-16 17:43:09 +00:00
}
2012-04-28 15:42:27 +00:00
else if (ob->type == OB_MBALL) {
texflag = ((MetaBall *)ob->data)->texflag;
poin2 = ((MetaBall *)ob->data)->loc;
2009-09-16 17:43:09 +00:00
}
else
return;
2012-04-28 15:42:27 +00:00
if (to->type == OB_MESH) {
((Mesh *)to->data)->texflag = texflag;
poin1 = ((Mesh *)to->data)->loc;
2009-09-16 17:43:09 +00:00
}
else if (ELEM(to->type, OB_CURVE, OB_SURF, OB_FONT)) {
2012-04-28 15:42:27 +00:00
((Curve *)to->data)->texflag = texflag;
poin1 = ((Curve *)to->data)->loc;
2009-09-16 17:43:09 +00:00
}
2012-04-28 15:42:27 +00:00
else if (to->type == OB_MBALL) {
((MetaBall *)to->data)->texflag = texflag;
poin1 = ((MetaBall *)to->data)->loc;
}
2009-09-16 17:43:09 +00:00
else
return;
2012-04-28 15:42:27 +00:00
memcpy(poin1, poin2, 9 * sizeof(float)); /* this was noted in DNA_mesh, curve, mball */
2009-09-16 17:43:09 +00:00
2012-04-28 15:42:27 +00:00
if (to->type == OB_MESH) {
2012-02-27 10:35:39 +00:00
/* pass */
}
else if (to->type == OB_MBALL) {
BKE_mball_texspace_calc(to);
2012-02-27 10:35:39 +00:00
}
else {
2012-05-05 21:28:12 +00:00
BKE_curve_texspace_calc(to->data);
2012-02-27 10:35:39 +00:00
}
}
/* UNUSED, keep in case we want to copy functionality for use elsewhere */
static void copy_attr(Main *bmain, Scene *scene, ViewLayer *view_layer, short event)
{
Object *ob;
Base *base;
2009-09-16 17:43:09 +00:00
Curve *cu, *cu1;
Nurb *nu;
bool do_depgraph_update = false;
if (ID_IS_LINKED(scene)) return;
2009-09-16 17:43:09 +00:00
if (!(ob = OBACT(view_layer))) return;
if (BKE_object_is_in_editmode(ob)) {
2009-09-16 17:43:09 +00:00
/* obedit_copymenu(); */
return;
}
2012-04-28 15:42:27 +00:00
if (event == 9) {
copymenu_properties(view_layer, ob);
2009-09-16 17:43:09 +00:00
return;
}
2012-04-28 15:42:27 +00:00
else if (event == 10) {
copymenu_logicbricks(view_layer, ob);
2009-09-16 17:43:09 +00:00
return;
}
2012-04-28 15:42:27 +00:00
else if (event == 24) {
/* moved to BKE_object_link_modifiers */
/* copymenu_modifiers(bmain, scene, v3d, ob); */
2009-09-16 17:43:09 +00:00
return;
}
for (base = FIRSTBASE(view_layer); base; base = base->next) {
if (base != BASACT(view_layer)) {
if (TESTBASELIB(base)) {
DEG_id_tag_update(&base->object->id, OB_RECALC_DATA);
2012-04-28 15:42:27 +00:00
if (event == 1) { /* loc */
copy_v3_v3(base->object->loc, ob->loc);
copy_v3_v3(base->object->dloc, ob->dloc);
2009-09-16 17:43:09 +00:00
}
2012-04-28 15:42:27 +00:00
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);
2009-09-16 17:43:09 +00:00
}
2012-04-28 15:42:27 +00:00
else if (event == 3) { /* size */
copy_v3_v3(base->object->size, ob->size);
copy_v3_v3(base->object->dscale, ob->dscale);
2009-09-16 17:43:09 +00:00
}
2012-04-28 15:42:27 +00:00
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;
2009-09-16 17:43:09 +00:00
}
2012-04-28 15:42:27 +00:00
else if (event == 5) { /* time offs */
base->object->sf = ob->sf;
2009-09-16 17:43:09 +00:00
}
2012-04-28 15:42:27 +00:00
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;
2009-09-16 17:43:09 +00:00
base->object->transflag &= ~OB_DUPLI;
base->object->transflag |= (ob->transflag & OB_DUPLI);
2012-04-28 15:42:27 +00:00
base->object->dup_group = ob->dup_group;
if (ob->dup_group)
id_us_plus(&ob->dup_group->id);
}
2012-04-28 15:42:27 +00:00
else if (event == 7) { /* mass */
base->object->mass = ob->mass;
2009-09-16 17:43:09 +00:00
}
2012-04-28 15:42:27 +00:00
else if (event == 8) { /* damping */
base->object->damping = ob->damping;
base->object->rdamping = ob->rdamping;
2009-09-16 17:43:09 +00:00
}
2012-04-28 15:42:27 +00:00
else if (event == 11) { /* all physical attributes */
2009-09-16 17:43:09 +00:00
base->object->gameflag = ob->gameflag;
base->object->inertia = ob->inertia;
base->object->formfactor = ob->formfactor;
2012-04-28 15:42:27 +00:00
base->object->damping = ob->damping;
base->object->rdamping = ob->rdamping;
base->object->min_vel = ob->min_vel;
base->object->max_vel = ob->max_vel;
base->object->min_angvel = ob->min_angvel;
base->object->max_angvel = ob->max_angvel;
2009-09-16 17:43:09 +00:00
if (ob->gameflag & OB_BOUNDS) {
base->object->collision_boundtype = ob->collision_boundtype;
2009-09-16 17:43:09 +00:00
}
2012-04-28 15:42:27 +00:00
base->object->margin = ob->margin;
base->object->bsoft = copy_bulletsoftbody(ob->bsoft, 0);
2009-09-16 17:43:09 +00:00
}
2012-04-28 15:42:27 +00:00
else if (event == 17) { /* tex space */
2009-09-16 17:43:09 +00:00
copy_texture_space(base->object, ob);
}
2012-04-28 15:42:27 +00:00
else if (event == 18) { /* font settings */
2009-09-16 17:43:09 +00:00
2012-04-28 15:42:27 +00:00
if (base->object->type == ob->type) {
cu = ob->data;
cu1 = base->object->data;
cu1->spacemode = cu->spacemode;
cu1->align_y = cu->align_y;
2012-04-28 15:42:27 +00:00
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)
id_us_min(&cu1->vfont->id);
2012-04-28 15:42:27 +00:00
cu1->vfont = cu->vfont;
2009-09-16 17:43:09 +00:00
id_us_plus((ID *)cu1->vfont);
if (cu1->vfontb)
id_us_min(&cu1->vfontb->id);
2012-04-28 15:42:27 +00:00
cu1->vfontb = cu->vfontb;
2009-09-16 17:43:09 +00:00
id_us_plus((ID *)cu1->vfontb);
if (cu1->vfonti)
id_us_min(&cu1->vfonti->id);
2012-04-28 15:42:27 +00:00
cu1->vfonti = cu->vfonti;
2009-09-16 17:43:09 +00:00
id_us_plus((ID *)cu1->vfonti);
if (cu1->vfontbi)
id_us_min(&cu1->vfontbi->id);
2012-04-28 15:42:27 +00:00
cu1->vfontbi = cu->vfontbi;
id_us_plus((ID *)cu1->vfontbi);
2009-09-16 17:43:09 +00:00
BLI_strncpy(cu1->family, cu->family, sizeof(cu1->family));
2009-09-16 17:43:09 +00:00
DEG_id_tag_update(&base->object->id, OB_RECALC_DATA);
}
}
2012-04-28 15:42:27 +00:00
else if (event == 19) { /* bevel settings */
if (ELEM(base->object->type, OB_CURVE, OB_FONT)) {
2012-04-28 15:42:27 +00:00
cu = ob->data;
cu1 = base->object->data;
2009-09-16 17:43:09 +00:00
2012-04-28 15:42:27 +00:00
cu1->bevobj = cu->bevobj;
cu1->taperobj = cu->taperobj;
cu1->width = cu->width;
cu1->bevresol = cu->bevresol;
cu1->ext1 = cu->ext1;
cu1->ext2 = cu->ext2;
2009-09-16 17:43:09 +00:00
DEG_id_tag_update(&base->object->id, OB_RECALC_DATA);
}
2009-09-16 17:43:09 +00:00
}
2012-04-28 15:42:27 +00:00
else if (event == 25) { /* curve resolution */
2009-09-16 17:43:09 +00:00
if (ELEM(base->object->type, OB_CURVE, OB_FONT)) {
2012-04-28 15:42:27 +00:00
cu = ob->data;
cu1 = base->object->data;
2009-09-16 17:43:09 +00:00
2012-04-28 15:42:27 +00:00
cu1->resolu = cu->resolu;
cu1->resolu_ren = cu->resolu_ren;
2009-09-16 17:43:09 +00:00
2012-04-28 15:42:27 +00:00
nu = cu1->nurb.first;
2009-09-16 17:43:09 +00:00
while (nu) {
2012-04-28 15:42:27 +00:00
nu->resolu = cu1->resolu;
nu = nu->next;
}
2009-09-16 17:43:09 +00:00
DEG_id_tag_update(&base->object->id, OB_RECALC_DATA);
}
}
2012-04-28 15:42:27 +00:00
else if (event == 21) {
if (base->object->type == OB_MESH) {
2009-09-16 17:43:09 +00:00
ModifierData *md = modifiers_findByType(ob, eModifierType_Subsurf);
2009-09-16 17:43:09 +00:00
if (md) {
ModifierData *tmd = modifiers_findByType(base->object, eModifierType_Subsurf);
2009-09-16 17:43:09 +00:00
if (!tmd) {
tmd = modifier_new(eModifierType_Subsurf);
BLI_addtail(&base->object->modifiers, tmd);
}
2009-09-16 17:43:09 +00:00
modifier_copyData(md, tmd);
DEG_id_tag_update(&base->object->id, OB_RECALC_DATA);
}
}
}
2012-04-28 15:42:27 +00:00
else if (event == 22) {
2009-09-16 17:43:09 +00:00
/* Copy the constraint channels over */
BKE_constraints_copy(&base->object->constraints, &ob->constraints, true);
2009-09-16 17:43:09 +00:00
do_depgraph_update = true;
}
2012-04-28 15:42:27 +00:00
else if (event == 23) {
base->object->softflag = ob->softflag;
if (base->object->soft) sbFree(base->object->soft);
2009-09-16 17:43:09 +00:00
base->object->soft = copy_softbody(ob->soft, 0);
2009-09-16 17:43:09 +00:00
if (!modifiers_findByType(base->object, eModifierType_Softbody)) {
BLI_addhead(&base->object->modifiers, modifier_new(eModifierType_Softbody));
}
}
2012-04-28 15:42:27 +00:00
else if (event == 26) {
2009-09-16 17:43:09 +00:00
#if 0 // XXX old animation system
BKE_nlastrip_copy(s(&base->object->nlastrips, &ob->nlastrips);
2009-09-16 17:43:09 +00:00
#endif // XXX old animation system
}
2012-04-28 15:42:27 +00:00
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)
2009-09-16 17:43:09 +00:00
cme->flag |= ME_AUTOSMOOTH;
else
cme->flag &= ~ME_AUTOSMOOTH;
}
}
2012-04-28 15:42:27 +00:00
else if (event == 28) { /* UV orco */
if (ELEM(base->object->type, OB_CURVE, OB_SURF)) {
2012-04-28 15:42:27 +00:00
cu = ob->data;
cu1 = base->object->data;
if (cu->flag & CU_UV_ORCO)
2009-09-16 17:43:09 +00:00
cu1->flag |= CU_UV_ORCO;
else
cu1->flag &= ~CU_UV_ORCO;
}
}
2012-04-28 15:42:27 +00:00
else if (event == 29) { /* protected bits */
base->object->protectflag = ob->protectflag;
}
2012-04-28 15:42:27 +00:00
else if (event == 30) { /* index object */
base->object->index = ob->index;
2009-09-16 17:43:09 +00:00
}
2012-04-28 15:42:27 +00:00
else if (event == 31) { /* object color */
copy_v4_v4(base->object->col, ob->col);
}
}
}
}
2009-09-16 17:43:09 +00:00
if (do_depgraph_update)
DEG_relations_tag_update(bmain);
}
static void UNUSED_FUNCTION(copy_attr_menu) (Main *bmain, Scene *scene, ViewLayer *view_layer, Object *obedit)
{
2009-09-16 17:43:09 +00:00
Object *ob;
short event;
char str[512];
if (!(ob = OBACT(view_layer))) return;
if (obedit) {
/* if (ob->type == OB_MESH) */
/* XXX mesh_copy_menu(); */
2009-09-16 17:43:09 +00:00
return;
}
2009-09-16 17:43:09 +00:00
/* Object Mode */
2009-09-16 17:43:09 +00:00
/* 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");
2009-09-16 17:43:09 +00:00
if ((ob->type == OB_FONT) || (ob->type == OB_CURVE)) {
strcat(str, "|Curve Resolution %x25");
}
2012-04-28 15:42:27 +00:00
if (ob->type == OB_MESH) {
strcat(str, "|Subsurf Settings %x21|AutoSmooth %x27");
2009-09-16 17:43:09 +00:00
}
if (ob->soft) strcat(str, "|Soft Body Settings %x23");
strcat(str, "|Pass Index %x30");
2012-04-28 15:42:27 +00:00
if (ob->type == OB_MESH || ob->type == OB_CURVE || ob->type == OB_LATTICE || ob->type == OB_SURF) {
strcat(str, "|Modifiers ... %x24");
2009-09-16 17:43:09 +00:00
}
2012-04-28 15:42:27 +00:00
event = pupmenu(str);
if (event <= 0) return;
2009-09-16 17:43:09 +00:00
copy_attr(bmain, scene, view_layer, event);
}
/* ******************* force field toggle operator ***************** */
void ED_object_check_force_modifiers(Main *bmain, Scene *scene, Object *object, eObjectMode object_mode)
{
PartDeflect *pd = object->pd;
ModifierData *md = modifiers_findByType(object, eModifierType_Surface);
/* add/remove modifier as needed */
if (!md) {
if (pd && (pd->shape == PFIELD_SHAPE_SURFACE) && !ELEM(pd->forcefield, 0, PFIELD_GUIDE, PFIELD_TEXTURE)) {
if (ELEM(object->type, OB_MESH, OB_SURF, OB_FONT, OB_CURVE)) {
ED_object_modifier_add(NULL, bmain, scene, object, object_mode, NULL, eModifierType_Surface);
}
}
}
else {
if (!pd || (pd->shape != PFIELD_SHAPE_SURFACE) || ELEM(pd->forcefield, 0, PFIELD_GUIDE, PFIELD_TEXTURE)) {
ED_object_modifier_remove(NULL, bmain, object, md);
}
}
}
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);
else if (ob->pd->forcefield == 0)
ob->pd->forcefield = PFIELD_FORCE;
else
ob->pd->forcefield = 0;
const WorkSpace *workspace = CTX_wm_workspace(C);
ED_object_check_force_modifiers(CTX_data_main(C), CTX_data_scene(C), ob, workspace->object_mode);
WM_event_add_notifier(C, NC_OBJECT | ND_DRAW, ob);
WM_event_add_notifier(C, NC_OBJECT | ND_MODIFIER, ob);
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 */
2012-04-28 15:42:27 +00:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ********************************************** */
/* Motion Paths */
/* For the objects with animation: 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)
{
struct Main *bmain = CTX_data_main(C);
EvaluationContext eval_ctx;
CTX_data_eval_ctx(C, &eval_ctx);
ListBase targets = {NULL, NULL};
/* loop over objects in scene */
2012-06-05 21:54:21 +00:00
CTX_DATA_BEGIN(C, Object *, ob, selected_editable_objects)
{
/* set flag to force recalc, then grab path(s) from object */
ob->avs.recalc |= ANIMVIZ_RECALC_PATHS;
animviz_get_object_motionpaths(ob, &targets);
}
CTX_DATA_END;
/* recalculate paths, then free */
animviz_calc_motionpaths(&eval_ctx, bmain, scene, &targets);
BLI_freelistN(&targets);
}
/* show popup to determine settings */
static int object_calculate_paths_invoke(bContext *C, wmOperator *op, const wmEvent *UNUSED(event))
{
Object *ob = CTX_data_active_object(C);
if (ob == NULL)
return OPERATOR_CANCELLED;
/* set default settings from existing/stored settings */
{
bAnimVizSettings *avs = &ob->avs;
RNA_int_set(op->ptr, "start_frame", avs->path_sf);
RNA_int_set(op->ptr, "end_frame", avs->path_ef);
}
/* show popup dialog to allow editing of range... */
2012-07-07 22:51:57 +00:00
/* FIXME: hardcoded dimensions here are just arbitrary */
return WM_operator_props_dialog_popup(C, op, 10 * UI_UNIT_X, 10 * UI_UNIT_Y);
}
/* Calculate/recalculate whole paths (avs.path_sf to avs.path_ef) */
2012-04-28 15:42:27 +00:00
static int object_calculate_paths_exec(bContext *C, wmOperator *op)
{
2012-04-28 15:42:27 +00:00
Scene *scene = CTX_data_scene(C);
int start = RNA_int_get(op->ptr, "start_frame");
int end = RNA_int_get(op->ptr, "end_frame");
/* set up path data for bones being calculated */
2012-06-05 21:54:21 +00:00
CTX_DATA_BEGIN(C, Object *, ob, selected_editable_objects)
{
bAnimVizSettings *avs = &ob->avs;
/* grab baking settings from operator settings */
avs->path_sf = start;
avs->path_ef = end;
/* verify that the selected object has the appropriate settings */
animviz_verify_motionpaths(op->reports, scene, ob, NULL);
}
CTX_DATA_END;
/* calculate the paths for objects that have them (and are tagged to get refreshed) */
ED_objects_recalculate_paths(C, scene);
/* notifiers for updates */
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL);
return OPERATOR_FINISHED;
}
2012-04-28 15:42:27 +00:00
void OBJECT_OT_paths_calculate(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Calculate Object Paths";
ot->idname = "OBJECT_OT_paths_calculate";
ot->description = "Calculate motion paths for the selected objects";
/* api callbacks */
ot->invoke = object_calculate_paths_invoke;
ot->exec = object_calculate_paths_exec;
ot->poll = ED_operator_object_active_editable;
/* flags */
2012-04-28 15:42:27 +00:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* properties */
RNA_def_int(ot->srna, "start_frame", 1, MINAFRAME, MAXFRAME, "Start",
2012-06-05 21:54:21 +00:00
"First frame to calculate object paths on", MINFRAME, MAXFRAME / 2.0);
RNA_def_int(ot->srna, "end_frame", 250, MINAFRAME, MAXFRAME, "End",
2012-06-05 21:54:21 +00:00
"Last frame to calculate object paths on", MINFRAME, MAXFRAME / 2.0);
}
/* --------- */
static int object_update_paths_poll(bContext *C)
{
if (ED_operator_object_active_editable(C)) {
Object *ob = ED_object_active_context(C);
return (ob->avs.path_bakeflag & MOTIONPATH_BAKE_HAS_PATHS) != 0;
}
return false;
}
static int object_update_paths_exec(bContext *C, wmOperator *UNUSED(op))
{
Scene *scene = CTX_data_scene(C);
if (scene == NULL)
return OPERATOR_CANCELLED;
/* calculate the paths for objects that have them (and are tagged to get refreshed) */
ED_objects_recalculate_paths(C, scene);
/* notifiers for updates */
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL);
return OPERATOR_FINISHED;
}
void OBJECT_OT_paths_update(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Update Object Paths";
ot->idname = "OBJECT_OT_paths_update";
ot->description = "Recalculate paths for selected objects";
/* api callbakcs */
ot->exec = object_update_paths_exec;
ot->poll = object_update_paths_poll;
/* flags */
2012-06-05 21:54:21 +00:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* --------- */
/* Helper for ED_objects_clear_paths() */
static void object_clear_mpath(Object *ob)
{
if (ob->mpath) {
animviz_free_motionpath(ob->mpath);
ob->mpath = NULL;
ob->avs.path_bakeflag &= ~MOTIONPATH_BAKE_HAS_PATHS;
}
}
/* Clear motion paths for all objects */
void ED_objects_clear_paths(bContext *C, bool only_selected)
{
if (only_selected) {
/* loop over all selected + sedtiable objects in scene */
CTX_DATA_BEGIN(C, Object *, ob, selected_editable_objects)
{
object_clear_mpath(ob);
}
CTX_DATA_END;
}
else {
/* loop over all edtiable objects in scene */
CTX_DATA_BEGIN(C, Object *, ob, editable_objects)
{
object_clear_mpath(ob);
}
CTX_DATA_END;
}
}
/* operator callback for this */
static int object_clear_paths_exec(bContext *C, wmOperator *op)
{
bool only_selected = RNA_boolean_get(op->ptr, "only_selected");
/* use the backend function for this */
ED_objects_clear_paths(C, only_selected);
/* notifiers for updates */
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL);
return OPERATOR_FINISHED;
}
/* operator callback/wrapper */
static int object_clear_paths_invoke(bContext *C, wmOperator *op, const wmEvent *evt)
{
if ((evt->shift) && !RNA_struct_property_is_set(op->ptr, "only_selected")) {
RNA_boolean_set(op->ptr, "only_selected", true);
}
return object_clear_paths_exec(C, op);
}
2012-04-28 15:42:27 +00:00
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 all objects, hold Shift key for selected objects only";
/* api callbacks */
ot->invoke = object_clear_paths_invoke;
ot->exec = object_clear_paths_exec;
ot->poll = ED_operator_object_active_editable;
/* flags */
2012-04-28 15:42:27 +00:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* properties */
ot->prop = RNA_def_boolean(ot->srna, "only_selected", false, "Only Selected",
"Only clear paths from selected objects");
RNA_def_property_flag(ot->prop, PROP_SKIP_SAVE);
}
/********************** Smooth/Flat *********************/
static int shade_smooth_exec(bContext *C, wmOperator *op)
{
ID *data;
Curve *cu;
Nurb *nu;
int clear = (STREQ(op->idname, "OBJECT_OT_shade_flat"));
bool done = false, linked_data = false;
2012-06-05 21:54:21 +00:00
CTX_DATA_BEGIN(C, Object *, ob, selected_editable_objects)
{
data = ob->data;
if (data && ID_IS_LINKED(data)) {
linked_data = true;
continue;
}
2012-04-28 15:42:27 +00:00
if (ob->type == OB_MESH) {
2012-05-05 21:28:12 +00:00
BKE_mesh_smooth_flag_set(ob, !clear);
BKE_mesh_batch_cache_dirty(ob->data, BKE_MESH_BATCH_DIRTY_ALL);
DEG_id_tag_update(&ob->id, OB_RECALC_DATA);
2012-04-28 15:42:27 +00:00
WM_event_add_notifier(C, NC_OBJECT | ND_DRAW, ob);
done = true;
}
else if (ELEM(ob->type, OB_SURF, OB_CURVE)) {
2012-04-28 15:42:27 +00:00
cu = ob->data;
2012-04-28 15:42:27 +00:00
for (nu = cu->nurb.first; nu; nu = nu->next) {
if (!clear) nu->flag |= ME_SMOOTH;
else nu->flag &= ~ME_SMOOTH;
}
DEG_id_tag_update(&ob->id, OB_RECALC_DATA);
2012-04-28 15:42:27 +00:00
WM_event_add_notifier(C, NC_OBJECT | ND_DRAW, ob);
done = true;
}
}
CTX_DATA_END;
if (linked_data)
2014-01-21 20:18:07 +01:00
BKE_report(op->reports, RPT_WARNING, "Can't edit linked mesh or curve data");
2012-04-28 15:42:27 +00:00
return (done) ? OPERATOR_FINISHED : OPERATOR_CANCELLED;
}
static int shade_poll(bContext *C)
{
return (CTX_data_edit_object(C) == NULL);
}
void OBJECT_OT_shade_flat(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Shade Flat";
ot->description = "Render and display faces uniform, using Face Normals";
ot->idname = "OBJECT_OT_shade_flat";
/* api callbacks */
ot->poll = shade_poll;
ot->exec = shade_smooth_exec;
/* flags */
2012-04-28 15:42:27 +00:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
void OBJECT_OT_shade_smooth(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Shade Smooth";
ot->description = "Render and display faces smooth, using interpolated Vertex Normals";
ot->idname = "OBJECT_OT_shade_smooth";
/* api callbacks */
ot->poll = shade_poll;
ot->exec = shade_smooth_exec;
/* flags */
2012-04-28 15:42:27 +00:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ********************** */
static void UNUSED_FUNCTION(image_aspect) (Scene *scene, ViewLayer *view_layer, Object *obedit)
{
/* 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 (obedit) return;
if (ID_IS_LINKED(scene)) return;
for (base = FIRSTBASE(view_layer); base; base = base->next) {
if (TESTBASELIB(base)) {
2012-04-28 15:42:27 +00:00
ob = base->object;
done = false;
2012-04-28 15:42:27 +00:00
for (a = 1; a <= ob->totcol; a++) {
ma = give_current_material(ob, a);
if (ma) {
2012-04-28 15:42:27 +00:00
for (b = 0; b < MAX_MTEX; b++) {
if (ma->mtex[b] && ma->mtex[b]->tex) {
2012-04-28 15:42:27 +00:00
tex = ma->mtex[b]->tex;
if (tex->type == TEX_IMAGE && tex->ima) {
ImBuf *ibuf = BKE_image_acquire_ibuf(tex->ima, NULL, NULL);
/* texturespace */
2012-04-28 15:42:27 +00:00
space = 1.0;
if (ob->type == OB_MESH) {
float size[3];
2012-05-05 21:28:12 +00:00
BKE_mesh_texspace_get(ob->data, NULL, NULL, size);
2012-04-28 15:42:27 +00:00
space = size[0] / size[1];
}
else if (ELEM(ob->type, OB_CURVE, OB_FONT, OB_SURF)) {
float size[3];
BKE_curve_texspace_get(ob->data, NULL, NULL, size);
space = size[0] / size[1];
}
2012-04-28 15:42:27 +00:00
x = ibuf->x / space;
y = ibuf->y;
2012-04-28 15:42:27 +00:00
if (x > y) ob->size[0] = ob->size[1] * x / y;
else ob->size[1] = ob->size[0] * y / x;
done = true;
DEG_id_tag_update(&ob->id, OB_RECALC_OB);
BKE_image_release_ibuf(tex->ima, ibuf, NULL);
}
}
if (done) break;
}
}
if (done) break;
}
}
}
}
static const EnumPropertyItem *object_mode_set_itemsf(
bContext *C, PointerRNA *UNUSED(ptr), PropertyRNA *UNUSED(prop), bool *r_free)
{
const EnumPropertyItem *input = rna_enum_object_mode_items;
2012-04-28 15:42:27 +00:00
EnumPropertyItem *item = NULL;
2009-08-16 16:35:14 +00:00
Object *ob;
bGPdata *gpd;
2012-04-28 15:42:27 +00:00
int totitem = 0;
if (!C) /* needed for docs */
return rna_enum_object_mode_items;
2009-08-16 16:35:14 +00:00
ob = CTX_data_active_object(C);
if (ob) {
const bool use_mode_particle_edit = (BLI_listbase_is_empty(&ob->particlesystem) == false) ||
(ob->soft != NULL) ||
(modifiers_findByType(ob, eModifierType_Cloth) != NULL);
while (input->identifier) {
if ((input->value == OB_MODE_EDIT && OB_TYPE_SUPPORT_EDITMODE(ob->type)) ||
(input->value == OB_MODE_POSE && (ob->type == OB_ARMATURE)) ||
(input->value == OB_MODE_PARTICLE_EDIT && use_mode_particle_edit) ||
(ELEM(input->value, OB_MODE_SCULPT, OB_MODE_VERTEX_PAINT,
OB_MODE_WEIGHT_PAINT, OB_MODE_TEXTURE_PAINT) && (ob->type == OB_MESH)) ||
(input->value == OB_MODE_OBJECT))
{
RNA_enum_item_add(&item, &totitem, input);
}
input++;
}
}
else {
/* We need at least this one! */
RNA_enum_items_add_value(&item, &totitem, input, OB_MODE_OBJECT);
}
/* On top of all the rest, GPencil Stroke Edit Mode
* is available if there's a valid gp datablock...
*/
gpd = CTX_data_gpencil_data(C);
if (gpd) {
RNA_enum_items_add_value(&item, &totitem, rna_enum_object_mode_items, OB_MODE_GPENCIL);
}
RNA_enum_item_end(&item, &totitem);
*r_free = true;
return item;
}
static int object_mode_set_poll(bContext *C)
{
/* Since Grease Pencil editmode is also handled here,
* we have a special exception for allowing this operator
* to still work in that case when there's no active object
* so that users can exit editmode this way as per normal.
*/
if (ED_operator_object_active_editable(C))
return true;
else
return (CTX_data_gpencil_data(C) != NULL);
}
static int object_mode_set_exec(bContext *C, wmOperator *op)
{
WorkSpace *workspace = CTX_wm_workspace(C);
2012-04-28 15:42:27 +00:00
Object *ob = CTX_data_active_object(C);
bGPdata *gpd = CTX_data_gpencil_data(C);
eObjectMode mode = RNA_enum_get(op->ptr, "mode");
eObjectMode restore_mode = workspace->object_mode;
2014-02-03 18:55:59 +11:00
const bool toggle = RNA_boolean_get(op->ptr, "toggle");
if (gpd) {
/* GP Mode is not bound to a specific object. Therefore,
* we don't want it to be actually saved on any objects,
* as weirdness can happen if you select other objects,
* or load old files.
*
* Instead, we use the following 2 rules to ensure that
* the mode selector works as expected:
* 1) If there's no object, we want to enter editmode.
* (i.e. with no object, we're in object mode)
* 2) Otherwise, exit stroke editmode, so that we can
* enter another mode...
*/
if (!ob || (gpd->flag & GP_DATA_STROKE_EDITMODE)) {
WM_operator_name_call(C, "GPENCIL_OT_editmode_toggle", WM_OP_EXEC_REGION_WIN, NULL);
}
}
if (!ob || !ED_object_mode_compat_test(ob, mode))
return OPERATOR_PASS_THROUGH;
if (workspace->object_mode != mode) {
/* we should be able to remove this call, each operator calls */
ED_object_mode_compat_set(C, workspace, mode, op->reports);
}
/* Exit current mode if it's not the mode we're setting */
if (mode != OB_MODE_OBJECT && (workspace->object_mode != mode || toggle)) {
/* Enter new mode */
ED_object_mode_toggle(C, mode);
}
if (toggle) {
/* Special case for Object mode! */
if ((mode == OB_MODE_OBJECT) &&
(restore_mode == OB_MODE_OBJECT) &&
(workspace->object_mode_restore != OB_MODE_OBJECT))
{
2018-03-02 14:46:21 +11:00
ED_object_mode_toggle(C, workspace->object_mode_restore);
}
else if (workspace->object_mode == mode) {
/* For toggling, store old mode so we know what to go back to */
workspace->object_mode_restore = restore_mode;
}
else if (!ELEM(workspace->object_mode_restore, mode, OB_MODE_OBJECT)) {
2018-03-02 14:46:21 +11:00
ED_object_mode_toggle(C, workspace->object_mode_restore);
}
}
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 = object_mode_set_poll; //ED_operator_object_active_editable;
/* flags */
ot->flag = 0; /* no register/undo here, leave it to operators being called */
ot->prop = RNA_def_enum(ot->srna, "mode", rna_enum_object_mode_items, OB_MODE_OBJECT, "Mode", "");
RNA_def_enum_funcs(ot->prop, object_mode_set_itemsf);
RNA_def_property_flag(ot->prop, PROP_SKIP_SAVE);
prop = RNA_def_boolean(ot->srna, "toggle", 0, "Toggle", "");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
}
2009-09-16 17:43:09 +00:00
/************************ Game Properties ***********************/
static int game_property_new_exec(bContext *C, wmOperator *op)
2009-09-16 17:43:09 +00:00
{
2012-04-28 15:42:27 +00:00
Object *ob = CTX_data_active_object(C);
2009-09-16 17:43:09 +00:00
bProperty *prop;
char name[MAX_NAME];
2012-04-28 15:42:27 +00:00
int type = RNA_enum_get(op->ptr, "type");
2009-09-16 17:43:09 +00:00
prop = BKE_bproperty_new(type);
2009-09-16 17:43:09 +00:00
BLI_addtail(&ob->prop, prop);
RNA_string_get(op->ptr, "name", name);
if (name[0] != '\0') {
BLI_strncpy(prop->name, name, sizeof(prop->name));
}
BLI_uniquename(&ob->prop, prop, DATA_("Property"), '.', offsetof(bProperty, name), sizeof(prop->name));
2009-09-16 17:43:09 +00:00
WM_event_add_notifier(C, NC_LOGIC, NULL);
2009-09-16 17:43:09 +00:00
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";
2009-09-16 17:43:09 +00:00
/* api callbacks */
ot->exec = game_property_new_exec;
ot->poll = ED_operator_object_active_editable;
2009-09-16 17:43:09 +00:00
/* flags */
2012-04-28 15:42:27 +00:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
RNA_def_enum(ot->srna, "type", rna_enum_gameproperty_type_items, GPROP_FLOAT, "Type", "Type of game property to add");
RNA_def_string(ot->srna, "name", NULL, MAX_NAME, "Name", "Name of the game property to add");
2009-09-16 17:43:09 +00:00
}
static int game_property_remove_exec(bContext *C, wmOperator *op)
2009-09-16 17:43:09 +00:00
{
2012-04-28 15:42:27 +00:00
Object *ob = CTX_data_active_object(C);
2009-09-16 17:43:09 +00:00
bProperty *prop;
2012-04-28 15:42:27 +00:00
int index = RNA_int_get(op->ptr, "index");
2009-09-16 17:43:09 +00:00
if (!ob)
2009-09-16 17:43:09 +00:00
return OPERATOR_CANCELLED;
2012-04-28 15:42:27 +00:00
prop = BLI_findlink(&ob->prop, index);
2009-09-16 17:43:09 +00:00
if (prop) {
2009-09-16 17:43:09 +00:00
BLI_remlink(&ob->prop, prop);
BKE_bproperty_free(prop);
WM_event_add_notifier(C, NC_LOGIC, NULL);
2009-09-16 17:43:09 +00:00
return OPERATOR_FINISHED;
}
else {
return OPERATOR_CANCELLED;
}
2009-09-16 17:43:09 +00:00
}
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";
2009-09-16 17:43:09 +00:00
/* api callbacks */
ot->exec = game_property_remove_exec;
ot->poll = ED_operator_object_active_editable;
2009-09-16 17:43:09 +00:00
/* flags */
2012-04-28 15:42:27 +00:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
2009-09-16 17:43:09 +00:00
RNA_def_int(ot->srna, "index", 0, 0, INT_MAX, "Index", "Property index to remove ", 0, INT_MAX);
}
#define GAME_PROPERTY_MOVE_UP 1
#define GAME_PROPERTY_MOVE_DOWN -1
static int game_property_move(bContext *C, wmOperator *op)
{
Object *ob = CTX_data_active_object(C);
bProperty *prop;
bProperty *otherprop = NULL;
const int index = RNA_int_get(op->ptr, "index");
2015-05-24 23:49:54 +10:00
const int dir = RNA_enum_get(op->ptr, "direction");
if (ob == NULL)
return OPERATOR_CANCELLED;
prop = BLI_findlink(&ob->prop, index);
/* invalid index */
if (prop == NULL)
return OPERATOR_CANCELLED;
if (dir == GAME_PROPERTY_MOVE_UP) {
otherprop = prop->prev;
}
else if (dir == GAME_PROPERTY_MOVE_DOWN) {
otherprop = prop->next;
}
else {
BLI_assert(0);
}
if (prop && otherprop) {
BLI_listbase_swaplinks(&ob->prop, prop, otherprop);
WM_event_add_notifier(C, NC_LOGIC, NULL);
return OPERATOR_FINISHED;
}
else {
return OPERATOR_CANCELLED;
}
}
void OBJECT_OT_game_property_move(wmOperatorType *ot)
{
static const EnumPropertyItem direction_property_move[] = {
{GAME_PROPERTY_MOVE_UP, "UP", 0, "Up", ""},
{GAME_PROPERTY_MOVE_DOWN, "DOWN", 0, "Down", ""},
{0, NULL, 0, NULL, NULL}
};
PropertyRNA *prop;
/* identifiers */
ot->name = "Move Game Property";
ot->description = "Move game property";
ot->idname = "OBJECT_OT_game_property_move";
/* api callbacks */
ot->exec = game_property_move;
ot->poll = ED_operator_object_active_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* properties */
prop = RNA_def_int(ot->srna, "index", 0, 0, INT_MAX, "Index", "Property index to move", 0, INT_MAX);
RNA_def_property_flag(prop, PROP_HIDDEN);
RNA_def_enum(ot->srna, "direction", direction_property_move, 0, "Direction",
"Direction for moving the property");
}
#undef GAME_PROPERTY_MOVE_UP
#undef GAME_PROPERTY_MOVE_DOWN
2012-04-28 15:42:27 +00:00
#define COPY_PROPERTIES_REPLACE 1
#define COPY_PROPERTIES_MERGE 2
#define COPY_PROPERTIES_COPY 3
static const 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", ""},
2012-06-05 21:54:21 +00:00
{0, NULL, 0, NULL, NULL}
};
static const EnumPropertyItem *gameprops_itemf(bContext *C, PointerRNA *UNUSED(ptr), PropertyRNA *UNUSED(prop), bool *r_free)
{
2012-04-28 15:42:27 +00:00
Object *ob = ED_object_active_context(C);
EnumPropertyItem tmp = {0, "", 0, "", ""};
2012-04-28 15:42:27 +00:00
EnumPropertyItem *item = NULL;
bProperty *prop;
2012-04-28 15:42:27 +00:00
int a, totitem = 0;
if (!ob)
return DummyRNA_NULL_items;
2012-04-28 15:42:27 +00:00
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);
*r_free = true;
return item;
}
static int game_property_copy_exec(bContext *C, wmOperator *op)
{
2012-04-28 15:42:27 +00:00
Object *ob = ED_object_active_context(C);
bProperty *prop;
int type = RNA_enum_get(op->ptr, "operation");
2012-04-28 15:42:27 +00:00
int propid = RNA_enum_get(op->ptr, "property");
if (propid > 0) { /* copy */
2012-04-28 15:42:27 +00:00
prop = BLI_findlink(&ob->prop, propid - 1);
if (prop) {
2012-06-05 21:54:21 +00:00
CTX_DATA_BEGIN(C, Object *, ob_iter, selected_editable_objects)
{
if (ob != ob_iter)
BKE_bproperty_object_set(ob_iter, prop);
} CTX_DATA_END;
}
}
else {
2012-06-05 21:54:21 +00:00
CTX_DATA_BEGIN(C, Object *, ob_iter, selected_editable_objects)
{
if (ob != ob_iter) {
if (type == COPY_PROPERTIES_REPLACE) {
BKE_bproperty_copy_list(&ob_iter->prop, &ob->prop);
}
else {
/* merge - the default when calling with no argument */
for (prop = ob->prop.first; prop; prop = prop->next) {
BKE_bproperty_object_set(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";
ot->description = "Copy/merge/replace a game property from active object to all selected objects";
/* api callbacks */
ot->exec = game_property_copy_exec;
ot->poll = ED_operator_object_active_editable;
/* flags */
2012-04-28 15:42:27 +00:00
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", DummyRNA_NULL_items, 0, "Property", "Properties to copy");
RNA_def_property_flag(prop, PROP_SKIP_SAVE | PROP_ENUM_NO_TRANSLATE);
RNA_def_enum_funcs(prop, gameprops_itemf);
ot->prop = prop;
}
static int game_property_clear_exec(bContext *C, wmOperator *UNUSED(op))
{
2012-06-05 21:54:21 +00:00
CTX_DATA_BEGIN(C, Object *, ob_iter, selected_editable_objects)
{
BKE_bproperty_free_list(&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 Properties";
ot->idname = "OBJECT_OT_game_property_clear";
ot->description = "Remove all game properties from all selected objects";
/* api callbacks */
ot->exec = game_property_clear_exec;
ot->poll = ED_operator_object_active_editable;
/* flags */
2012-04-28 15:42:27 +00:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/************************ Copy Logic Bricks ***********************/
static int logicbricks_copy_exec(bContext *C, wmOperator *UNUSED(op))
{
2012-04-28 15:42:27 +00:00
Object *ob = ED_object_active_context(C);
2012-06-05 21:54:21 +00:00
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, 0);
copy_controllers(&ob_iter->controllers, &ob->controllers, 0);
copy_actuators(&ob_iter->actuators, &ob->actuators, 0);
set_sca_new_poins_ob(ob_iter);
/* some menu settings */
2012-04-28 15:42:27 +00:00
ob_iter->scavisflag = ob->scavisflag;
ob_iter->scaflag = ob->scaflag;
/* set the initial state */
2012-04-28 15:42:27 +00:00
ob_iter->state = ob->state;
ob_iter->init_state = ob->init_state;
2012-04-28 15:42:27 +00:00
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 */
2012-04-28 15:42:27 +00:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
static int game_physics_copy_exec(bContext *C, wmOperator *UNUSED(op))
{
2012-04-28 15:42:27 +00:00
Object *ob = ED_object_active_context(C);
2012-06-05 21:54:21 +00:00
CTX_DATA_BEGIN(C, Object *, ob_iter, selected_editable_objects)
{
if (ob != ob_iter) {
ob_iter->gameflag = ob->gameflag;
ob_iter->gameflag2 = ob->gameflag2;
ob_iter->inertia = ob->inertia;
ob_iter->formfactor = ob->formfactor;
ob_iter->damping = ob->damping;
ob_iter->rdamping = ob->rdamping;
ob_iter->min_vel = ob->min_vel;
ob_iter->max_vel = ob->max_vel;
ob_iter->min_angvel = ob->min_angvel;
ob_iter->max_angvel = ob->max_angvel;
ob_iter->obstacleRad = ob->obstacleRad;
ob_iter->mass = ob->mass;
copy_v3_v3(ob_iter->anisotropicFriction, ob->anisotropicFriction);
ob_iter->collision_boundtype = ob->collision_boundtype;
ob_iter->margin = ob->margin;
ob_iter->bsoft = copy_bulletsoftbody(ob->bsoft, 0);
if (ob->restrictflag & OB_RESTRICT_RENDER)
ob_iter->restrictflag |= OB_RESTRICT_RENDER;
2012-04-28 15:42:27 +00:00
else
ob_iter->restrictflag &= ~OB_RESTRICT_RENDER;
ob_iter->col_group = ob->col_group;
ob_iter->col_mask = ob->col_mask;
}
}
CTX_DATA_END;
return OPERATOR_FINISHED;
}
void OBJECT_OT_game_physics_copy(struct wmOperatorType *ot)
{
/* identifiers */
ot->name = "Copy Game Physics Properties to Selected";
ot->description = "Copy game physics properties to other selected objects";
ot->idname = "OBJECT_OT_game_physics_copy";
/* api callbacks */
ot->exec = game_physics_copy_exec;
ot->poll = ED_operator_object_active_editable;
/* flags */
2012-04-28 15:42:27 +00:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
bool ED_object_editmode_calc_active_center(Object *obedit, const bool select_only, float r_center[3])
{
switch (obedit->type) {
case OB_MESH:
{
BMEditMesh *em = BKE_editmesh_from_object(obedit);
BMEditSelection ese;
if (BM_select_history_active_get(em->bm, &ese)) {
BM_editselection_center(&ese, r_center);
return true;
}
break;
}
case OB_ARMATURE:
{
bArmature *arm = obedit->data;
EditBone *ebo = arm->act_edbone;
if (ebo && (!select_only || (ebo->flag & (BONE_SELECTED | BONE_ROOTSEL)))) {
copy_v3_v3(r_center, ebo->head);
return true;
}
break;
}
case OB_CURVE:
case OB_SURF:
{
Curve *cu = obedit->data;
if (ED_curve_active_center(cu, r_center)) {
return true;
}
break;
}
case OB_MBALL:
{
MetaBall *mb = obedit->data;
MetaElem *ml_act = mb->lastelem;
if (ml_act && (!select_only || (ml_act->flag & SELECT))) {
copy_v3_v3(r_center, &ml_act->x);
return true;
}
break;
}
case OB_LATTICE:
{
BPoint *actbp = BKE_lattice_active_point_get(obedit->data);
if (actbp) {
copy_v3_v3(r_center, actbp->vec);
return true;
}
break;
}
}
return false;
2015-03-11 13:14:24 +11:00
}