2011-02-23 10:52:22 +00:00
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/*
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2008-12-23 19:47:33 +00:00
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2008-12-23 19:47:33 +00:00
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*/
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2011-02-27 20:29:51 +00:00
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2019-02-18 08:08:12 +11:00
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/** \file
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* \ingroup edobj
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2011-02-27 20:29:51 +00:00
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*/
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2008-12-23 19:47:33 +00:00
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#include <time.h>
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2009-09-16 17:43:09 +00:00
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#include <float.h>
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#include <ctype.h>
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2010-05-19 09:40:45 +00:00
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#include <stddef.h> //for offsetof
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2008-12-23 19:47:33 +00:00
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#include "MEM_guardedalloc.h"
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2010-08-16 05:46:10 +00:00
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#include "BLI_blenlib.h"
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2011-01-07 18:36:47 +00:00
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#include "BLI_utildefines.h"
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2010-08-16 05:46:10 +00:00
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#include "BLI_ghash.h"
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2008-12-23 19:47:33 +00:00
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|
|
2015-08-16 17:32:01 +10:00
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#include "BLT_translation.h"
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2015-01-29 16:03:19 +11:00
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2008-12-23 19:47:33 +00:00
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#include "DNA_armature_types.h"
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2018-08-29 15:32:50 +02:00
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#include "DNA_collection_types.h"
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2008-12-23 19:47:33 +00:00
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#include "DNA_curve_types.h"
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2015-12-13 21:03:13 +13:00
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#include "DNA_gpencil_types.h"
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2008-12-23 19:47:33 +00:00
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#include "DNA_material_types.h"
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#include "DNA_meta_types.h"
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2010-08-10 05:41:51 +00:00
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#include "DNA_scene_types.h"
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#include "DNA_object_types.h"
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2018-02-07 11:14:08 +11:00
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#include "DNA_object_force_types.h"
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2010-08-10 05:41:51 +00:00
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#include "DNA_meshdata_types.h"
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2008-12-23 19:47:33 +00:00
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#include "DNA_vfont_types.h"
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2012-02-19 22:17:30 +00:00
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#include "DNA_mesh_types.h"
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2018-02-06 15:47:51 +11:00
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#include "DNA_lattice_types.h"
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2017-06-13 12:02:08 +02:00
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#include "DNA_workspace_types.h"
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2008-12-23 19:47:33 +00:00
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2010-08-16 05:46:10 +00:00
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#include "IMB_imbuf_types.h"
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2008-12-23 19:47:33 +00:00
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#include "BKE_anim.h"
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2018-03-28 14:54:17 -03:00
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#include "BKE_collection.h"
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2008-12-23 19:47:33 +00:00
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#include "BKE_constraint.h"
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#include "BKE_context.h"
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#include "BKE_curve.h"
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2018-11-07 18:00:24 +01:00
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#include "BKE_editlattice.h"
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2011-01-23 14:04:31 +00:00
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#include "BKE_effect.h"
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2015-05-12 13:29:00 +05:00
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#include "BKE_global.h"
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2008-12-23 19:47:33 +00:00
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#include "BKE_image.h"
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2015-02-23 23:05:54 +11:00
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#include "BKE_lattice.h"
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2018-11-07 18:00:24 +01:00
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#include "BKE_layer.h"
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2008-12-23 19:47:33 +00:00
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "BKE_mball.h"
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#include "BKE_mesh.h"
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2018-11-07 18:00:24 +01:00
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#include "BKE_modifier.h"
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2008-12-23 19:47:33 +00:00
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#include "BKE_object.h"
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2018-02-22 18:15:34 +11:00
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#include "BKE_paint.h"
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2019-01-31 16:53:19 +01:00
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#include "BKE_particle.h"
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2009-09-16 17:43:09 +00:00
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#include "BKE_pointcache.h"
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2008-12-23 19:47:33 +00:00
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#include "BKE_softbody.h"
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2013-04-13 20:31:52 +00:00
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#include "BKE_editmesh.h"
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2013-08-29 10:34:09 +00:00
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#include "BKE_report.h"
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2019-03-15 16:14:21 -03:00
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#include "BKE_scene.h"
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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
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#include "BKE_workspace.h"
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2008-12-23 19:47:33 +00:00
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2017-06-08 10:14:53 +02:00
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_build.h"
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2019-04-16 07:27:37 +02:00
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#include "ED_anim_api.h"
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2009-01-05 19:32:04 +00:00
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#include "ED_armature.h"
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2009-01-14 12:26:45 +00:00
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#include "ED_curve.h"
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2008-12-31 17:11:42 +00:00
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#include "ED_mesh.h"
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2009-07-29 12:35:09 +00:00
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#include "ED_mball.h"
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2010-08-10 06:36:42 +00:00
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#include "ED_lattice.h"
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2009-01-01 18:05:12 +00:00
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#include "ED_object.h"
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2018-05-31 14:34:16 +02:00
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#include "ED_outliner.h"
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2008-12-23 19:47:33 +00:00
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#include "ED_screen.h"
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2018-04-02 15:02:08 +02:00
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#include "ED_undo.h"
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2012-01-17 16:31:13 +00:00
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#include "ED_image.h"
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2018-07-31 10:22:19 +02:00
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#include "ED_gpencil.h"
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2008-12-23 19:47:33 +00:00
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#include "RNA_access.h"
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#include "RNA_define.h"
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2009-08-16 05:48:07 +00:00
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#include "RNA_enum_types.h"
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2008-12-23 19:47:33 +00:00
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2009-01-02 03:16:38 +00:00
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/* for menu/popup icons etc etc*/
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2010-05-19 09:40:45 +00:00
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#include "UI_interface.h"
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2018-03-28 14:54:17 -03:00
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#include "UI_resources.h"
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2018-05-08 07:22:52 +02:00
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2008-12-23 19:47:33 +00:00
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#include "WM_api.h"
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#include "WM_types.h"
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2018-05-08 07:22:52 +02:00
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#include "WM_message.h"
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2018-05-23 08:20:46 +02:00
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#include "WM_toolsystem.h"
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2008-12-23 19:47:33 +00:00
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2012-04-28 15:42:27 +00:00
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#include "object_intern.h" // own include
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2008-12-23 19:47:33 +00:00
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2018-03-28 14:54:17 -03:00
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/* prototypes */
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typedef struct MoveToCollectionData MoveToCollectionData;
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static void move_to_collection_menus_items(struct uiLayout *layout, struct MoveToCollectionData *menu);
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2008-12-23 19:47:33 +00:00
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/* ************* XXX **************** */
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2010-10-16 14:32:17 +00:00
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static void error(const char *UNUSED(arg)) {}
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2008-12-23 19:47:33 +00:00
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/* port over here */
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2012-05-27 00:36:50 +00:00
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static void error_libdata(void) {}
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2008-12-23 19:47:33 +00:00
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2012-01-02 17:15:24 +00:00
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Object *ED_object_context(bContext *C)
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{
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return CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
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}
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2008-12-23 19:47:33 +00:00
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2010-04-21 07:56:34 +00:00
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/* find the correct active object per context
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* note: context can be NULL when called from a enum with PROP_ENUM_NO_CONTEXT */
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2010-03-31 00:55:01 +00:00
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Object *ED_object_active_context(bContext *C)
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2008-12-29 12:15:42 +00:00
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{
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2012-04-28 15:42:27 +00:00
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Object *ob = NULL;
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2012-03-24 06:38:07 +00:00
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if (C) {
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2012-04-28 15:42:27 +00:00
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ob = ED_object_context(C);
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if (!ob) ob = CTX_data_active_object(C);
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2010-04-21 07:56:34 +00:00
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}
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2010-03-31 00:55:01 +00:00
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return ob;
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2009-01-15 16:07:39 +00:00
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}
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Objects: restore H key per object hiding.
H hides selected objects, Shift+H hides unselected objects, and Alt+H
reveals hidden objects.
This hiding state is distinct from restrict viewport and render, and
meant for temporarily hiding objects without affecting more persistent
collection hiding.
Object hiding is per view-layer, same as selection. It affects the
viewport and any preview renders in there, but not final renders.
In the outliner, different icons are now used for temporary hiding, and
restrict viewport and render. Hidden objects are greyed out.
Remaining design issues:
* For lamps we probably still want to keep their effect on the scene,
currently they are fully disabled by hiding. Arguably mesh lights or
even objects being reflected or casting shadows are not that different
but perhaps the special lamp exception from local view should remain.
* We need a feature still to disabled this hiding for specific viewports,
for render or animation preview where you want to see the entire scene
while working in another view.
* We need a new icon for restrict viewport, for now it uses a grid similar
to the 2.4 icon.
* Hiding objects does not preserve selection state as it did in 2.7,
it's probably convenient to support this again?
2018-05-14 23:36:56 +02:00
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/* ********************** object hiding *************************** */
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2018-07-02 12:03:56 +02:00
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static bool object_hide_poll(bContext *C)
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Objects: restore H key per object hiding.
H hides selected objects, Shift+H hides unselected objects, and Alt+H
reveals hidden objects.
This hiding state is distinct from restrict viewport and render, and
meant for temporarily hiding objects without affecting more persistent
collection hiding.
Object hiding is per view-layer, same as selection. It affects the
viewport and any preview renders in there, but not final renders.
In the outliner, different icons are now used for temporary hiding, and
restrict viewport and render. Hidden objects are greyed out.
Remaining design issues:
* For lamps we probably still want to keep their effect on the scene,
currently they are fully disabled by hiding. Arguably mesh lights or
even objects being reflected or casting shadows are not that different
but perhaps the special lamp exception from local view should remain.
* We need a feature still to disabled this hiding for specific viewports,
for render or animation preview where you want to see the entire scene
while working in another view.
* We need a new icon for restrict viewport, for now it uses a grid similar
to the 2.4 icon.
* Hiding objects does not preserve selection state as it did in 2.7,
it's probably convenient to support this again?
2018-05-14 23:36:56 +02:00
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{
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if (CTX_wm_space_outliner(C) != NULL) {
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return ED_outliner_collections_editor_poll(C);
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}
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else {
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return ED_operator_view3d_active(C);
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}
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}
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static int object_hide_view_clear_exec(bContext *C, wmOperator *op)
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{
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Scene *scene = CTX_data_scene(C);
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ViewLayer *view_layer = CTX_data_view_layer(C);
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const bool select = RNA_boolean_get(op->ptr, "select");
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bool changed = false;
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for (Base *base = view_layer->object_bases.first; base; base = base->next) {
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2018-06-25 13:50:11 +02:00
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if (base->flag & BASE_HIDDEN) {
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base->flag &= ~BASE_HIDDEN;
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Objects: restore H key per object hiding.
H hides selected objects, Shift+H hides unselected objects, and Alt+H
reveals hidden objects.
This hiding state is distinct from restrict viewport and render, and
meant for temporarily hiding objects without affecting more persistent
collection hiding.
Object hiding is per view-layer, same as selection. It affects the
viewport and any preview renders in there, but not final renders.
In the outliner, different icons are now used for temporary hiding, and
restrict viewport and render. Hidden objects are greyed out.
Remaining design issues:
* For lamps we probably still want to keep their effect on the scene,
currently they are fully disabled by hiding. Arguably mesh lights or
even objects being reflected or casting shadows are not that different
but perhaps the special lamp exception from local view should remain.
* We need a feature still to disabled this hiding for specific viewports,
for render or animation preview where you want to see the entire scene
while working in another view.
* We need a new icon for restrict viewport, for now it uses a grid similar
to the 2.4 icon.
* Hiding objects does not preserve selection state as it did in 2.7,
it's probably convenient to support this again?
2018-05-14 23:36:56 +02:00
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changed = true;
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if (select) {
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2019-03-15 16:14:21 -03:00
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/* We cannot call `ED_object_base_select` because
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* base is not selectable while it is hidden. */
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base->flag |= BASE_SELECTED;
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BKE_scene_object_base_flag_sync_from_base(base);
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Objects: restore H key per object hiding.
H hides selected objects, Shift+H hides unselected objects, and Alt+H
reveals hidden objects.
This hiding state is distinct from restrict viewport and render, and
meant for temporarily hiding objects without affecting more persistent
collection hiding.
Object hiding is per view-layer, same as selection. It affects the
viewport and any preview renders in there, but not final renders.
In the outliner, different icons are now used for temporary hiding, and
restrict viewport and render. Hidden objects are greyed out.
Remaining design issues:
* For lamps we probably still want to keep their effect on the scene,
currently they are fully disabled by hiding. Arguably mesh lights or
even objects being reflected or casting shadows are not that different
but perhaps the special lamp exception from local view should remain.
* We need a feature still to disabled this hiding for specific viewports,
for render or animation preview where you want to see the entire scene
while working in another view.
* We need a new icon for restrict viewport, for now it uses a grid similar
to the 2.4 icon.
* Hiding objects does not preserve selection state as it did in 2.7,
it's probably convenient to support this again?
2018-05-14 23:36:56 +02:00
|
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|
}
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}
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}
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if (!changed) {
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return OPERATOR_CANCELLED;
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}
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BKE_layer_collection_sync(scene, view_layer);
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2018-12-06 17:52:37 +01:00
|
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|
DEG_id_tag_update(&scene->id, ID_RECALC_BASE_FLAGS);
|
Objects: restore H key per object hiding.
H hides selected objects, Shift+H hides unselected objects, and Alt+H
reveals hidden objects.
This hiding state is distinct from restrict viewport and render, and
meant for temporarily hiding objects without affecting more persistent
collection hiding.
Object hiding is per view-layer, same as selection. It affects the
viewport and any preview renders in there, but not final renders.
In the outliner, different icons are now used for temporary hiding, and
restrict viewport and render. Hidden objects are greyed out.
Remaining design issues:
* For lamps we probably still want to keep their effect on the scene,
currently they are fully disabled by hiding. Arguably mesh lights or
even objects being reflected or casting shadows are not that different
but perhaps the special lamp exception from local view should remain.
* We need a feature still to disabled this hiding for specific viewports,
for render or animation preview where you want to see the entire scene
while working in another view.
* We need a new icon for restrict viewport, for now it uses a grid similar
to the 2.4 icon.
* Hiding objects does not preserve selection state as it did in 2.7,
it's probably convenient to support this again?
2018-05-14 23:36:56 +02:00
|
|
|
WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
|
|
|
|
|
|
|
|
return OPERATOR_FINISHED;
|
|
|
|
}
|
|
|
|
|
|
|
|
void OBJECT_OT_hide_view_clear(wmOperatorType *ot)
|
|
|
|
{
|
|
|
|
/* identifiers */
|
|
|
|
ot->name = "Show Hidden Objects";
|
|
|
|
ot->description = "Reveal temporarily hidden objects";
|
|
|
|
ot->idname = "OBJECT_OT_hide_view_clear";
|
|
|
|
|
|
|
|
/* api callbacks */
|
|
|
|
ot->exec = object_hide_view_clear_exec;
|
|
|
|
ot->poll = object_hide_poll;
|
|
|
|
|
|
|
|
/* flags */
|
|
|
|
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
|
|
|
|
|
2018-12-05 12:05:47 +11:00
|
|
|
PropertyRNA *prop = RNA_def_boolean(ot->srna, "select", true, "Select", "");
|
Objects: support for hiding all objects in a collection.
In the outliner there are now icons for it, Ctrl+Click isolates a
single collections.
In the 3D view, Ctrl+H key opens a menu that is more or less the
equivalent of the old layer buttons in the header. Regular Click isolates
the collection, Shift+Click toggle the collection visibility. Pressing
number keys and letters works in this menu, which can help for quickly
selecting a specific collection.
Shortcuts for quick switching by just pressing 1/2/3/.. keys are available
again. The order can be confusing with nested collections, but that seems
unavoidable. The first numbers control the top level collections, and then
sub collections if numbers are left.
Remaining design issues:
* The 3D view menu needs to be improved: support for sub collections,
staying open on shift+click, access from the 3D view header somewhere,
shortcut key display.
* Currently collection hiding just controls per-object hiding, we plan
to separate this state still so alt+H doesn't affect collection hiding.
2018-06-18 19:49:53 +02:00
|
|
|
RNA_def_property_flag(prop, PROP_SKIP_SAVE | PROP_HIDDEN);
|
Objects: restore H key per object hiding.
H hides selected objects, Shift+H hides unselected objects, and Alt+H
reveals hidden objects.
This hiding state is distinct from restrict viewport and render, and
meant for temporarily hiding objects without affecting more persistent
collection hiding.
Object hiding is per view-layer, same as selection. It affects the
viewport and any preview renders in there, but not final renders.
In the outliner, different icons are now used for temporary hiding, and
restrict viewport and render. Hidden objects are greyed out.
Remaining design issues:
* For lamps we probably still want to keep their effect on the scene,
currently they are fully disabled by hiding. Arguably mesh lights or
even objects being reflected or casting shadows are not that different
but perhaps the special lamp exception from local view should remain.
* We need a feature still to disabled this hiding for specific viewports,
for render or animation preview where you want to see the entire scene
while working in another view.
* We need a new icon for restrict viewport, for now it uses a grid similar
to the 2.4 icon.
* Hiding objects does not preserve selection state as it did in 2.7,
it's probably convenient to support this again?
2018-05-14 23:36:56 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
static int object_hide_view_set_exec(bContext *C, wmOperator *op)
|
|
|
|
{
|
|
|
|
Scene *scene = CTX_data_scene(C);
|
|
|
|
ViewLayer *view_layer = CTX_data_view_layer(C);
|
|
|
|
const bool unselected = RNA_boolean_get(op->ptr, "unselected");
|
2019-02-14 17:50:41 +11:00
|
|
|
bool changed = false;
|
2018-06-20 16:17:12 +02:00
|
|
|
|
|
|
|
/* Hide selected or unselected objects. */
|
Objects: restore H key per object hiding.
H hides selected objects, Shift+H hides unselected objects, and Alt+H
reveals hidden objects.
This hiding state is distinct from restrict viewport and render, and
meant for temporarily hiding objects without affecting more persistent
collection hiding.
Object hiding is per view-layer, same as selection. It affects the
viewport and any preview renders in there, but not final renders.
In the outliner, different icons are now used for temporary hiding, and
restrict viewport and render. Hidden objects are greyed out.
Remaining design issues:
* For lamps we probably still want to keep their effect on the scene,
currently they are fully disabled by hiding. Arguably mesh lights or
even objects being reflected or casting shadows are not that different
but perhaps the special lamp exception from local view should remain.
* We need a feature still to disabled this hiding for specific viewports,
for render or animation preview where you want to see the entire scene
while working in another view.
* We need a new icon for restrict viewport, for now it uses a grid similar
to the 2.4 icon.
* Hiding objects does not preserve selection state as it did in 2.7,
it's probably convenient to support this again?
2018-05-14 23:36:56 +02:00
|
|
|
for (Base *base = view_layer->object_bases.first; base; base = base->next) {
|
2018-06-25 13:50:11 +02:00
|
|
|
if (!(base->flag & BASE_VISIBLE)) {
|
Objects: restore H key per object hiding.
H hides selected objects, Shift+H hides unselected objects, and Alt+H
reveals hidden objects.
This hiding state is distinct from restrict viewport and render, and
meant for temporarily hiding objects without affecting more persistent
collection hiding.
Object hiding is per view-layer, same as selection. It affects the
viewport and any preview renders in there, but not final renders.
In the outliner, different icons are now used for temporary hiding, and
restrict viewport and render. Hidden objects are greyed out.
Remaining design issues:
* For lamps we probably still want to keep their effect on the scene,
currently they are fully disabled by hiding. Arguably mesh lights or
even objects being reflected or casting shadows are not that different
but perhaps the special lamp exception from local view should remain.
* We need a feature still to disabled this hiding for specific viewports,
for render or animation preview where you want to see the entire scene
while working in another view.
* We need a new icon for restrict viewport, for now it uses a grid similar
to the 2.4 icon.
* Hiding objects does not preserve selection state as it did in 2.7,
it's probably convenient to support this again?
2018-05-14 23:36:56 +02:00
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!unselected) {
|
|
|
|
if (base->flag & BASE_SELECTED) {
|
|
|
|
ED_object_base_select(base, BA_DESELECT);
|
2018-06-25 13:50:11 +02:00
|
|
|
base->flag |= BASE_HIDDEN;
|
2019-02-14 17:50:41 +11:00
|
|
|
changed = true;
|
Objects: restore H key per object hiding.
H hides selected objects, Shift+H hides unselected objects, and Alt+H
reveals hidden objects.
This hiding state is distinct from restrict viewport and render, and
meant for temporarily hiding objects without affecting more persistent
collection hiding.
Object hiding is per view-layer, same as selection. It affects the
viewport and any preview renders in there, but not final renders.
In the outliner, different icons are now used for temporary hiding, and
restrict viewport and render. Hidden objects are greyed out.
Remaining design issues:
* For lamps we probably still want to keep their effect on the scene,
currently they are fully disabled by hiding. Arguably mesh lights or
even objects being reflected or casting shadows are not that different
but perhaps the special lamp exception from local view should remain.
* We need a feature still to disabled this hiding for specific viewports,
for render or animation preview where you want to see the entire scene
while working in another view.
* We need a new icon for restrict viewport, for now it uses a grid similar
to the 2.4 icon.
* Hiding objects does not preserve selection state as it did in 2.7,
it's probably convenient to support this again?
2018-05-14 23:36:56 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if (!(base->flag & BASE_SELECTED)) {
|
|
|
|
ED_object_base_select(base, BA_DESELECT);
|
2018-06-25 13:50:11 +02:00
|
|
|
base->flag |= BASE_HIDDEN;
|
2019-02-14 17:50:41 +11:00
|
|
|
changed = true;
|
Objects: restore H key per object hiding.
H hides selected objects, Shift+H hides unselected objects, and Alt+H
reveals hidden objects.
This hiding state is distinct from restrict viewport and render, and
meant for temporarily hiding objects without affecting more persistent
collection hiding.
Object hiding is per view-layer, same as selection. It affects the
viewport and any preview renders in there, but not final renders.
In the outliner, different icons are now used for temporary hiding, and
restrict viewport and render. Hidden objects are greyed out.
Remaining design issues:
* For lamps we probably still want to keep their effect on the scene,
currently they are fully disabled by hiding. Arguably mesh lights or
even objects being reflected or casting shadows are not that different
but perhaps the special lamp exception from local view should remain.
* We need a feature still to disabled this hiding for specific viewports,
for render or animation preview where you want to see the entire scene
while working in another view.
* We need a new icon for restrict viewport, for now it uses a grid similar
to the 2.4 icon.
* Hiding objects does not preserve selection state as it did in 2.7,
it's probably convenient to support this again?
2018-05-14 23:36:56 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2019-02-14 17:50:41 +11:00
|
|
|
if (!changed) {
|
|
|
|
return OPERATOR_CANCELLED;
|
|
|
|
}
|
Objects: restore H key per object hiding.
H hides selected objects, Shift+H hides unselected objects, and Alt+H
reveals hidden objects.
This hiding state is distinct from restrict viewport and render, and
meant for temporarily hiding objects without affecting more persistent
collection hiding.
Object hiding is per view-layer, same as selection. It affects the
viewport and any preview renders in there, but not final renders.
In the outliner, different icons are now used for temporary hiding, and
restrict viewport and render. Hidden objects are greyed out.
Remaining design issues:
* For lamps we probably still want to keep their effect on the scene,
currently they are fully disabled by hiding. Arguably mesh lights or
even objects being reflected or casting shadows are not that different
but perhaps the special lamp exception from local view should remain.
* We need a feature still to disabled this hiding for specific viewports,
for render or animation preview where you want to see the entire scene
while working in another view.
* We need a new icon for restrict viewport, for now it uses a grid similar
to the 2.4 icon.
* Hiding objects does not preserve selection state as it did in 2.7,
it's probably convenient to support this again?
2018-05-14 23:36:56 +02:00
|
|
|
|
|
|
|
BKE_layer_collection_sync(scene, view_layer);
|
2018-12-06 17:52:37 +01:00
|
|
|
DEG_id_tag_update(&scene->id, ID_RECALC_BASE_FLAGS);
|
Objects: restore H key per object hiding.
H hides selected objects, Shift+H hides unselected objects, and Alt+H
reveals hidden objects.
This hiding state is distinct from restrict viewport and render, and
meant for temporarily hiding objects without affecting more persistent
collection hiding.
Object hiding is per view-layer, same as selection. It affects the
viewport and any preview renders in there, but not final renders.
In the outliner, different icons are now used for temporary hiding, and
restrict viewport and render. Hidden objects are greyed out.
Remaining design issues:
* For lamps we probably still want to keep their effect on the scene,
currently they are fully disabled by hiding. Arguably mesh lights or
even objects being reflected or casting shadows are not that different
but perhaps the special lamp exception from local view should remain.
* We need a feature still to disabled this hiding for specific viewports,
for render or animation preview where you want to see the entire scene
while working in another view.
* We need a new icon for restrict viewport, for now it uses a grid similar
to the 2.4 icon.
* Hiding objects does not preserve selection state as it did in 2.7,
it's probably convenient to support this again?
2018-05-14 23:36:56 +02:00
|
|
|
WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
|
|
|
|
|
|
|
|
return OPERATOR_FINISHED;
|
|
|
|
}
|
|
|
|
|
|
|
|
void OBJECT_OT_hide_view_set(wmOperatorType *ot)
|
|
|
|
{
|
|
|
|
/* identifiers */
|
|
|
|
ot->name = "Hide Objects";
|
|
|
|
ot->description = "Temporarily hide objects from the viewport";
|
|
|
|
ot->idname = "OBJECT_OT_hide_view_set";
|
|
|
|
|
|
|
|
/* api callbacks */
|
|
|
|
ot->exec = object_hide_view_set_exec;
|
|
|
|
ot->poll = object_hide_poll;
|
|
|
|
|
|
|
|
/* flags */
|
|
|
|
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
|
|
|
|
|
Objects: support for hiding all objects in a collection.
In the outliner there are now icons for it, Ctrl+Click isolates a
single collections.
In the 3D view, Ctrl+H key opens a menu that is more or less the
equivalent of the old layer buttons in the header. Regular Click isolates
the collection, Shift+Click toggle the collection visibility. Pressing
number keys and letters works in this menu, which can help for quickly
selecting a specific collection.
Shortcuts for quick switching by just pressing 1/2/3/.. keys are available
again. The order can be confusing with nested collections, but that seems
unavoidable. The first numbers control the top level collections, and then
sub collections if numbers are left.
Remaining design issues:
* The 3D view menu needs to be improved: support for sub collections,
staying open on shift+click, access from the 3D view header somewhere,
shortcut key display.
* Currently collection hiding just controls per-object hiding, we plan
to separate this state still so alt+H doesn't affect collection hiding.
2018-06-18 19:49:53 +02:00
|
|
|
PropertyRNA *prop;
|
|
|
|
prop = RNA_def_boolean(ot->srna, "unselected", 0, "Unselected", "Hide unselected rather than selected objects");
|
|
|
|
RNA_def_property_flag(prop, PROP_SKIP_SAVE | PROP_HIDDEN);
|
|
|
|
}
|
|
|
|
|
|
|
|
static int object_hide_collection_exec(bContext *C, wmOperator *op)
|
|
|
|
{
|
2018-11-15 13:32:03 -02:00
|
|
|
wmWindow *win = CTX_wm_window(C);
|
|
|
|
|
Objects: support for hiding all objects in a collection.
In the outliner there are now icons for it, Ctrl+Click isolates a
single collections.
In the 3D view, Ctrl+H key opens a menu that is more or less the
equivalent of the old layer buttons in the header. Regular Click isolates
the collection, Shift+Click toggle the collection visibility. Pressing
number keys and letters works in this menu, which can help for quickly
selecting a specific collection.
Shortcuts for quick switching by just pressing 1/2/3/.. keys are available
again. The order can be confusing with nested collections, but that seems
unavoidable. The first numbers control the top level collections, and then
sub collections if numbers are left.
Remaining design issues:
* The 3D view menu needs to be improved: support for sub collections,
staying open on shift+click, access from the 3D view header somewhere,
shortcut key display.
* Currently collection hiding just controls per-object hiding, we plan
to separate this state still so alt+H doesn't affect collection hiding.
2018-06-18 19:49:53 +02:00
|
|
|
int index = RNA_int_get(op->ptr, "collection_index");
|
2018-11-15 13:32:03 -02:00
|
|
|
const bool extend = (win->eventstate->shift != 0) ||
|
|
|
|
RNA_boolean_get(op->ptr, "toggle");
|
Objects: support for hiding all objects in a collection.
In the outliner there are now icons for it, Ctrl+Click isolates a
single collections.
In the 3D view, Ctrl+H key opens a menu that is more or less the
equivalent of the old layer buttons in the header. Regular Click isolates
the collection, Shift+Click toggle the collection visibility. Pressing
number keys and letters works in this menu, which can help for quickly
selecting a specific collection.
Shortcuts for quick switching by just pressing 1/2/3/.. keys are available
again. The order can be confusing with nested collections, but that seems
unavoidable. The first numbers control the top level collections, and then
sub collections if numbers are left.
Remaining design issues:
* The 3D view menu needs to be improved: support for sub collections,
staying open on shift+click, access from the 3D view header somewhere,
shortcut key display.
* Currently collection hiding just controls per-object hiding, we plan
to separate this state still so alt+H doesn't affect collection hiding.
2018-06-18 19:49:53 +02:00
|
|
|
|
2018-11-15 13:32:03 -02:00
|
|
|
if (win->eventstate->alt != 0) {
|
Objects: support for hiding all objects in a collection.
In the outliner there are now icons for it, Ctrl+Click isolates a
single collections.
In the 3D view, Ctrl+H key opens a menu that is more or less the
equivalent of the old layer buttons in the header. Regular Click isolates
the collection, Shift+Click toggle the collection visibility. Pressing
number keys and letters works in this menu, which can help for quickly
selecting a specific collection.
Shortcuts for quick switching by just pressing 1/2/3/.. keys are available
again. The order can be confusing with nested collections, but that seems
unavoidable. The first numbers control the top level collections, and then
sub collections if numbers are left.
Remaining design issues:
* The 3D view menu needs to be improved: support for sub collections,
staying open on shift+click, access from the 3D view header somewhere,
shortcut key display.
* Currently collection hiding just controls per-object hiding, we plan
to separate this state still so alt+H doesn't affect collection hiding.
2018-06-18 19:49:53 +02:00
|
|
|
index += 10;
|
|
|
|
}
|
|
|
|
|
|
|
|
Scene *scene = CTX_data_scene(C);
|
|
|
|
ViewLayer *view_layer = CTX_data_view_layer(C);
|
|
|
|
LayerCollection *lc = BKE_layer_collection_from_index(view_layer, index);
|
|
|
|
|
|
|
|
if (!lc) {
|
|
|
|
return OPERATOR_CANCELLED;
|
|
|
|
}
|
|
|
|
|
2018-12-06 17:52:37 +01:00
|
|
|
DEG_id_tag_update(&scene->id, ID_RECALC_BASE_FLAGS);
|
2018-11-30 02:24:06 -02:00
|
|
|
|
|
|
|
if (BKE_layer_collection_isolate(scene, view_layer, lc, extend)) {
|
|
|
|
DEG_relations_tag_update(CTX_data_main(C));
|
|
|
|
}
|
|
|
|
|
Objects: support for hiding all objects in a collection.
In the outliner there are now icons for it, Ctrl+Click isolates a
single collections.
In the 3D view, Ctrl+H key opens a menu that is more or less the
equivalent of the old layer buttons in the header. Regular Click isolates
the collection, Shift+Click toggle the collection visibility. Pressing
number keys and letters works in this menu, which can help for quickly
selecting a specific collection.
Shortcuts for quick switching by just pressing 1/2/3/.. keys are available
again. The order can be confusing with nested collections, but that seems
unavoidable. The first numbers control the top level collections, and then
sub collections if numbers are left.
Remaining design issues:
* The 3D view menu needs to be improved: support for sub collections,
staying open on shift+click, access from the 3D view header somewhere,
shortcut key display.
* Currently collection hiding just controls per-object hiding, we plan
to separate this state still so alt+H doesn't affect collection hiding.
2018-06-18 19:49:53 +02:00
|
|
|
WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
|
|
|
|
|
|
|
|
return OPERATOR_FINISHED;
|
|
|
|
}
|
|
|
|
|
|
|
|
#define COLLECTION_INVALID_INDEX -1
|
|
|
|
|
2018-12-14 10:30:06 +11:00
|
|
|
void ED_collection_hide_menu_draw(const bContext *C, uiLayout *layout)
|
Objects: support for hiding all objects in a collection.
In the outliner there are now icons for it, Ctrl+Click isolates a
single collections.
In the 3D view, Ctrl+H key opens a menu that is more or less the
equivalent of the old layer buttons in the header. Regular Click isolates
the collection, Shift+Click toggle the collection visibility. Pressing
number keys and letters works in this menu, which can help for quickly
selecting a specific collection.
Shortcuts for quick switching by just pressing 1/2/3/.. keys are available
again. The order can be confusing with nested collections, but that seems
unavoidable. The first numbers control the top level collections, and then
sub collections if numbers are left.
Remaining design issues:
* The 3D view menu needs to be improved: support for sub collections,
staying open on shift+click, access from the 3D view header somewhere,
shortcut key display.
* Currently collection hiding just controls per-object hiding, we plan
to separate this state still so alt+H doesn't affect collection hiding.
2018-06-18 19:49:53 +02:00
|
|
|
{
|
|
|
|
ViewLayer *view_layer = CTX_data_view_layer(C);
|
|
|
|
LayerCollection *lc_scene = view_layer->layer_collections.first;
|
|
|
|
|
|
|
|
uiLayoutSetOperatorContext(layout, WM_OP_EXEC_REGION_WIN);
|
|
|
|
|
|
|
|
for (LayerCollection *lc = lc_scene->layer_collections.first; lc; lc = lc->next) {
|
|
|
|
int index = BKE_layer_collection_findindex(view_layer, lc);
|
|
|
|
uiLayout *row = uiLayoutRow(layout, false);
|
|
|
|
|
2018-11-15 10:00:21 -02:00
|
|
|
if (lc->flag & LAYER_COLLECTION_EXCLUDE) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
Objects: support for hiding all objects in a collection.
In the outliner there are now icons for it, Ctrl+Click isolates a
single collections.
In the 3D view, Ctrl+H key opens a menu that is more or less the
equivalent of the old layer buttons in the header. Regular Click isolates
the collection, Shift+Click toggle the collection visibility. Pressing
number keys and letters works in this menu, which can help for quickly
selecting a specific collection.
Shortcuts for quick switching by just pressing 1/2/3/.. keys are available
again. The order can be confusing with nested collections, but that seems
unavoidable. The first numbers control the top level collections, and then
sub collections if numbers are left.
Remaining design issues:
* The 3D view menu needs to be improved: support for sub collections,
staying open on shift+click, access from the 3D view header somewhere,
shortcut key display.
* Currently collection hiding just controls per-object hiding, we plan
to separate this state still so alt+H doesn't affect collection hiding.
2018-06-18 19:49:53 +02:00
|
|
|
if (lc->collection->flag & COLLECTION_RESTRICT_VIEW) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
int icon = ICON_NONE;
|
|
|
|
if (BKE_layer_collection_has_selected_objects(view_layer, lc)) {
|
|
|
|
icon = ICON_LAYER_ACTIVE;
|
|
|
|
}
|
|
|
|
else if (lc->runtime_flag & LAYER_COLLECTION_HAS_OBJECTS) {
|
|
|
|
icon = ICON_LAYER_USED;
|
|
|
|
}
|
|
|
|
|
|
|
|
uiItemIntO(row,
|
|
|
|
lc->collection->id.name + 2,
|
|
|
|
icon,
|
|
|
|
"OBJECT_OT_hide_collection",
|
|
|
|
"collection_index",
|
|
|
|
index);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static int object_hide_collection_invoke(bContext *C, wmOperator *op, const wmEvent *UNUSED(event))
|
|
|
|
{
|
|
|
|
/* Immediately execute if collection index was specified. */
|
|
|
|
int index = RNA_int_get(op->ptr, "collection_index");
|
|
|
|
if (index != COLLECTION_INVALID_INDEX) {
|
|
|
|
return object_hide_collection_exec(C, op);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Open popup menu. */
|
|
|
|
const char *title = CTX_IFACE_(op->type->translation_context, op->type->name);
|
|
|
|
uiPopupMenu *pup = UI_popup_menu_begin(C, title, ICON_GROUP);
|
|
|
|
uiLayout *layout = UI_popup_menu_layout(pup);
|
|
|
|
|
2018-12-14 10:30:06 +11:00
|
|
|
ED_collection_hide_menu_draw(C, layout);
|
Objects: support for hiding all objects in a collection.
In the outliner there are now icons for it, Ctrl+Click isolates a
single collections.
In the 3D view, Ctrl+H key opens a menu that is more or less the
equivalent of the old layer buttons in the header. Regular Click isolates
the collection, Shift+Click toggle the collection visibility. Pressing
number keys and letters works in this menu, which can help for quickly
selecting a specific collection.
Shortcuts for quick switching by just pressing 1/2/3/.. keys are available
again. The order can be confusing with nested collections, but that seems
unavoidable. The first numbers control the top level collections, and then
sub collections if numbers are left.
Remaining design issues:
* The 3D view menu needs to be improved: support for sub collections,
staying open on shift+click, access from the 3D view header somewhere,
shortcut key display.
* Currently collection hiding just controls per-object hiding, we plan
to separate this state still so alt+H doesn't affect collection hiding.
2018-06-18 19:49:53 +02:00
|
|
|
|
|
|
|
UI_popup_menu_end(C, pup);
|
|
|
|
|
|
|
|
return OPERATOR_INTERFACE;
|
|
|
|
}
|
|
|
|
|
|
|
|
void OBJECT_OT_hide_collection(wmOperatorType *ot)
|
|
|
|
{
|
|
|
|
/* identifiers */
|
2018-11-28 00:49:36 -02:00
|
|
|
ot->name = "Hide Collection";
|
Objects: support for hiding all objects in a collection.
In the outliner there are now icons for it, Ctrl+Click isolates a
single collections.
In the 3D view, Ctrl+H key opens a menu that is more or less the
equivalent of the old layer buttons in the header. Regular Click isolates
the collection, Shift+Click toggle the collection visibility. Pressing
number keys and letters works in this menu, which can help for quickly
selecting a specific collection.
Shortcuts for quick switching by just pressing 1/2/3/.. keys are available
again. The order can be confusing with nested collections, but that seems
unavoidable. The first numbers control the top level collections, and then
sub collections if numbers are left.
Remaining design issues:
* The 3D view menu needs to be improved: support for sub collections,
staying open on shift+click, access from the 3D view header somewhere,
shortcut key display.
* Currently collection hiding just controls per-object hiding, we plan
to separate this state still so alt+H doesn't affect collection hiding.
2018-06-18 19:49:53 +02:00
|
|
|
ot->description = "Show only objects in collection (Shift to extend)";
|
|
|
|
ot->idname = "OBJECT_OT_hide_collection";
|
|
|
|
|
|
|
|
/* api callbacks */
|
|
|
|
ot->exec = object_hide_collection_exec;
|
|
|
|
ot->invoke = object_hide_collection_invoke;
|
|
|
|
ot->poll = ED_operator_view3d_active;
|
|
|
|
|
|
|
|
/* flags */
|
|
|
|
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
|
|
|
|
|
|
|
|
/* Properties. */
|
|
|
|
PropertyRNA *prop;
|
|
|
|
prop = RNA_def_int(ot->srna, "collection_index", COLLECTION_INVALID_INDEX, COLLECTION_INVALID_INDEX, INT_MAX,
|
|
|
|
"Collection Index", "Index of the collection to change visibility", 0, INT_MAX);
|
|
|
|
RNA_def_property_flag(prop, PROP_SKIP_SAVE | PROP_HIDDEN);
|
2018-11-15 13:32:03 -02:00
|
|
|
prop = RNA_def_boolean(ot->srna, "toggle", 0, "Toggle", "Toggle visibility");
|
|
|
|
RNA_def_property_flag(prop, PROP_SKIP_SAVE | PROP_HIDDEN);
|
Objects: restore H key per object hiding.
H hides selected objects, Shift+H hides unselected objects, and Alt+H
reveals hidden objects.
This hiding state is distinct from restrict viewport and render, and
meant for temporarily hiding objects without affecting more persistent
collection hiding.
Object hiding is per view-layer, same as selection. It affects the
viewport and any preview renders in there, but not final renders.
In the outliner, different icons are now used for temporary hiding, and
restrict viewport and render. Hidden objects are greyed out.
Remaining design issues:
* For lamps we probably still want to keep their effect on the scene,
currently they are fully disabled by hiding. Arguably mesh lights or
even objects being reflected or casting shadows are not that different
but perhaps the special lamp exception from local view should remain.
* We need a feature still to disabled this hiding for specific viewports,
for render or animation preview where you want to see the entire scene
while working in another view.
* We need a new icon for restrict viewport, for now it uses a grid similar
to the 2.4 icon.
* Hiding objects does not preserve selection state as it did in 2.7,
it's probably convenient to support this again?
2018-05-14 23:36:56 +02:00
|
|
|
}
|
2010-03-31 00:55:01 +00:00
|
|
|
|
2009-09-16 17:43:09 +00:00
|
|
|
/* ******************* toggle editmode operator ***************** */
|
|
|
|
|
2018-06-01 17:08:38 +02:00
|
|
|
static bool mesh_needs_keyindex(Main *bmain, const Mesh *me)
|
2016-04-29 22:33:06 +10:00
|
|
|
{
|
|
|
|
if (me->key) {
|
|
|
|
return false; /* will be added */
|
|
|
|
}
|
|
|
|
|
2019-03-08 09:29:17 +11:00
|
|
|
for (const Object *ob = bmain->objects.first; ob; ob = ob->id.next) {
|
2016-04-29 22:33:06 +10:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2013-03-21 14:12:04 +00:00
|
|
|
/**
|
|
|
|
* Load EditMode data back into the object,
|
|
|
|
* optionally freeing the editmode data.
|
|
|
|
*/
|
2015-05-12 13:29:00 +05:00
|
|
|
static bool ED_object_editmode_load_ex(Main *bmain, Object *obedit, const bool freedata)
|
2009-01-25 20:22:05 +00:00
|
|
|
{
|
2013-03-21 14:12:04 +00:00
|
|
|
if (obedit == NULL) {
|
|
|
|
return false;
|
|
|
|
}
|
2009-10-22 23:22:05 +00:00
|
|
|
|
2012-04-28 15:42:27 +00:00
|
|
|
if (obedit->type == OB_MESH) {
|
|
|
|
Mesh *me = obedit->data;
|
2019-02-17 18:05:18 +11:00
|
|
|
if (me->edit_mesh == NULL) {
|
2018-02-06 15:47:51 +11:00
|
|
|
return false;
|
|
|
|
}
|
2013-03-21 14:12:04 +00:00
|
|
|
|
2019-02-17 18:05:18 +11:00
|
|
|
if (me->edit_mesh->bm->totvert > MESH_MAX_VERTS) {
|
2009-09-16 17:43:09 +00:00
|
|
|
error("Too many vertices");
|
2013-03-21 14:12:04 +00:00
|
|
|
return false;
|
2009-09-16 17:43:09 +00:00
|
|
|
}
|
2013-03-21 14:12:04 +00:00
|
|
|
|
2018-06-13 16:29:12 +02:00
|
|
|
EDBM_mesh_load(bmain, obedit);
|
2013-03-21 14:12:04 +00:00
|
|
|
|
2012-03-24 06:38:07 +00:00
|
|
|
if (freedata) {
|
2019-02-17 18:05:18 +11:00
|
|
|
EDBM_mesh_free(me->edit_mesh);
|
|
|
|
MEM_freeN(me->edit_mesh);
|
|
|
|
me->edit_mesh = NULL;
|
2009-09-16 17:43:09 +00:00
|
|
|
}
|
2018-02-06 15:47:51 +11:00
|
|
|
/* 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');
|
2010-03-31 07:22:18 +00:00
|
|
|
}
|
2009-09-16 17:43:09 +00:00
|
|
|
}
|
2012-04-28 15:42:27 +00:00
|
|
|
else if (obedit->type == OB_ARMATURE) {
|
2018-02-06 15:47:51 +11:00
|
|
|
const bArmature *arm = obedit->data;
|
|
|
|
if (arm->edbo == NULL) {
|
|
|
|
return false;
|
|
|
|
}
|
2018-06-06 15:50:24 +02:00
|
|
|
ED_armature_from_edit(bmain, obedit->data);
|
2018-02-06 15:47:51 +11:00
|
|
|
if (freedata) {
|
2013-12-17 22:13:15 +11:00
|
|
|
ED_armature_edit_free(obedit->data);
|
2018-02-06 15:47:51 +11:00
|
|
|
}
|
2015-05-12 13:29:00 +05:00
|
|
|
/* 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?
|
|
|
|
*/
|
2017-06-08 10:14:53 +02:00
|
|
|
DEG_relations_tag_update(bmain);
|
2009-09-16 17:43:09 +00:00
|
|
|
}
|
2012-03-24 06:38:07 +00:00
|
|
|
else if (ELEM(obedit->type, OB_CURVE, OB_SURF)) {
|
2018-02-06 15:47:51 +11:00
|
|
|
const Curve *cu = obedit->data;
|
|
|
|
if (cu->editnurb == NULL) {
|
|
|
|
return false;
|
|
|
|
}
|
2018-06-06 15:50:24 +02:00
|
|
|
ED_curve_editnurb_load(bmain, obedit);
|
2018-02-06 15:47:51 +11:00
|
|
|
if (freedata) {
|
|
|
|
ED_curve_editnurb_free(obedit);
|
|
|
|
}
|
2009-09-16 17:43:09 +00:00
|
|
|
}
|
2013-11-21 04:32:28 +11:00
|
|
|
else if (obedit->type == OB_FONT) {
|
2018-02-06 15:47:51 +11:00
|
|
|
const Curve *cu = obedit->data;
|
|
|
|
if (cu->editfont == NULL) {
|
|
|
|
return false;
|
|
|
|
}
|
2015-11-18 12:20:28 +11:00
|
|
|
ED_curve_editfont_load(obedit);
|
2018-02-06 15:47:51 +11:00
|
|
|
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) {
|
2018-02-06 15:47:51 +11:00
|
|
|
const Lattice *lt = obedit->data;
|
|
|
|
if (lt->editlatt == NULL) {
|
|
|
|
return false;
|
|
|
|
}
|
2018-03-19 14:49:59 +01:00
|
|
|
BKE_editlattice_load(obedit);
|
2018-02-06 15:47:51 +11:00
|
|
|
if (freedata) {
|
2018-03-19 14:49:59 +01:00
|
|
|
BKE_editlattice_free(obedit);
|
2018-02-06 15:47:51 +11:00
|
|
|
}
|
2009-09-16 17:43:09 +00:00
|
|
|
}
|
2012-04-28 15:42:27 +00:00
|
|
|
else if (obedit->type == OB_MBALL) {
|
2018-02-06 15:47:51 +11:00
|
|
|
const MetaBall *mb = obedit->data;
|
|
|
|
if (mb->editelems == NULL) {
|
|
|
|
return false;
|
|
|
|
}
|
2015-11-18 12:20:28 +11:00
|
|
|
ED_mball_editmball_load(obedit);
|
2018-02-06 15:47:51 +11:00
|
|
|
if (freedata) {
|
|
|
|
ED_mball_editmball_free(obedit);
|
|
|
|
}
|
2009-01-26 15:23:29 +00:00
|
|
|
}
|
2009-02-13 17:37:01 +00:00
|
|
|
|
2013-03-21 14:12:04 +00:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2018-06-01 17:08:38 +02:00
|
|
|
bool ED_object_editmode_load(Main *bmain, Object *obedit)
|
2013-03-21 14:12:04 +00:00
|
|
|
{
|
2018-06-01 17:08:38 +02:00
|
|
|
return ED_object_editmode_load_ex(bmain, obedit, false);
|
2013-03-21 14:12:04 +00:00
|
|
|
}
|
|
|
|
|
2018-02-14 00:38:13 +11:00
|
|
|
/**
|
|
|
|
* \param flag:
|
|
|
|
* - If #EM_FREEDATA isn't in the flag, use ED_object_editmode_load directly.
|
|
|
|
*/
|
2018-06-06 15:50:24 +02:00
|
|
|
bool ED_object_editmode_exit_ex(Main *bmain, Scene *scene, Object *obedit, int flag)
|
2013-03-21 14:12:04 +00:00
|
|
|
{
|
|
|
|
const bool freedata = (flag & EM_FREEDATA) != 0;
|
|
|
|
|
2018-06-06 15:50:24 +02:00
|
|
|
if (ED_object_editmode_load_ex(bmain, obedit, freedata) == false) {
|
2013-06-02 22:21:45 +00:00
|
|
|
/* in rare cases (background mode) its possible active object
|
|
|
|
* is flagged for editmode, without 'obedit' being set [#35489] */
|
2018-04-16 16:27:55 +02:00
|
|
|
if (UNLIKELY(obedit && obedit->mode & OB_MODE_EDIT)) {
|
|
|
|
obedit->mode &= ~OB_MODE_EDIT;
|
2018-04-05 18:20:27 +02:00
|
|
|
}
|
2018-05-30 08:41:06 +02:00
|
|
|
return true;
|
2013-03-21 14:12:04 +00:00
|
|
|
}
|
|
|
|
|
2009-10-22 23:22:05 +00:00
|
|
|
/* freedata only 0 now on file saves and render */
|
2012-03-24 06:38:07 +00:00
|
|
|
if (freedata) {
|
2009-09-12 20:47:53 +00:00
|
|
|
ListBase pidlist;
|
|
|
|
PTCacheID *pid;
|
|
|
|
|
|
|
|
/* flag object caches as outdated */
|
2013-01-23 05:56:34 +00:00
|
|
|
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) {
|
2019-01-15 23:24:20 +11:00
|
|
|
/* particles don't need reset on geometry change */
|
|
|
|
if (pid->type != PTCACHE_TYPE_PARTICLES) {
|
2009-09-12 20:47:53 +00:00
|
|
|
pid->cache->flag |= PTCACHE_OUTDATED;
|
2019-01-15 23:24:20 +11:00
|
|
|
}
|
2009-09-12 20:47:53 +00:00
|
|
|
}
|
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);
|
2018-05-30 08:41:06 +02:00
|
|
|
|
2019-01-31 16:53:19 +01:00
|
|
|
BKE_particlesystem_reset_all(obedit);
|
2011-09-24 11:42:11 +00:00
|
|
|
BKE_ptcache_object_reset(scene, obedit, PTCACHE_RESET_OUTDATED);
|
2009-01-25 20:22:05 +00:00
|
|
|
|
2009-09-16 17:43:09 +00:00
|
|
|
/* also flush ob recalc, doesn't take much overhead, but used for particles */
|
2018-12-06 17:52:37 +01:00
|
|
|
DEG_id_tag_update(&obedit->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY);
|
2013-03-21 14:12:04 +00:00
|
|
|
|
2018-05-15 10:02:01 +02:00
|
|
|
WM_main_add_notifier(NC_SCENE | ND_MODE | NS_MODE_OBJECT, scene);
|
2018-04-16 16:27:55 +02:00
|
|
|
|
2018-04-05 18:20:27 +02:00
|
|
|
obedit->mode &= ~OB_MODE_EDIT;
|
|
|
|
}
|
2018-02-28 16:27:55 +11:00
|
|
|
|
2018-05-30 08:41:06 +02:00
|
|
|
return (obedit->mode & OB_MODE_EDIT) == 0;
|
2009-02-13 17:37:01 +00:00
|
|
|
}
|
|
|
|
|
2018-05-30 08:41:06 +02:00
|
|
|
bool ED_object_editmode_exit(bContext *C, int flag)
|
2018-02-14 00:38:13 +11:00
|
|
|
{
|
2018-06-06 15:50:24 +02:00
|
|
|
Main *bmain = CTX_data_main(C);
|
2018-02-14 00:38:13 +11:00
|
|
|
Scene *scene = CTX_data_scene(C);
|
|
|
|
Object *obedit = CTX_data_edit_object(C);
|
2018-06-06 15:50:24 +02:00
|
|
|
return ED_object_editmode_exit_ex(bmain, scene, obedit, flag);
|
2018-02-14 00:38:13 +11:00
|
|
|
}
|
2009-09-16 17:43:09 +00:00
|
|
|
|
2018-06-01 17:26:36 +02:00
|
|
|
bool ED_object_editmode_enter_ex(Main *bmain, Scene *scene, Object *ob, int flag)
|
2009-02-13 17:37:01 +00:00
|
|
|
{
|
2014-04-11 11:25:41 +10:00
|
|
|
bool ok = false;
|
2012-07-06 23:56:59 +00:00
|
|
|
|
2018-05-30 08:49:34 +02:00
|
|
|
if (ELEM(NULL, ob, ob->data) || ID_IS_LINKED(ob)) {
|
2018-05-30 08:41:06 +02:00
|
|
|
return false;
|
|
|
|
}
|
2012-07-06 23:56:59 +00:00
|
|
|
|
2012-12-17 14:51:06 +00:00
|
|
|
/* this checks actual object->data, for cases when other scenes have it in editmode context */
|
2018-05-30 08:41:06 +02:00
|
|
|
if (BKE_object_is_in_editmode(ob)) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2012-05-05 14:03:12 +00:00
|
|
|
if (BKE_object_obdata_is_libdata(ob)) {
|
2009-09-16 17:43:09 +00:00
|
|
|
error_libdata();
|
2018-05-30 08:41:06 +02:00
|
|
|
return false;
|
2009-07-29 12:35:09 +00:00
|
|
|
}
|
2012-07-06 23:56:59 +00:00
|
|
|
|
2018-04-05 18:20:27 +02:00
|
|
|
ob->restore_mode = ob->mode;
|
2010-07-23 18:30:14 +00:00
|
|
|
|
2018-04-05 18:20:27 +02:00
|
|
|
ob->mode = OB_MODE_EDIT;
|
2012-07-06 23:56:59 +00:00
|
|
|
|
2012-04-28 15:42:27 +00:00
|
|
|
if (ob->type == OB_MESH) {
|
2012-03-27 00:01:35 +00:00
|
|
|
BMEditMesh *em;
|
2012-04-28 15:42:27 +00:00
|
|
|
ok = 1;
|
2012-03-27 00:01:35 +00:00
|
|
|
|
2018-06-01 17:08:38 +02:00
|
|
|
const bool use_key_index = mesh_needs_keyindex(bmain, ob->data);
|
2016-04-29 22:33:06 +10:00
|
|
|
|
2018-03-14 02:02:05 +11:00
|
|
|
EDBM_mesh_make(ob, scene->toolsettings->selectmode, use_key_index);
|
2.5: Text edit mode operators back. Took me a while getting
them nicely repeatable, and splitting up the big edit_text
operator into individual operator so it's all nicely scriptable,
documented, configurable, etc..
* Insert Text, Line Break, Insert Lorem
* Toggle Case, Set Case, Toggle Style, Set Style, Set Material
* Copy Text, Cut Text, Paste Text, Paste File, Paste Buffer
* Move, Move Select, Delete
* Change Spacing, Change Character
Notes
* Text (datablock) to Object doesn't work yet, will need to
implement text editor context for that.
* Some shortcut keys don't work because screen/wm overrides them,
ctrl+x, ctrl+left/right. That override goes top down which works
well for some cases, but here we need to override in the other
direction.
* There's no unicode support in RNA, or the user interface code
for that matter, but text strings can contain these characters.
At the moment it stores a UTF-8 string in char arrays, which is
supposed to be nicely compatible with ascii. Seems reasonable to
add support for UTF-8 in the interface code, python bindings, ..
eventually?
2009-02-17 19:55:20 +00:00
|
|
|
|
2013-04-16 05:59:48 +00:00
|
|
|
em = BKE_editmesh_from_object(ob);
|
2012-03-27 00:01:35 +00:00
|
|
|
if (LIKELY(em)) {
|
2012-03-29 03:06:42 +00:00
|
|
|
/* order doesn't matter */
|
|
|
|
EDBM_mesh_normals_update(em);
|
2013-04-16 05:59:48 +00:00
|
|
|
BKE_editmesh_tessface_calc(em);
|
2012-03-27 00:01:35 +00:00
|
|
|
}
|
|
|
|
|
2018-04-16 16:27:55 +02:00
|
|
|
WM_main_add_notifier(NC_SCENE | ND_MODE | NS_EDITMODE_MESH, NULL);
|
2009-09-16 17:43:09 +00:00
|
|
|
}
|
2012-04-28 15:42:27 +00:00
|
|
|
else if (ob->type == OB_ARMATURE) {
|
|
|
|
ok = 1;
|
2018-05-30 08:41:06 +02:00
|
|
|
ED_armature_to_edit(ob->data);
|
2009-09-16 17:43:09 +00:00
|
|
|
/* to ensure all goes in restposition and without striding */
|
2019-01-15 23:24:20 +11:00
|
|
|
|
|
|
|
/* XXX: should this be ID_RECALC_GEOMETRY? */
|
|
|
|
DEG_id_tag_update(&ob->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY | ID_RECALC_ANIMATION);
|
2.5: Text edit mode operators back. Took me a while getting
them nicely repeatable, and splitting up the big edit_text
operator into individual operator so it's all nicely scriptable,
documented, configurable, etc..
* Insert Text, Line Break, Insert Lorem
* Toggle Case, Set Case, Toggle Style, Set Style, Set Material
* Copy Text, Cut Text, Paste Text, Paste File, Paste Buffer
* Move, Move Select, Delete
* Change Spacing, Change Character
Notes
* Text (datablock) to Object doesn't work yet, will need to
implement text editor context for that.
* Some shortcut keys don't work because screen/wm overrides them,
ctrl+x, ctrl+left/right. That override goes top down which works
well for some cases, but here we need to override in the other
direction.
* There's no unicode support in RNA, or the user interface code
for that matter, but text strings can contain these characters.
At the moment it stores a UTF-8 string in char arrays, which is
supposed to be nicely compatible with ascii. Seems reasonable to
add support for UTF-8 in the interface code, python bindings, ..
eventually?
2009-02-17 19:55:20 +00:00
|
|
|
|
2018-04-16 16:27:55 +02:00
|
|
|
WM_main_add_notifier(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;
|
2015-11-18 12:20:28 +11:00
|
|
|
ED_curve_editfont_make(ob);
|
2.5: Text edit mode operators back. Took me a while getting
them nicely repeatable, and splitting up the big edit_text
operator into individual operator so it's all nicely scriptable,
documented, configurable, etc..
* Insert Text, Line Break, Insert Lorem
* Toggle Case, Set Case, Toggle Style, Set Style, Set Material
* Copy Text, Cut Text, Paste Text, Paste File, Paste Buffer
* Move, Move Select, Delete
* Change Spacing, Change Character
Notes
* Text (datablock) to Object doesn't work yet, will need to
implement text editor context for that.
* Some shortcut keys don't work because screen/wm overrides them,
ctrl+x, ctrl+left/right. That override goes top down which works
well for some cases, but here we need to override in the other
direction.
* There's no unicode support in RNA, or the user interface code
for that matter, but text strings can contain these characters.
At the moment it stores a UTF-8 string in char arrays, which is
supposed to be nicely compatible with ascii. Seems reasonable to
add support for UTF-8 in the interface code, python bindings, ..
eventually?
2009-02-17 19:55:20 +00:00
|
|
|
|
2018-04-16 16:27:55 +02:00
|
|
|
WM_main_add_notifier(NC_SCENE | ND_MODE | NS_EDITMODE_TEXT, scene);
|
2009-02-10 22:45:20 +00:00
|
|
|
}
|
2012-04-28 15:42:27 +00:00
|
|
|
else if (ob->type == OB_MBALL) {
|
|
|
|
ok = 1;
|
2015-11-18 12:20:28 +11:00
|
|
|
ED_mball_editmball_make(ob);
|
2009-02-25 14:50:40 +00:00
|
|
|
|
2018-04-16 16:27:55 +02:00
|
|
|
WM_main_add_notifier(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;
|
2018-03-19 14:49:59 +01:00
|
|
|
BKE_editlattice_make(ob);
|
2012-07-06 23:56:59 +00:00
|
|
|
|
2018-04-16 16:27:55 +02:00
|
|
|
WM_main_add_notifier(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;
|
2015-11-18 12:20:28 +11:00
|
|
|
ED_curve_editnurb_make(ob);
|
2012-07-06 23:56:59 +00:00
|
|
|
|
2018-04-16 16:27:55 +02:00
|
|
|
WM_main_add_notifier(NC_SCENE | ND_MODE | NS_EDITMODE_CURVE, scene);
|
2009-02-10 22:45:20 +00:00
|
|
|
}
|
2012-07-06 23:56:59 +00:00
|
|
|
|
2012-03-24 06:38:07 +00:00
|
|
|
if (ok) {
|
2018-12-06 17:52:37 +01:00
|
|
|
DEG_id_tag_update(&ob->id, ID_RECALC_GEOMETRY);
|
2009-09-16 17:43:09 +00:00
|
|
|
}
|
|
|
|
else {
|
2018-04-16 16:27:55 +02:00
|
|
|
if ((flag & EM_NO_CONTEXT) == 0) {
|
|
|
|
ob->mode &= ~OB_MODE_EDIT;
|
|
|
|
}
|
|
|
|
WM_main_add_notifier(NC_SCENE | ND_MODE | NS_MODE_OBJECT, scene);
|
2009-09-16 17:43:09 +00:00
|
|
|
}
|
2012-07-06 23:56:59 +00:00
|
|
|
|
2018-05-30 08:41:06 +02:00
|
|
|
return (ob->mode & OB_MODE_EDIT) != 0;
|
2018-04-16 16:27:55 +02:00
|
|
|
}
|
|
|
|
|
2018-05-30 08:49:34 +02:00
|
|
|
bool ED_object_editmode_enter(bContext *C, int flag)
|
2018-04-16 16:27:55 +02:00
|
|
|
{
|
2018-06-01 17:26:36 +02:00
|
|
|
Main *bmain = CTX_data_main(C);
|
2018-04-16 16:27:55 +02:00
|
|
|
Scene *scene = CTX_data_scene(C);
|
|
|
|
Object *ob;
|
|
|
|
|
2019-01-31 15:36:24 +11:00
|
|
|
/* Active layer checked here for view3d,
|
|
|
|
* callers that don't want view context can call the extended version. */
|
|
|
|
ob = CTX_data_active_object(C);
|
2018-05-30 08:49:34 +02:00
|
|
|
if ((ob == NULL) || ID_IS_LINKED(ob)) {
|
|
|
|
return false;
|
|
|
|
}
|
2018-06-01 17:26:36 +02:00
|
|
|
return ED_object_editmode_enter_ex(bmain, scene, ob, flag);
|
2009-02-10 22:45:20 +00:00
|
|
|
}
|
|
|
|
|
2013-08-29 10:34:09 +00:00
|
|
|
static int editmode_toggle_exec(bContext *C, wmOperator *op)
|
2009-09-16 17:43:09 +00:00
|
|
|
{
|
2018-05-08 07:22:52 +02:00
|
|
|
struct wmMsgBus *mbus = CTX_wm_message_bus(C);
|
2013-08-29 10:34:09 +00:00
|
|
|
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);
|
2018-06-01 17:26:36 +02:00
|
|
|
Main *bmain = CTX_data_main(C);
|
2015-08-31 21:37:38 +03:00
|
|
|
Scene *scene = CTX_data_scene(C);
|
2018-04-16 16:27:55 +02:00
|
|
|
ViewLayer *view_layer = CTX_data_view_layer(C);
|
2018-11-25 09:50:34 -02:00
|
|
|
View3D *v3d = CTX_wm_view3d(C);
|
2018-04-16 16:27:55 +02:00
|
|
|
Object *obact = OBACT(view_layer);
|
2012-01-17 16:31:13 +00:00
|
|
|
|
2013-08-29 10:34:09 +00:00
|
|
|
if (!is_mode_set) {
|
2018-04-16 16:27:55 +02:00
|
|
|
if (!ED_object_mode_compat_set(C, obact, mode_flag, op->reports)) {
|
2013-08-29 10:34:09 +00:00
|
|
|
return OPERATOR_CANCELLED;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-04-16 16:27:55 +02:00
|
|
|
if (!is_mode_set) {
|
2019-01-10 13:02:07 +11:00
|
|
|
ED_object_editmode_enter(C, 0);
|
2018-04-16 16:27:55 +02:00
|
|
|
if (obact->mode & mode_flag) {
|
2018-11-25 09:50:34 -02:00
|
|
|
FOREACH_SELECTED_OBJECT_BEGIN(view_layer, v3d, ob)
|
2018-04-16 16:27:55 +02:00
|
|
|
{
|
|
|
|
if ((ob != obact) && (ob->type == obact->type)) {
|
2019-01-10 13:02:07 +11:00
|
|
|
ED_object_editmode_enter_ex(bmain, scene, ob, EM_NO_CONTEXT);
|
2018-04-16 16:27:55 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
FOREACH_SELECTED_OBJECT_END;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
2019-01-10 13:02:07 +11:00
|
|
|
ED_object_editmode_exit(C, EM_FREEDATA);
|
2018-04-16 16:27:55 +02:00
|
|
|
if ((obact->mode & mode_flag) == 0) {
|
2018-05-29 14:11:34 +02:00
|
|
|
FOREACH_OBJECT_BEGIN(view_layer, ob)
|
2018-04-16 16:27:55 +02:00
|
|
|
{
|
|
|
|
if ((ob != obact) && (ob->type == obact->type)) {
|
2019-01-10 13:02:07 +11:00
|
|
|
ED_object_editmode_exit_ex(bmain, scene, ob, EM_FREEDATA);
|
2018-04-16 16:27:55 +02:00
|
|
|
}
|
|
|
|
}
|
2018-05-29 14:11:34 +02:00
|
|
|
FOREACH_OBJECT_END;
|
2018-04-16 16:27:55 +02:00
|
|
|
}
|
|
|
|
}
|
2018-05-29 14:11:34 +02:00
|
|
|
|
2018-06-11 11:05:37 +02:00
|
|
|
ED_space_image_uv_sculpt_update(bmain, CTX_wm_manager(C), scene);
|
2012-01-17 16:31:13 +00:00
|
|
|
|
2018-05-08 07:22:52 +02:00
|
|
|
WM_msg_publish_rna_prop(mbus, &obact->id, obact, Object, mode);
|
|
|
|
|
2018-07-03 18:02:16 +02:00
|
|
|
if (G.background == false) {
|
|
|
|
WM_toolsystem_update_from_context_view3d(C);
|
|
|
|
}
|
2018-05-16 18:41:11 +02:00
|
|
|
|
2009-09-16 17:43:09 +00:00
|
|
|
return OPERATOR_FINISHED;
|
2009-02-10 22:45:20 +00:00
|
|
|
}
|
|
|
|
|
2018-07-02 11:47:00 +02:00
|
|
|
static bool editmode_toggle_poll(bContext *C)
|
2009-01-25 20:22:05 +00:00
|
|
|
{
|
2009-09-16 17:43:09 +00:00
|
|
|
Object *ob = CTX_data_active_object(C);
|
|
|
|
|
2010-01-10 20:01:13 +00:00
|
|
|
/* covers proxies too */
|
2017-11-06 17:17:10 +01:00
|
|
|
if (ELEM(NULL, ob, ob->data) || ID_IS_LINKED(ob->data))
|
2010-01-10 20:01:13 +00:00
|
|
|
return 0;
|
|
|
|
|
2012-11-21 03:33:34 +00:00
|
|
|
/* if hidden but in edit mode, we still display */
|
2018-04-05 18:20:27 +02:00
|
|
|
if ((ob->restrictflag & OB_RESTRICT_VIEW) && !(ob->mode & OB_MODE_EDIT)) {
|
2011-01-05 18:12:54 +00:00
|
|
|
return 0;
|
2018-02-06 19:34:36 +11:00
|
|
|
}
|
2010-01-10 20:01:13 +00:00
|
|
|
|
2014-08-05 10:57:54 -04:00
|
|
|
return OB_TYPE_SUPPORT_EDITMODE(ob->type);
|
2009-01-25 20:22:05 +00:00
|
|
|
}
|
|
|
|
|
2009-09-16 17:43:09 +00:00
|
|
|
void OBJECT_OT_editmode_toggle(wmOperatorType *ot)
|
2009-01-25 20:22:05 +00:00
|
|
|
{
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2009-01-25 20:22:05 +00:00
|
|
|
/* identifiers */
|
2012-03-22 07:26:09 +00:00
|
|
|
ot->name = "Toggle Editmode";
|
2010-02-10 21:15:44 +00:00
|
|
|
ot->description = "Toggle object's editmode";
|
2012-03-22 07:26:09 +00:00
|
|
|
ot->idname = "OBJECT_OT_editmode_toggle";
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2009-01-25 20:22:05 +00:00
|
|
|
/* api callbacks */
|
2012-03-22 07:26:09 +00:00
|
|
|
ot->exec = editmode_toggle_exec;
|
|
|
|
ot->poll = editmode_toggle_poll;
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2009-01-31 19:40:40 +00:00
|
|
|
/* flags */
|
2012-04-28 15:42:27 +00:00
|
|
|
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
|
2009-01-25 20:22:05 +00:00
|
|
|
}
|
|
|
|
|
2009-09-16 17:43:09 +00:00
|
|
|
/* *************************** */
|
2009-01-15 16:07:39 +00:00
|
|
|
|
2013-08-29 10:34:09 +00:00
|
|
|
static int posemode_exec(bContext *C, wmOperator *op)
|
2008-12-23 19:47:33 +00:00
|
|
|
{
|
2018-05-08 07:22:52 +02:00
|
|
|
struct wmMsgBus *mbus = CTX_wm_message_bus(C);
|
2012-04-28 15:42:27 +00:00
|
|
|
Base *base = CTX_data_active_base(C);
|
2019-03-12 18:03:31 -03:00
|
|
|
|
|
|
|
/* If the base is NULL it means we have an active object, but the object itself is hidden. */
|
|
|
|
if (base == NULL) {
|
|
|
|
return OPERATOR_CANCELLED;
|
|
|
|
}
|
|
|
|
|
2018-04-16 16:27:55 +02:00
|
|
|
Object *obact = base->object;
|
2013-08-29 10:34:09 +00:00
|
|
|
const int mode_flag = OB_MODE_POSE;
|
2018-04-16 16:27:55 +02:00
|
|
|
bool is_mode_set = (obact->mode & mode_flag) != 0;
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2013-08-29 10:34:09 +00:00
|
|
|
if (!is_mode_set) {
|
2018-04-16 16:27:55 +02:00
|
|
|
if (!ED_object_mode_compat_set(C, obact, mode_flag, op->reports)) {
|
2013-08-29 10:34:09 +00:00
|
|
|
return OPERATOR_CANCELLED;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-05-08 07:22:52 +02:00
|
|
|
if (obact->type != OB_ARMATURE) {
|
|
|
|
return OPERATOR_PASS_THROUGH;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (obact == CTX_data_edit_object(C)) {
|
2018-05-15 10:25:49 +02:00
|
|
|
ED_object_editmode_exit(C, EM_FREEDATA);
|
2018-05-08 07:22:52 +02:00
|
|
|
is_mode_set = false;
|
|
|
|
}
|
2018-02-28 16:27:55 +11:00
|
|
|
|
2018-05-08 07:22:52 +02:00
|
|
|
if (is_mode_set) {
|
|
|
|
bool ok = ED_object_posemode_exit(C, obact);
|
|
|
|
if (ok) {
|
|
|
|
struct Main *bmain = CTX_data_main(C);
|
|
|
|
ViewLayer *view_layer = CTX_data_view_layer(C);
|
2018-05-29 14:11:34 +02:00
|
|
|
FOREACH_OBJECT_BEGIN(view_layer, ob)
|
2018-05-08 07:22:52 +02:00
|
|
|
{
|
|
|
|
if ((ob != obact) &&
|
|
|
|
(ob->type == OB_ARMATURE) &&
|
|
|
|
(ob->mode & mode_flag))
|
2018-04-16 16:27:55 +02:00
|
|
|
{
|
2018-05-08 07:22:52 +02:00
|
|
|
ED_object_posemode_exit_ex(bmain, ob);
|
2018-04-16 16:27:55 +02:00
|
|
|
}
|
|
|
|
}
|
2018-05-29 14:11:34 +02:00
|
|
|
FOREACH_OBJECT_END;
|
2018-04-11 08:53:59 +02:00
|
|
|
}
|
2018-05-08 07:22:52 +02:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
bool ok = ED_object_posemode_enter(C, obact);
|
|
|
|
if (ok) {
|
|
|
|
struct Main *bmain = CTX_data_main(C);
|
|
|
|
ViewLayer *view_layer = CTX_data_view_layer(C);
|
2018-11-25 09:50:34 -02:00
|
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
|
|
FOREACH_SELECTED_OBJECT_BEGIN(view_layer, v3d, ob)
|
2018-05-08 07:22:52 +02:00
|
|
|
{
|
|
|
|
if ((ob != obact) &&
|
|
|
|
(ob->type == OB_ARMATURE) &&
|
|
|
|
(ob->mode == OB_MODE_OBJECT) &&
|
|
|
|
(!ID_IS_LINKED(ob)))
|
2018-04-16 16:27:55 +02:00
|
|
|
{
|
2018-05-08 07:22:52 +02:00
|
|
|
ED_object_posemode_enter_ex(bmain, ob);
|
2018-04-16 16:27:55 +02:00
|
|
|
}
|
|
|
|
}
|
2018-05-08 07:22:52 +02:00
|
|
|
FOREACH_SELECTED_OBJECT_END;
|
2009-09-16 17:43:09 +00:00
|
|
|
}
|
2008-12-23 19:47:33 +00:00
|
|
|
}
|
2018-05-08 07:22:52 +02:00
|
|
|
|
|
|
|
WM_msg_publish_rna_prop(mbus, &obact->id, obact, Object, mode);
|
|
|
|
|
2018-07-03 18:02:16 +02:00
|
|
|
if (G.background == false) {
|
|
|
|
WM_toolsystem_update_from_context_view3d(C);
|
|
|
|
}
|
2018-05-16 18:41:11 +02:00
|
|
|
|
2018-05-08 07:22:52 +02:00
|
|
|
return OPERATOR_FINISHED;
|
2009-02-04 17:40:50 +00:00
|
|
|
}
|
2008-12-23 19:47:33 +00:00
|
|
|
|
2018-06-04 09:31:30 +02:00
|
|
|
void OBJECT_OT_posemode_toggle(wmOperatorType *ot)
|
2009-02-04 17:40:50 +00:00
|
|
|
{
|
|
|
|
/* identifiers */
|
2012-03-22 07:26:09 +00:00
|
|
|
ot->name = "Toggle Pose Mode";
|
|
|
|
ot->idname = "OBJECT_OT_posemode_toggle";
|
|
|
|
ot->description = "Enable or disable posing/selecting bones";
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2009-02-04 17:40:50 +00:00
|
|
|
/* api callbacks */
|
2012-03-22 07:26:09 +00:00
|
|
|
ot->exec = posemode_exec;
|
|
|
|
ot->poll = ED_operator_object_active_editable;
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2009-09-16 17:43:09 +00:00
|
|
|
/* flag */
|
2012-04-28 15:42:27 +00:00
|
|
|
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
|
2008-12-23 19:47:33 +00:00
|
|
|
}
|
|
|
|
|
2011-01-23 14:04:31 +00:00
|
|
|
/* ******************* force field toggle operator ***************** */
|
|
|
|
|
2018-04-05 18:20:27 +02:00
|
|
|
void ED_object_check_force_modifiers(Main *bmain, Scene *scene, Object *object)
|
2013-11-19 17:19:06 +06:00
|
|
|
{
|
|
|
|
PartDeflect *pd = object->pd;
|
|
|
|
ModifierData *md = modifiers_findByType(object, eModifierType_Surface);
|
|
|
|
|
|
|
|
/* add/remove modifier as needed */
|
|
|
|
if (!md) {
|
2017-08-27 12:20:21 +02:00
|
|
|
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)) {
|
2018-04-05 18:20:27 +02:00
|
|
|
ED_object_modifier_add(NULL, bmain, scene, object, NULL, eModifierType_Surface);
|
2017-08-27 12:20:21 +02:00
|
|
|
}
|
|
|
|
}
|
2013-11-19 17:19:06 +06:00
|
|
|
}
|
|
|
|
else {
|
2017-08-27 12:20:21 +02:00
|
|
|
if (!pd || (pd->shape != PFIELD_SHAPE_SURFACE) || ELEM(pd->forcefield, 0, PFIELD_GUIDE, PFIELD_TEXTURE)) {
|
2013-11-19 17:19:06 +06:00
|
|
|
ED_object_modifier_remove(NULL, bmain, object, md);
|
2017-08-27 12:20:21 +02:00
|
|
|
}
|
2013-11-19 17:19:06 +06:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-01-23 14:04:31 +00:00
|
|
|
static int forcefield_toggle_exec(bContext *C, wmOperator *UNUSED(op))
|
|
|
|
{
|
|
|
|
Object *ob = CTX_data_active_object(C);
|
|
|
|
|
2012-03-24 06:38:07 +00:00
|
|
|
if (ob->pd == NULL)
|
2018-12-02 14:14:51 +11:00
|
|
|
ob->pd = BKE_partdeflect_new(PFIELD_FORCE);
|
2014-05-08 08:11:53 +02:00
|
|
|
else if (ob->pd->forcefield == 0)
|
2011-01-23 14:04:31 +00:00
|
|
|
ob->pd->forcefield = PFIELD_FORCE;
|
|
|
|
else
|
|
|
|
ob->pd->forcefield = 0;
|
2018-02-09 22:14:17 +11:00
|
|
|
|
2018-04-05 18:20:27 +02:00
|
|
|
ED_object_check_force_modifiers(CTX_data_main(C), CTX_data_scene(C), ob);
|
2013-11-19 17:19:06 +06:00
|
|
|
WM_event_add_notifier(C, NC_OBJECT | ND_DRAW, ob);
|
|
|
|
WM_event_add_notifier(C, NC_OBJECT | ND_MODIFIER, ob);
|
2011-09-02 18:05:07 +00:00
|
|
|
|
2011-01-23 14:04:31 +00:00
|
|
|
return OPERATOR_FINISHED;
|
|
|
|
}
|
|
|
|
|
|
|
|
void OBJECT_OT_forcefield_toggle(wmOperatorType *ot)
|
|
|
|
{
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2011-01-23 14:04:31 +00:00
|
|
|
/* identifiers */
|
2012-03-22 07:26:09 +00:00
|
|
|
ot->name = "Toggle Force Field";
|
2011-01-23 14:04:31 +00:00
|
|
|
ot->description = "Toggle object's force field";
|
2012-03-22 07:26:09 +00:00
|
|
|
ot->idname = "OBJECT_OT_forcefield_toggle";
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2011-01-23 14:04:31 +00:00
|
|
|
/* api callbacks */
|
2012-03-22 07:26:09 +00:00
|
|
|
ot->exec = forcefield_toggle_exec;
|
|
|
|
ot->poll = ED_operator_object_active_editable;
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2011-01-23 14:04:31 +00:00
|
|
|
/* flags */
|
2012-04-28 15:42:27 +00:00
|
|
|
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
|
2011-01-23 14:04:31 +00:00
|
|
|
}
|
|
|
|
|
2010-01-19 11:31:49 +00:00
|
|
|
/* ********************************************** */
|
|
|
|
/* Motion Paths */
|
|
|
|
|
2012-05-01 13:51:50 +00:00
|
|
|
/* For the objects with animation: update paths for those that have got them
|
2010-01-19 11:31:49 +00:00
|
|
|
* This should selectively update paths that exist...
|
|
|
|
*
|
2018-06-01 18:19:39 +02:00
|
|
|
* To be called from various tools that do incremental updates
|
2010-01-19 11:31:49 +00:00
|
|
|
*/
|
2018-09-14 14:03:31 +02:00
|
|
|
void ED_objects_recalculate_paths(bContext *C, Scene *scene, bool current_frame_only)
|
2010-01-19 11:31:49 +00:00
|
|
|
{
|
2018-09-27 15:49:59 +02:00
|
|
|
/* Transform doesn't always have context available to do update. */
|
2018-09-14 14:03:31 +02:00
|
|
|
if (C == NULL) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
Main *bmain = CTX_data_main(C);
|
2018-04-06 12:07:27 +02:00
|
|
|
Depsgraph *depsgraph = CTX_data_depsgraph(C);
|
2010-01-19 11:31:49 +00:00
|
|
|
ListBase targets = {NULL, NULL};
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2010-01-19 11:31:49 +00:00
|
|
|
/* loop over objects in scene */
|
2012-06-05 21:54:21 +00:00
|
|
|
CTX_DATA_BEGIN(C, Object *, ob, selected_editable_objects)
|
2012-04-30 16:22:40 +00:00
|
|
|
{
|
2012-05-01 13:51:50 +00:00
|
|
|
/* set flag to force recalc, then grab path(s) from object */
|
2010-01-19 11:31:49 +00:00
|
|
|
ob->avs.recalc |= ANIMVIZ_RECALC_PATHS;
|
|
|
|
animviz_get_object_motionpaths(ob, &targets);
|
|
|
|
}
|
|
|
|
CTX_DATA_END;
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2010-01-19 11:31:49 +00:00
|
|
|
/* recalculate paths, then free */
|
2018-09-14 14:03:31 +02:00
|
|
|
animviz_calc_motionpaths(depsgraph, bmain, scene, &targets, true, current_frame_only);
|
2010-01-19 11:31:49 +00:00
|
|
|
BLI_freelistN(&targets);
|
2018-06-04 09:39:04 +02:00
|
|
|
|
2018-09-14 14:03:31 +02:00
|
|
|
if (!current_frame_only) {
|
|
|
|
/* Tag objects for copy on write - so paths will draw/redraw
|
|
|
|
* For currently frame only we update evaluated object directly. */
|
|
|
|
CTX_DATA_BEGIN(C, Object *, ob, selected_editable_objects)
|
|
|
|
{
|
|
|
|
if (ob->mpath) {
|
2018-12-06 17:52:37 +01:00
|
|
|
DEG_id_tag_update(&ob->id, ID_RECALC_COPY_ON_WRITE);
|
2018-09-14 14:03:31 +02:00
|
|
|
}
|
2018-06-01 16:38:21 +02:00
|
|
|
}
|
2018-09-14 14:03:31 +02:00
|
|
|
CTX_DATA_END;
|
2018-06-01 16:38:21 +02:00
|
|
|
}
|
2010-01-19 11:31:49 +00:00
|
|
|
}
|
|
|
|
|
2012-05-06 04:18:13 +00:00
|
|
|
|
2012-05-01 16:19:13 +00:00
|
|
|
/* show popup to determine settings */
|
2013-03-13 09:03:46 +00:00
|
|
|
static int object_calculate_paths_invoke(bContext *C, wmOperator *op, const wmEvent *UNUSED(event))
|
2012-05-01 16:19:13 +00:00
|
|
|
{
|
|
|
|
Object *ob = CTX_data_active_object(C);
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2012-05-01 16:19:13 +00:00
|
|
|
if (ob == NULL)
|
|
|
|
return OPERATOR_CANCELLED;
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2012-05-01 16:19:13 +00:00
|
|
|
/* set default settings from existing/stored settings */
|
|
|
|
{
|
|
|
|
bAnimVizSettings *avs = &ob->avs;
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2012-05-01 16:19:13 +00:00
|
|
|
RNA_int_set(op->ptr, "start_frame", avs->path_sf);
|
|
|
|
RNA_int_set(op->ptr, "end_frame", avs->path_ef);
|
|
|
|
}
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2012-05-01 16:19:13 +00:00
|
|
|
/* show popup dialog to allow editing of range... */
|
2012-07-07 22:51:57 +00:00
|
|
|
/* FIXME: hardcoded dimensions here are just arbitrary */
|
2018-11-01 12:23:33 +01:00
|
|
|
return WM_operator_props_dialog_popup(C, op, 200, 200);
|
2012-05-01 16:19:13 +00:00
|
|
|
}
|
|
|
|
|
2012-05-01 13:51:50 +00:00
|
|
|
/* 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)
|
2010-01-19 11:31:49 +00:00
|
|
|
{
|
2012-04-28 15:42:27 +00:00
|
|
|
Scene *scene = CTX_data_scene(C);
|
2012-05-01 16:19:13 +00:00
|
|
|
int start = RNA_int_get(op->ptr, "start_frame");
|
|
|
|
int end = RNA_int_get(op->ptr, "end_frame");
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2010-01-19 11:31:49 +00:00
|
|
|
/* 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)
|
2010-01-19 11:31:49 +00:00
|
|
|
{
|
2012-05-01 16:19:13 +00:00
|
|
|
bAnimVizSettings *avs = &ob->avs;
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2012-05-01 16:19:13 +00:00
|
|
|
/* grab baking settings from operator settings */
|
|
|
|
avs->path_sf = start;
|
|
|
|
avs->path_ef = end;
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2012-05-01 13:51:50 +00:00
|
|
|
/* verify that the selected object has the appropriate settings */
|
2011-11-12 04:40:53 +00:00
|
|
|
animviz_verify_motionpaths(op->reports, scene, ob, NULL);
|
2010-01-19 11:31:49 +00:00
|
|
|
}
|
|
|
|
CTX_DATA_END;
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2012-05-01 13:51:50 +00:00
|
|
|
/* calculate the paths for objects that have them (and are tagged to get refreshed) */
|
2018-09-14 14:03:31 +02:00
|
|
|
ED_objects_recalculate_paths(C, scene, false);
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2010-01-19 11:31:49 +00:00
|
|
|
/* notifiers for updates */
|
2012-05-01 13:51:50 +00:00
|
|
|
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL);
|
2018-06-04 09:31:30 +02:00
|
|
|
|
|
|
|
return OPERATOR_FINISHED;
|
2010-01-19 11:31:49 +00:00
|
|
|
}
|
|
|
|
|
2012-04-28 15:42:27 +00:00
|
|
|
void OBJECT_OT_paths_calculate(wmOperatorType *ot)
|
2010-01-19 11:31:49 +00:00
|
|
|
{
|
|
|
|
/* identifiers */
|
2012-03-22 07:26:09 +00:00
|
|
|
ot->name = "Calculate Object Paths";
|
|
|
|
ot->idname = "OBJECT_OT_paths_calculate";
|
2012-05-01 13:51:50 +00:00
|
|
|
ot->description = "Calculate motion paths for the selected objects";
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2010-01-19 11:31:49 +00:00
|
|
|
/* api callbacks */
|
2012-05-01 16:19:13 +00:00
|
|
|
ot->invoke = object_calculate_paths_invoke;
|
2012-03-22 07:26:09 +00:00
|
|
|
ot->exec = object_calculate_paths_exec;
|
|
|
|
ot->poll = ED_operator_object_active_editable;
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2010-01-19 11:31:49 +00:00
|
|
|
/* flags */
|
2012-04-28 15:42:27 +00:00
|
|
|
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2012-05-01 16:19:13 +00:00
|
|
|
/* properties */
|
2018-06-04 09:31:30 +02:00
|
|
|
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);
|
2018-06-04 09:31:30 +02:00
|
|
|
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);
|
2010-01-19 11:31:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* --------- */
|
|
|
|
|
2018-07-02 11:47:00 +02:00
|
|
|
static bool object_update_paths_poll(bContext *C)
|
2016-02-06 17:57:50 +13:00
|
|
|
{
|
|
|
|
if (ED_operator_object_active_editable(C)) {
|
2016-02-27 11:30:23 +01:00
|
|
|
Object *ob = ED_object_active_context(C);
|
2016-02-06 17:57:50 +13:00
|
|
|
return (ob->avs.path_bakeflag & MOTIONPATH_BAKE_HAS_PATHS) != 0;
|
|
|
|
}
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2016-02-06 17:57:50 +13:00
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2012-05-06 04:18:13 +00:00
|
|
|
static int object_update_paths_exec(bContext *C, wmOperator *UNUSED(op))
|
|
|
|
{
|
|
|
|
Scene *scene = CTX_data_scene(C);
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2012-05-06 04:18:13 +00:00
|
|
|
if (scene == NULL)
|
|
|
|
return OPERATOR_CANCELLED;
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2012-05-06 04:18:13 +00:00
|
|
|
/* calculate the paths for objects that have them (and are tagged to get refreshed) */
|
2018-09-14 14:03:31 +02:00
|
|
|
ED_objects_recalculate_paths(C, scene, false);
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2012-05-06 04:18:13 +00:00
|
|
|
/* notifiers for updates */
|
|
|
|
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL);
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2012-05-06 04:18:13 +00:00
|
|
|
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";
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2012-05-06 04:18:13 +00:00
|
|
|
/* api callbakcs */
|
|
|
|
ot->exec = object_update_paths_exec;
|
2016-02-06 17:57:50 +13:00
|
|
|
ot->poll = object_update_paths_poll;
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2012-05-06 04:18:13 +00:00
|
|
|
/* flags */
|
2012-06-05 21:54:21 +00:00
|
|
|
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
|
2012-05-06 04:18:13 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* --------- */
|
|
|
|
|
2016-02-26 01:07:26 +13:00
|
|
|
/* 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;
|
2018-08-01 01:27:47 +12:00
|
|
|
|
|
|
|
/* tag object for copy on write - so removed paths don't still show */
|
2018-12-06 17:52:37 +01:00
|
|
|
DEG_id_tag_update(&ob->id, ID_RECALC_COPY_ON_WRITE);
|
2016-02-26 01:07:26 +13:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-02-06 13:04:20 +13:00
|
|
|
/* Clear motion paths for all objects */
|
2016-02-26 01:07:26 +13:00
|
|
|
void ED_objects_clear_paths(bContext *C, bool only_selected)
|
2010-01-19 11:31:49 +00:00
|
|
|
{
|
2016-02-26 01:07:26 +13:00
|
|
|
if (only_selected) {
|
|
|
|
/* loop over all selected + sedtiable objects in scene */
|
|
|
|
CTX_DATA_BEGIN(C, Object *, ob, selected_editable_objects)
|
|
|
|
{
|
|
|
|
object_clear_mpath(ob);
|
2010-01-19 11:31:49 +00:00
|
|
|
}
|
2016-02-26 01:07:26 +13:00
|
|
|
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;
|
2010-01-19 11:31:49 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* operator callback for this */
|
2016-02-26 01:07:26 +13:00
|
|
|
static int object_clear_paths_exec(bContext *C, wmOperator *op)
|
|
|
|
{
|
|
|
|
bool only_selected = RNA_boolean_get(op->ptr, "only_selected");
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2010-01-19 11:31:49 +00:00
|
|
|
/* use the backend function for this */
|
2016-02-26 01:07:26 +13:00
|
|
|
ED_objects_clear_paths(C, only_selected);
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2010-01-19 11:31:49 +00:00
|
|
|
/* notifiers for updates */
|
2012-05-01 13:51:50 +00:00
|
|
|
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL);
|
2018-06-04 09:31:30 +02:00
|
|
|
|
|
|
|
return OPERATOR_FINISHED;
|
2010-01-19 11:31:49 +00:00
|
|
|
}
|
|
|
|
|
2016-02-26 01:07:26 +13:00
|
|
|
/* 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)
|
2010-01-19 11:31:49 +00:00
|
|
|
{
|
|
|
|
/* identifiers */
|
2012-03-22 07:26:09 +00:00
|
|
|
ot->name = "Clear Object Paths";
|
|
|
|
ot->idname = "OBJECT_OT_paths_clear";
|
2016-02-26 01:07:26 +13:00
|
|
|
ot->description = "Clear path caches for all objects, hold Shift key for selected objects only";
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2010-01-19 11:31:49 +00:00
|
|
|
/* api callbacks */
|
2016-02-26 01:07:26 +13:00
|
|
|
ot->invoke = object_clear_paths_invoke;
|
2012-03-22 07:26:09 +00:00
|
|
|
ot->exec = object_clear_paths_exec;
|
|
|
|
ot->poll = ED_operator_object_active_editable;
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2010-01-19 11:31:49 +00:00
|
|
|
/* flags */
|
2012-04-28 15:42:27 +00:00
|
|
|
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2016-02-26 01:07:26 +13:00
|
|
|
/* 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);
|
2010-01-19 11:31:49 +00:00
|
|
|
}
|
|
|
|
|
2018-08-20 16:12:37 +12:00
|
|
|
/* --------- */
|
|
|
|
|
|
|
|
static int object_update_paths_range_exec(bContext *C, wmOperator *UNUSED(op))
|
|
|
|
{
|
|
|
|
Scene *scene = CTX_data_scene(C);
|
|
|
|
|
|
|
|
/* loop over all edtiable objects in scene */
|
|
|
|
CTX_DATA_BEGIN(C, Object *, ob, editable_objects)
|
|
|
|
{
|
|
|
|
/* use Preview Range or Full Frame Range - whichever is in use */
|
|
|
|
ob->avs.path_sf = PSFRA;
|
|
|
|
ob->avs.path_ef = PEFRA;
|
|
|
|
|
|
|
|
/* tag for updates */
|
2018-12-06 17:52:37 +01:00
|
|
|
DEG_id_tag_update(&ob->id, ID_RECALC_COPY_ON_WRITE);
|
2018-08-20 16:12:37 +12:00
|
|
|
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL);
|
|
|
|
}
|
|
|
|
CTX_DATA_END;
|
|
|
|
|
|
|
|
return OPERATOR_FINISHED;
|
|
|
|
}
|
|
|
|
|
|
|
|
void OBJECT_OT_paths_range_update(wmOperatorType *ot)
|
|
|
|
{
|
|
|
|
/* identifiers */
|
|
|
|
ot->name = "Update Range from Scene";
|
|
|
|
ot->idname = "OBJECT_OT_paths_range_update";
|
|
|
|
ot->description = "Update frame range for motion paths from the Scene's current frame range";
|
|
|
|
|
|
|
|
/* callbacks */
|
|
|
|
ot->exec = object_update_paths_range_exec;
|
|
|
|
ot->poll = ED_operator_object_active_editable;
|
|
|
|
|
|
|
|
/* flags */
|
|
|
|
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
|
|
|
|
}
|
|
|
|
|
2010-01-19 11:31:49 +00:00
|
|
|
|
2009-07-21 00:36:07 +00:00
|
|
|
/********************** Smooth/Flat *********************/
|
|
|
|
|
|
|
|
static int shade_smooth_exec(bContext *C, wmOperator *op)
|
|
|
|
{
|
2014-01-15 16:01:40 +01:00
|
|
|
ID *data;
|
2009-07-21 00:36:07 +00:00
|
|
|
Curve *cu;
|
|
|
|
Nurb *nu;
|
2015-01-26 16:03:11 +01:00
|
|
|
int clear = (STREQ(op->idname, "OBJECT_OT_shade_flat"));
|
2014-01-15 16:01:40 +01:00
|
|
|
bool done = false, linked_data = false;
|
2009-07-21 00:36:07 +00:00
|
|
|
|
2012-06-05 21:54:21 +00:00
|
|
|
CTX_DATA_BEGIN(C, Object *, ob, selected_editable_objects)
|
2012-04-30 16:22:40 +00:00
|
|
|
{
|
2014-01-15 16:01:40 +01:00
|
|
|
data = ob->data;
|
|
|
|
|
2017-11-06 17:17:10 +01:00
|
|
|
if (data && ID_IS_LINKED(data)) {
|
2014-01-15 16:01:40 +01:00
|
|
|
linked_data = true;
|
|
|
|
continue;
|
|
|
|
}
|
2009-07-21 00:36:07 +00:00
|
|
|
|
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);
|
2009-07-21 00:36:07 +00:00
|
|
|
|
2018-08-23 10:14:29 -03:00
|
|
|
BKE_mesh_batch_cache_dirty_tag(ob->data, BKE_MESH_BATCH_DIRTY_ALL);
|
2018-12-06 17:52:37 +01:00
|
|
|
DEG_id_tag_update(&ob->id, ID_RECALC_GEOMETRY);
|
2012-04-28 15:42:27 +00:00
|
|
|
WM_event_add_notifier(C, NC_OBJECT | ND_DRAW, ob);
|
2009-07-21 00:36:07 +00:00
|
|
|
|
2014-01-15 16:01:40 +01:00
|
|
|
done = true;
|
2009-07-21 00:36:07 +00:00
|
|
|
}
|
2012-03-25 22:35:18 +00:00
|
|
|
else if (ELEM(ob->type, OB_SURF, OB_CURVE)) {
|
2012-04-28 15:42:27 +00:00
|
|
|
cu = ob->data;
|
2009-07-21 00:36:07 +00:00
|
|
|
|
2012-04-28 15:42:27 +00:00
|
|
|
for (nu = cu->nurb.first; nu; nu = nu->next) {
|
2012-03-24 06:38:07 +00:00
|
|
|
if (!clear) nu->flag |= ME_SMOOTH;
|
2009-07-21 00:36:07 +00:00
|
|
|
else nu->flag &= ~ME_SMOOTH;
|
|
|
|
}
|
|
|
|
|
2018-12-06 17:52:37 +01:00
|
|
|
DEG_id_tag_update(&ob->id, ID_RECALC_GEOMETRY);
|
2012-04-28 15:42:27 +00:00
|
|
|
WM_event_add_notifier(C, NC_OBJECT | ND_DRAW, ob);
|
2009-07-21 00:36:07 +00:00
|
|
|
|
2014-01-15 16:01:40 +01:00
|
|
|
done = true;
|
2009-07-21 00:36:07 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
CTX_DATA_END;
|
|
|
|
|
2014-01-15 16:01:40 +01:00
|
|
|
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");
|
2014-01-15 16:01:40 +01:00
|
|
|
|
2012-04-28 15:42:27 +00:00
|
|
|
return (done) ? OPERATOR_FINISHED : OPERATOR_CANCELLED;
|
2009-07-21 00:36:07 +00:00
|
|
|
}
|
|
|
|
|
2018-07-02 11:47:00 +02:00
|
|
|
static bool shade_poll(bContext *C)
|
2010-06-27 06:15:36 +00:00
|
|
|
{
|
2013-08-12 06:10:29 +00:00
|
|
|
return (CTX_data_edit_object(C) == NULL);
|
2010-06-27 06:15:36 +00:00
|
|
|
}
|
|
|
|
|
2009-07-21 00:36:07 +00:00
|
|
|
void OBJECT_OT_shade_flat(wmOperatorType *ot)
|
|
|
|
{
|
|
|
|
/* identifiers */
|
2012-03-22 07:26:09 +00:00
|
|
|
ot->name = "Shade Flat";
|
2013-04-13 09:32:27 +00:00
|
|
|
ot->description = "Render and display faces uniform, using Face Normals";
|
2012-03-22 07:26:09 +00:00
|
|
|
ot->idname = "OBJECT_OT_shade_flat";
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2009-07-21 00:36:07 +00:00
|
|
|
/* api callbacks */
|
2012-03-22 07:26:09 +00:00
|
|
|
ot->poll = shade_poll;
|
|
|
|
ot->exec = shade_smooth_exec;
|
2009-07-21 00:36:07 +00:00
|
|
|
|
|
|
|
/* flags */
|
2012-04-28 15:42:27 +00:00
|
|
|
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
|
2009-07-21 00:36:07 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void OBJECT_OT_shade_smooth(wmOperatorType *ot)
|
|
|
|
{
|
|
|
|
/* identifiers */
|
2012-03-22 07:26:09 +00:00
|
|
|
ot->name = "Shade Smooth";
|
2013-04-13 09:32:27 +00:00
|
|
|
ot->description = "Render and display faces smooth, using interpolated Vertex Normals";
|
2012-03-22 07:26:09 +00:00
|
|
|
ot->idname = "OBJECT_OT_shade_smooth";
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2009-07-21 00:36:07 +00:00
|
|
|
/* api callbacks */
|
2012-03-22 07:26:09 +00:00
|
|
|
ot->poll = shade_poll;
|
|
|
|
ot->exec = shade_smooth_exec;
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2009-07-21 00:36:07 +00:00
|
|
|
/* flags */
|
2012-04-28 15:42:27 +00:00
|
|
|
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
|
2009-07-21 00:36:07 +00:00
|
|
|
}
|
|
|
|
|
2009-01-17 18:35:33 +00:00
|
|
|
/* ********************** */
|
|
|
|
|
2017-10-18 15:07:26 +11:00
|
|
|
static const EnumPropertyItem *object_mode_set_itemsf(
|
|
|
|
bContext *C, PointerRNA *UNUSED(ptr), PropertyRNA *UNUSED(prop), bool *r_free)
|
Fix for [#35224] Transform Orientation - order inconsistency
Fix turned out to remove as much "manual UI" from 3D view header as possible. Mode selector and all transform manipulators/orientations stuff are now RNA-based UI (leaving basically only edit mesh select modes with custom handlers, as they have some quite specific features).
To achieve this, four main modifications were done:
* enum-operator-generated menus are now MENU (i.e. dropdown lists) in headers too.
* All bit-flag enums expanded in ROW buttons now have a handling consistent with e.g. layers, or what we already have for transform manipulators, i.e. clicking select only one element, shift-click to select multiple ones.
* Consequently, the three RNA booleans manipulators flags are merged into a single bit-flag enum (yes, this is also an API change, though I doubt many scripts use it).
* Now the width of enum-based dropdown lists is computed from longest item name in enum, no more from a dummy place holder string (when no label/name is given).
All this allows to remove some code from 3DView/transform areas, that was actually mostly duplicating RNA/operator one.
Also done a few optimizations here and there (among others, do not pass &numitems to RNA_property_enum_items() when you do not need it, saves at least an iteration over enum items to count them).
Many thanks to Brecht for the reviews!
2013-05-12 13:16:11 +00:00
|
|
|
{
|
2017-10-18 15:07:26 +11:00
|
|
|
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;
|
2012-04-28 15:42:27 +00:00
|
|
|
int totitem = 0;
|
Fix for [#35224] Transform Orientation - order inconsistency
Fix turned out to remove as much "manual UI" from 3D view header as possible. Mode selector and all transform manipulators/orientations stuff are now RNA-based UI (leaving basically only edit mesh select modes with custom handlers, as they have some quite specific features).
To achieve this, four main modifications were done:
* enum-operator-generated menus are now MENU (i.e. dropdown lists) in headers too.
* All bit-flag enums expanded in ROW buttons now have a handling consistent with e.g. layers, or what we already have for transform manipulators, i.e. clicking select only one element, shift-click to select multiple ones.
* Consequently, the three RNA booleans manipulators flags are merged into a single bit-flag enum (yes, this is also an API change, though I doubt many scripts use it).
* Now the width of enum-based dropdown lists is computed from longest item name in enum, no more from a dummy place holder string (when no label/name is given).
All this allows to remove some code from 3DView/transform areas, that was actually mostly duplicating RNA/operator one.
Also done a few optimizations here and there (among others, do not pass &numitems to RNA_property_enum_items() when you do not need it, saves at least an iteration over enum items to count them).
Many thanks to Brecht for the reviews!
2013-05-12 13:16:11 +00:00
|
|
|
|
2012-03-24 06:38:07 +00:00
|
|
|
if (!C) /* needed for docs */
|
2015-11-23 13:49:52 +11:00
|
|
|
return rna_enum_object_mode_items;
|
2009-08-16 05:48:07 +00:00
|
|
|
|
2009-08-16 16:35:14 +00:00
|
|
|
ob = CTX_data_active_object(C);
|
Fix for [#35224] Transform Orientation - order inconsistency
Fix turned out to remove as much "manual UI" from 3D view header as possible. Mode selector and all transform manipulators/orientations stuff are now RNA-based UI (leaving basically only edit mesh select modes with custom handlers, as they have some quite specific features).
To achieve this, four main modifications were done:
* enum-operator-generated menus are now MENU (i.e. dropdown lists) in headers too.
* All bit-flag enums expanded in ROW buttons now have a handling consistent with e.g. layers, or what we already have for transform manipulators, i.e. clicking select only one element, shift-click to select multiple ones.
* Consequently, the three RNA booleans manipulators flags are merged into a single bit-flag enum (yes, this is also an API change, though I doubt many scripts use it).
* Now the width of enum-based dropdown lists is computed from longest item name in enum, no more from a dummy place holder string (when no label/name is given).
All this allows to remove some code from 3DView/transform areas, that was actually mostly duplicating RNA/operator one.
Also done a few optimizations here and there (among others, do not pass &numitems to RNA_property_enum_items() when you do not need it, saves at least an iteration over enum items to count them).
Many thanks to Brecht for the reviews!
2013-05-12 13:16:11 +00:00
|
|
|
if (ob) {
|
2014-02-08 06:07:10 +11:00
|
|
|
const bool use_mode_particle_edit = (BLI_listbase_is_empty(&ob->particlesystem) == false) ||
|
|
|
|
(ob->soft != NULL) ||
|
2013-09-30 10:20:54 +00:00
|
|
|
(modifiers_findByType(ob, eModifierType_Cloth) != NULL);
|
Fix for [#35224] Transform Orientation - order inconsistency
Fix turned out to remove as much "manual UI" from 3D view header as possible. Mode selector and all transform manipulators/orientations stuff are now RNA-based UI (leaving basically only edit mesh select modes with custom handlers, as they have some quite specific features).
To achieve this, four main modifications were done:
* enum-operator-generated menus are now MENU (i.e. dropdown lists) in headers too.
* All bit-flag enums expanded in ROW buttons now have a handling consistent with e.g. layers, or what we already have for transform manipulators, i.e. clicking select only one element, shift-click to select multiple ones.
* Consequently, the three RNA booleans manipulators flags are merged into a single bit-flag enum (yes, this is also an API change, though I doubt many scripts use it).
* Now the width of enum-based dropdown lists is computed from longest item name in enum, no more from a dummy place holder string (when no label/name is given).
All this allows to remove some code from 3DView/transform areas, that was actually mostly duplicating RNA/operator one.
Also done a few optimizations here and there (among others, do not pass &numitems to RNA_property_enum_items() when you do not need it, saves at least an iteration over enum items to count them).
Many thanks to Brecht for the reviews!
2013-05-12 13:16:11 +00:00
|
|
|
while (input->identifier) {
|
|
|
|
if ((input->value == OB_MODE_EDIT && OB_TYPE_SUPPORT_EDITMODE(ob->type)) ||
|
|
|
|
(input->value == OB_MODE_POSE && (ob->type == OB_ARMATURE)) ||
|
2013-09-30 10:20:54 +00:00
|
|
|
(input->value == OB_MODE_PARTICLE_EDIT && use_mode_particle_edit) ||
|
2014-07-20 01:30:29 +10:00
|
|
|
(ELEM(input->value, OB_MODE_SCULPT, OB_MODE_VERTEX_PAINT,
|
2018-07-31 10:22:19 +02:00
|
|
|
OB_MODE_WEIGHT_PAINT, OB_MODE_TEXTURE_PAINT) && (ob->type == OB_MESH)) ||
|
2018-12-14 16:45:57 +01:00
|
|
|
(ELEM(input->value, OB_MODE_EDIT_GPENCIL, OB_MODE_PAINT_GPENCIL,
|
|
|
|
OB_MODE_SCULPT_GPENCIL, OB_MODE_WEIGHT_GPENCIL) && (ob->type == OB_GPENCIL)) ||
|
Fix for [#35224] Transform Orientation - order inconsistency
Fix turned out to remove as much "manual UI" from 3D view header as possible. Mode selector and all transform manipulators/orientations stuff are now RNA-based UI (leaving basically only edit mesh select modes with custom handlers, as they have some quite specific features).
To achieve this, four main modifications were done:
* enum-operator-generated menus are now MENU (i.e. dropdown lists) in headers too.
* All bit-flag enums expanded in ROW buttons now have a handling consistent with e.g. layers, or what we already have for transform manipulators, i.e. clicking select only one element, shift-click to select multiple ones.
* Consequently, the three RNA booleans manipulators flags are merged into a single bit-flag enum (yes, this is also an API change, though I doubt many scripts use it).
* Now the width of enum-based dropdown lists is computed from longest item name in enum, no more from a dummy place holder string (when no label/name is given).
All this allows to remove some code from 3DView/transform areas, that was actually mostly duplicating RNA/operator one.
Also done a few optimizations here and there (among others, do not pass &numitems to RNA_property_enum_items() when you do not need it, saves at least an iteration over enum items to count them).
Many thanks to Brecht for the reviews!
2013-05-12 13:16:11 +00:00
|
|
|
(input->value == OB_MODE_OBJECT))
|
|
|
|
{
|
|
|
|
RNA_enum_item_add(&item, &totitem, input);
|
|
|
|
}
|
|
|
|
input++;
|
2012-04-28 06:31:57 +00:00
|
|
|
}
|
Fix for [#35224] Transform Orientation - order inconsistency
Fix turned out to remove as much "manual UI" from 3D view header as possible. Mode selector and all transform manipulators/orientations stuff are now RNA-based UI (leaving basically only edit mesh select modes with custom handlers, as they have some quite specific features).
To achieve this, four main modifications were done:
* enum-operator-generated menus are now MENU (i.e. dropdown lists) in headers too.
* All bit-flag enums expanded in ROW buttons now have a handling consistent with e.g. layers, or what we already have for transform manipulators, i.e. clicking select only one element, shift-click to select multiple ones.
* Consequently, the three RNA booleans manipulators flags are merged into a single bit-flag enum (yes, this is also an API change, though I doubt many scripts use it).
* Now the width of enum-based dropdown lists is computed from longest item name in enum, no more from a dummy place holder string (when no label/name is given).
All this allows to remove some code from 3DView/transform areas, that was actually mostly duplicating RNA/operator one.
Also done a few optimizations here and there (among others, do not pass &numitems to RNA_property_enum_items() when you do not need it, saves at least an iteration over enum items to count them).
Many thanks to Brecht for the reviews!
2013-05-12 13:16:11 +00:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* We need at least this one! */
|
|
|
|
RNA_enum_items_add_value(&item, &totitem, input, OB_MODE_OBJECT);
|
2009-08-16 05:48:07 +00:00
|
|
|
}
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2009-08-16 05:48:07 +00:00
|
|
|
RNA_enum_item_end(&item, &totitem);
|
|
|
|
|
2014-01-04 18:08:43 +11:00
|
|
|
*r_free = true;
|
2009-08-16 05:48:07 +00:00
|
|
|
|
|
|
|
return item;
|
|
|
|
}
|
|
|
|
|
2018-07-02 11:47:00 +02:00
|
|
|
static bool object_mode_set_poll(bContext *C)
|
2015-12-13 21:03:13 +13:00
|
|
|
{
|
|
|
|
/* 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);
|
|
|
|
}
|
|
|
|
|
2009-08-16 05:48:07 +00:00
|
|
|
static int object_mode_set_exec(bContext *C, wmOperator *op)
|
|
|
|
{
|
2018-05-29 17:25:19 +02:00
|
|
|
bool use_submode = STREQ(op->idname, "OBJECT_OT_mode_set_or_submode");
|
2012-04-28 15:42:27 +00:00
|
|
|
Object *ob = CTX_data_active_object(C);
|
2017-10-17 13:43:10 +11:00
|
|
|
eObjectMode mode = RNA_enum_get(op->ptr, "mode");
|
2018-04-05 18:20:27 +02:00
|
|
|
eObjectMode restore_mode = (ob) ? ob->mode : OB_MODE_OBJECT;
|
2014-02-03 18:55:59 +11:00
|
|
|
const bool toggle = RNA_boolean_get(op->ptr, "toggle");
|
2018-05-29 17:25:19 +02:00
|
|
|
|
|
|
|
if (use_submode) {
|
2018-05-30 12:46:33 +02:00
|
|
|
/* When not changing modes use submodes, see: T55162. */
|
2018-05-29 17:25:19 +02:00
|
|
|
if (toggle == false) {
|
|
|
|
if (mode == restore_mode) {
|
|
|
|
switch (mode) {
|
|
|
|
case OB_MODE_EDIT:
|
|
|
|
WM_menu_name_call(C, "VIEW3D_MT_edit_mesh_select_mode", WM_OP_INVOKE_REGION_WIN);
|
|
|
|
return OPERATOR_INTERFACE;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-07-31 10:22:19 +02:00
|
|
|
/* by default the operator assume is a mesh, but if gp object change mode */
|
|
|
|
if ((ob != NULL) && (ob->type == OB_GPENCIL) && (mode == OB_MODE_EDIT)) {
|
2018-12-14 16:45:57 +01:00
|
|
|
mode = OB_MODE_EDIT_GPENCIL;
|
2015-12-13 21:03:13 +13:00
|
|
|
}
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2018-03-02 13:53:17 +11:00
|
|
|
if (!ob || !ED_object_mode_compat_test(ob, mode))
|
2011-09-24 11:42:11 +00:00
|
|
|
return OPERATOR_PASS_THROUGH;
|
2009-08-16 05:48:07 +00:00
|
|
|
|
2018-04-05 18:20:27 +02:00
|
|
|
if (ob->mode != mode) {
|
2013-08-29 10:34:09 +00:00
|
|
|
/* we should be able to remove this call, each operator calls */
|
2018-04-05 18:20:27 +02:00
|
|
|
ED_object_mode_compat_set(C, ob, mode, op->reports);
|
2013-08-26 15:43:34 +00:00
|
|
|
}
|
2009-08-20 05:13:07 +00:00
|
|
|
|
2013-08-29 10:34:09 +00:00
|
|
|
/* Exit current mode if it's not the mode we're setting */
|
2018-04-05 18:20:27 +02:00
|
|
|
if (mode != OB_MODE_OBJECT && (ob->mode != mode || toggle)) {
|
2009-08-21 17:35:35 +00:00
|
|
|
/* Enter new mode */
|
2018-03-02 13:53:17 +11:00
|
|
|
ED_object_mode_toggle(C, mode);
|
2013-08-26 15:43:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (toggle) {
|
|
|
|
/* Special case for Object mode! */
|
2018-04-05 18:20:27 +02:00
|
|
|
if (mode == OB_MODE_OBJECT && restore_mode == OB_MODE_OBJECT && ob->restore_mode != OB_MODE_OBJECT) {
|
|
|
|
ED_object_mode_toggle(C, ob->restore_mode);
|
2013-08-26 15:43:34 +00:00
|
|
|
}
|
2018-04-05 18:20:27 +02:00
|
|
|
else if (ob->mode == mode) {
|
2013-08-26 15:43:34 +00:00
|
|
|
/* For toggling, store old mode so we know what to go back to */
|
2018-04-05 18:20:27 +02:00
|
|
|
ob->restore_mode = restore_mode;
|
2013-08-26 15:43:34 +00:00
|
|
|
}
|
2018-04-05 18:20:27 +02:00
|
|
|
else if (ob->restore_mode != OB_MODE_OBJECT && ob->restore_mode != mode) {
|
|
|
|
ED_object_mode_toggle(C, ob->restore_mode);
|
2009-08-21 17:35:35 +00:00
|
|
|
}
|
|
|
|
}
|
2009-08-16 05:48:07 +00:00
|
|
|
|
2018-07-31 10:22:19 +02:00
|
|
|
/* if type is OB_GPENCIL, set cursor mode */
|
|
|
|
if ((ob) && (ob->type == OB_GPENCIL)) {
|
|
|
|
if (ob->data) {
|
|
|
|
bGPdata *gpd = (bGPdata *)ob->data;
|
|
|
|
ED_gpencil_setup_modes(C, gpd, ob->mode);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-08-16 05:48:07 +00:00
|
|
|
return OPERATOR_FINISHED;
|
|
|
|
}
|
|
|
|
|
|
|
|
void OBJECT_OT_mode_set(wmOperatorType *ot)
|
|
|
|
{
|
2013-08-26 15:43:34 +00:00
|
|
|
PropertyRNA *prop;
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2009-08-16 05:48:07 +00:00
|
|
|
/* identifiers */
|
2012-03-22 07:26:09 +00:00
|
|
|
ot->name = "Set Object Mode";
|
2010-02-10 21:15:44 +00:00
|
|
|
ot->description = "Sets the object interaction mode";
|
2012-03-22 07:26:09 +00:00
|
|
|
ot->idname = "OBJECT_OT_mode_set";
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2009-08-16 05:48:07 +00:00
|
|
|
/* api callbacks */
|
2012-03-22 07:26:09 +00:00
|
|
|
ot->exec = object_mode_set_exec;
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2015-12-13 21:03:13 +13:00
|
|
|
ot->poll = object_mode_set_poll; //ED_operator_object_active_editable;
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2009-08-16 05:48:07 +00:00
|
|
|
/* flags */
|
2012-03-22 07:26:09 +00:00
|
|
|
ot->flag = 0; /* no register/undo here, leave it to operators being called */
|
2018-06-04 09:31:30 +02:00
|
|
|
|
2015-11-23 13:49:52 +11:00
|
|
|
ot->prop = RNA_def_enum(ot->srna, "mode", rna_enum_object_mode_items, OB_MODE_OBJECT, "Mode", "");
|
Fix for [#35224] Transform Orientation - order inconsistency
Fix turned out to remove as much "manual UI" from 3D view header as possible. Mode selector and all transform manipulators/orientations stuff are now RNA-based UI (leaving basically only edit mesh select modes with custom handlers, as they have some quite specific features).
To achieve this, four main modifications were done:
* enum-operator-generated menus are now MENU (i.e. dropdown lists) in headers too.
* All bit-flag enums expanded in ROW buttons now have a handling consistent with e.g. layers, or what we already have for transform manipulators, i.e. clicking select only one element, shift-click to select multiple ones.
* Consequently, the three RNA booleans manipulators flags are merged into a single bit-flag enum (yes, this is also an API change, though I doubt many scripts use it).
* Now the width of enum-based dropdown lists is computed from longest item name in enum, no more from a dummy place holder string (when no label/name is given).
All this allows to remove some code from 3DView/transform areas, that was actually mostly duplicating RNA/operator one.
Also done a few optimizations here and there (among others, do not pass &numitems to RNA_property_enum_items() when you do not need it, saves at least an iteration over enum items to count them).
Many thanks to Brecht for the reviews!
2013-05-12 13:16:11 +00:00
|
|
|
RNA_def_enum_funcs(ot->prop, object_mode_set_itemsf);
|
2013-08-26 15:43:34 +00:00
|
|
|
RNA_def_property_flag(ot->prop, PROP_SKIP_SAVE);
|
2009-08-21 17:35:35 +00:00
|
|
|
|
2013-08-26 15:43:34 +00:00
|
|
|
prop = RNA_def_boolean(ot->srna, "toggle", 0, "Toggle", "");
|
|
|
|
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
|
2009-08-16 05:48:07 +00:00
|
|
|
}
|
|
|
|
|
2018-05-29 17:25:19 +02:00
|
|
|
void OBJECT_OT_mode_set_or_submode(wmOperatorType *ot)
|
|
|
|
{
|
|
|
|
PropertyRNA *prop;
|
|
|
|
|
|
|
|
/* identifiers */
|
|
|
|
ot->name = "Set Object Mode or Submode";
|
|
|
|
ot->description = "Sets the object interaction mode";
|
|
|
|
ot->idname = "OBJECT_OT_mode_set_or_submode";
|
|
|
|
|
|
|
|
/* 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);
|
|
|
|
}
|
|
|
|
|
2018-07-02 12:03:56 +02:00
|
|
|
static bool move_to_collection_poll(bContext *C)
|
2018-05-31 14:34:16 +02:00
|
|
|
{
|
|
|
|
if (CTX_wm_space_outliner(C) != NULL) {
|
|
|
|
return ED_outliner_collections_editor_poll(C);
|
|
|
|
}
|
|
|
|
else {
|
2018-11-29 23:44:37 -02:00
|
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
|
|
|
|
|
|
if (v3d && v3d->localvd) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2018-05-31 14:34:16 +02:00
|
|
|
return ED_operator_object_active_editable(C);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-03-28 14:54:17 -03:00
|
|
|
static int move_to_collection_exec(bContext *C, wmOperator *op)
|
|
|
|
{
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
Main *bmain = CTX_data_main(C);
|
2018-03-28 14:54:17 -03:00
|
|
|
Scene *scene = CTX_data_scene(C);
|
|
|
|
PropertyRNA *prop = RNA_struct_find_property(op->ptr, "collection_index");
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
const bool is_link = STREQ(op->idname, "OBJECT_OT_link_to_collection");
|
2018-03-28 17:14:40 -03:00
|
|
|
const bool is_new = RNA_boolean_get(op->ptr, "is_new");
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
Collection *collection;
|
2018-05-31 14:34:16 +02:00
|
|
|
ListBase objects = {NULL};
|
2018-03-28 14:54:17 -03:00
|
|
|
|
|
|
|
if (!RNA_property_is_set(op->ptr, prop)) {
|
|
|
|
BKE_report(op->reports, RPT_ERROR, "No collection selected");
|
|
|
|
return OPERATOR_CANCELLED;
|
|
|
|
}
|
|
|
|
|
|
|
|
int collection_index = RNA_property_int_get(op->ptr, prop);
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
collection = BKE_collection_from_index(CTX_data_scene(C), collection_index);
|
|
|
|
if (collection == NULL) {
|
2018-03-28 14:54:17 -03:00
|
|
|
BKE_report(op->reports, RPT_ERROR, "Unexpected error, collection not found");
|
|
|
|
return OPERATOR_CANCELLED;
|
|
|
|
}
|
|
|
|
|
2018-05-31 14:34:16 +02:00
|
|
|
if (CTX_wm_space_outliner(C) != NULL) {
|
|
|
|
ED_outliner_selected_objects_get(C, &objects);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
CTX_DATA_BEGIN (C, Object *, ob, selected_objects)
|
|
|
|
{
|
|
|
|
BLI_addtail(&objects, BLI_genericNodeN(ob));
|
2018-03-28 14:54:17 -03:00
|
|
|
}
|
2018-05-31 14:34:16 +02:00
|
|
|
CTX_DATA_END;
|
2018-03-28 14:54:17 -03:00
|
|
|
}
|
|
|
|
|
2018-03-28 17:14:40 -03:00
|
|
|
if (is_new) {
|
2018-04-02 16:19:58 -03:00
|
|
|
char new_collection_name[MAX_NAME];
|
|
|
|
RNA_string_get(op->ptr, "new_collection_name", new_collection_name);
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
collection = BKE_collection_add(bmain, collection, new_collection_name);
|
2018-03-28 17:14:40 -03:00
|
|
|
}
|
|
|
|
|
2018-05-31 14:34:16 +02:00
|
|
|
Object *single_object = BLI_listbase_is_single(&objects) ?
|
|
|
|
((LinkData *)objects.first)->data : NULL;
|
|
|
|
|
2018-03-28 14:54:17 -03:00
|
|
|
if ((single_object != NULL) &&
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
is_link &&
|
|
|
|
BLI_findptr(&collection->gobject, single_object, offsetof(CollectionObject, ob)))
|
2018-03-28 14:54:17 -03:00
|
|
|
{
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
BKE_reportf(op->reports, RPT_ERROR, "%s already in %s", single_object->id.name + 2, collection->id.name + 2);
|
2018-05-31 14:34:16 +02:00
|
|
|
BLI_freelistN(&objects);
|
2018-03-28 14:54:17 -03:00
|
|
|
return OPERATOR_CANCELLED;
|
|
|
|
}
|
|
|
|
|
2018-05-31 14:34:16 +02:00
|
|
|
for (LinkData *link = objects.first; link; link = link->next) {
|
|
|
|
Object *ob = link->data;
|
|
|
|
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
if (!is_link) {
|
|
|
|
BKE_collection_object_move(bmain, scene, collection, NULL, ob);
|
2018-03-28 14:54:17 -03:00
|
|
|
}
|
|
|
|
else {
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
BKE_collection_object_add(bmain, collection, ob);
|
2018-03-28 14:54:17 -03:00
|
|
|
}
|
|
|
|
}
|
2018-05-31 14:34:16 +02:00
|
|
|
BLI_freelistN(&objects);
|
2018-03-28 14:54:17 -03:00
|
|
|
|
|
|
|
BKE_reportf(op->reports,
|
|
|
|
RPT_INFO,
|
|
|
|
"%s %s to %s",
|
|
|
|
(single_object != NULL) ? single_object->id.name + 2 : "Objects",
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
is_link ? "linked" : "moved",
|
|
|
|
collection->id.name + 2);
|
2018-03-28 14:54:17 -03:00
|
|
|
|
2018-06-20 17:43:56 +02:00
|
|
|
DEG_relations_tag_update(bmain);
|
2018-12-06 17:52:37 +01:00
|
|
|
DEG_id_tag_update(&scene->id, ID_RECALC_COPY_ON_WRITE | ID_RECALC_SELECT);
|
2018-03-28 14:54:17 -03:00
|
|
|
|
|
|
|
WM_event_add_notifier(C, NC_SCENE | ND_LAYER, scene);
|
|
|
|
WM_event_add_notifier(C, NC_SCENE | ND_OB_ACTIVE, scene);
|
|
|
|
WM_event_add_notifier(C, NC_SCENE | ND_LAYER_CONTENT, scene);
|
|
|
|
|
|
|
|
return OPERATOR_FINISHED;
|
|
|
|
}
|
|
|
|
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
struct MoveToCollectionData {
|
2018-03-28 14:54:17 -03:00
|
|
|
struct MoveToCollectionData *next, *prev;
|
|
|
|
int index;
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
struct Collection *collection;
|
2018-03-28 14:54:17 -03:00
|
|
|
struct ListBase submenus;
|
2018-03-28 17:14:40 -03:00
|
|
|
PointerRNA ptr;
|
|
|
|
struct wmOperatorType *ot;
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
};
|
2018-03-28 14:54:17 -03:00
|
|
|
|
2018-03-28 17:14:40 -03:00
|
|
|
static int move_to_collection_menus_create(wmOperator *op, MoveToCollectionData *menu)
|
2018-03-28 14:54:17 -03:00
|
|
|
{
|
|
|
|
int index = menu->index;
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
for (CollectionChild *child = menu->collection->children.first;
|
|
|
|
child != NULL;
|
|
|
|
child = child->next)
|
2018-03-28 14:54:17 -03:00
|
|
|
{
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
Collection *collection = child->collection;
|
2018-03-28 14:54:17 -03:00
|
|
|
MoveToCollectionData *submenu = MEM_callocN(sizeof(MoveToCollectionData),
|
|
|
|
"MoveToCollectionData submenu - expected memleak");
|
|
|
|
BLI_addtail(&menu->submenus, submenu);
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
submenu->collection = collection;
|
2018-03-28 14:54:17 -03:00
|
|
|
submenu->index = ++index;
|
2018-03-28 17:14:40 -03:00
|
|
|
index = move_to_collection_menus_create(op, submenu);
|
|
|
|
submenu->ot = op->type;
|
2018-03-28 14:54:17 -03:00
|
|
|
}
|
|
|
|
return index;
|
|
|
|
}
|
|
|
|
|
2018-04-02 18:49:00 -03:00
|
|
|
static void move_to_collection_menus_free_recursive(MoveToCollectionData *menu)
|
2018-03-28 14:54:17 -03:00
|
|
|
{
|
|
|
|
for (MoveToCollectionData *submenu = menu->submenus.first;
|
|
|
|
submenu != NULL;
|
|
|
|
submenu = submenu->next)
|
|
|
|
{
|
2018-04-02 18:49:00 -03:00
|
|
|
move_to_collection_menus_free_recursive(submenu);
|
2018-03-28 14:54:17 -03:00
|
|
|
}
|
|
|
|
BLI_freelistN(&menu->submenus);
|
|
|
|
}
|
|
|
|
|
2018-04-02 18:49:00 -03:00
|
|
|
static void move_to_collection_menus_free(MoveToCollectionData **menu)
|
|
|
|
{
|
|
|
|
if (*menu == NULL) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
move_to_collection_menus_free_recursive(*menu);
|
|
|
|
MEM_freeN(*menu);
|
|
|
|
*menu = NULL;
|
|
|
|
}
|
|
|
|
|
2018-03-28 14:54:17 -03:00
|
|
|
static void move_to_collection_menu_create(bContext *UNUSED(C), uiLayout *layout, void *menu_v)
|
|
|
|
{
|
|
|
|
MoveToCollectionData *menu = menu_v;
|
2018-11-13 18:10:30 -02:00
|
|
|
const char *name = BKE_collection_ui_name_get(menu->collection);
|
2018-03-28 14:54:17 -03:00
|
|
|
|
|
|
|
uiItemIntO(layout,
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
name,
|
2018-04-19 07:47:03 +02:00
|
|
|
ICON_NONE,
|
2018-05-20 08:52:10 +02:00
|
|
|
menu->ot->idname,
|
2018-04-19 07:47:03 +02:00
|
|
|
"collection_index",
|
|
|
|
menu->index);
|
2018-03-28 14:54:17 -03:00
|
|
|
uiItemS(layout);
|
|
|
|
|
|
|
|
for (MoveToCollectionData *submenu = menu->submenus.first;
|
2018-04-19 07:47:03 +02:00
|
|
|
submenu != NULL;
|
|
|
|
submenu = submenu->next)
|
2018-03-28 14:54:17 -03:00
|
|
|
{
|
|
|
|
move_to_collection_menus_items(layout, submenu);
|
|
|
|
}
|
2018-03-28 17:14:40 -03:00
|
|
|
|
|
|
|
uiItemS(layout);
|
|
|
|
|
|
|
|
WM_operator_properties_create_ptr(&menu->ptr, menu->ot);
|
|
|
|
RNA_int_set(&menu->ptr, "collection_index", menu->index);
|
|
|
|
RNA_boolean_set(&menu->ptr, "is_new", true);
|
|
|
|
|
|
|
|
uiItemFullO_ptr(layout,
|
|
|
|
menu->ot,
|
|
|
|
"New Collection",
|
2018-10-01 10:45:50 +02:00
|
|
|
ICON_ADD,
|
2018-03-28 17:14:40 -03:00
|
|
|
menu->ptr.data,
|
|
|
|
WM_OP_INVOKE_DEFAULT,
|
|
|
|
0,
|
|
|
|
NULL);
|
2018-03-28 14:54:17 -03:00
|
|
|
}
|
|
|
|
|
|
|
|
static void move_to_collection_menus_items(uiLayout *layout, MoveToCollectionData *menu)
|
|
|
|
{
|
|
|
|
if (BLI_listbase_is_empty(&menu->submenus)) {
|
|
|
|
uiItemIntO(layout,
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
menu->collection->id.name + 2,
|
2018-03-28 14:54:17 -03:00
|
|
|
ICON_NONE,
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
menu->ot->idname,
|
2018-03-28 14:54:17 -03:00
|
|
|
"collection_index",
|
|
|
|
menu->index);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
uiItemMenuF(layout,
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
menu->collection->id.name + 2,
|
2018-03-28 14:54:17 -03:00
|
|
|
ICON_NONE,
|
|
|
|
move_to_collection_menu_create,
|
|
|
|
menu);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-04-02 18:49:00 -03:00
|
|
|
/* This is allocated statically because we need this available for the menus creation callback. */
|
|
|
|
static MoveToCollectionData *master_collection_menu = NULL;
|
|
|
|
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
static int move_to_collection_invoke(bContext *C, wmOperator *op, const wmEvent *UNUSED(event))
|
2018-03-28 14:54:17 -03:00
|
|
|
{
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
Scene *scene = CTX_data_scene(C);
|
|
|
|
|
2018-04-02 18:49:00 -03:00
|
|
|
/* Reset the menus data for the current master collection, and free previously allocated data. */
|
|
|
|
move_to_collection_menus_free(&master_collection_menu);
|
2018-04-02 16:19:58 -03:00
|
|
|
|
2018-04-02 18:49:00 -03:00
|
|
|
PropertyRNA *prop;
|
2018-04-02 16:19:58 -03:00
|
|
|
prop = RNA_struct_find_property(op->ptr, "collection_index");
|
2018-03-28 14:54:17 -03:00
|
|
|
if (RNA_property_is_set(op->ptr, prop)) {
|
2018-04-02 17:12:08 -03:00
|
|
|
int collection_index = RNA_property_int_get(op->ptr, prop);
|
2018-04-02 16:19:58 -03:00
|
|
|
|
|
|
|
if (RNA_boolean_get(op->ptr, "is_new")) {
|
|
|
|
prop = RNA_struct_find_property(op->ptr, "new_collection_name");
|
|
|
|
if (!RNA_property_is_set(op->ptr, prop)) {
|
2018-04-02 17:12:08 -03:00
|
|
|
char name[MAX_NAME];
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
Collection *collection;
|
2018-04-02 17:12:08 -03:00
|
|
|
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
collection = BKE_collection_from_index(scene, collection_index);
|
|
|
|
BKE_collection_new_name_get(collection, name);
|
2018-04-02 17:12:08 -03:00
|
|
|
|
|
|
|
RNA_property_string_set(op->ptr, prop, name);
|
2018-11-01 12:23:33 +01:00
|
|
|
return WM_operator_props_dialog_popup(C, op, 200, 100);
|
2018-04-02 16:19:58 -03:00
|
|
|
}
|
|
|
|
}
|
2018-03-28 14:54:17 -03:00
|
|
|
return move_to_collection_exec(C, op);
|
|
|
|
}
|
|
|
|
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
Collection *master_collection = BKE_collection_master(scene);
|
2018-03-28 14:54:17 -03:00
|
|
|
|
|
|
|
/* We need the data to be allocated so it's available during menu drawing.
|
|
|
|
* Technically we could use wmOperator->customdata. However there is no free callback
|
|
|
|
* called to an operator that exit with OPERATOR_INTERFACE to launch a menu.
|
|
|
|
*
|
|
|
|
* So we are left with a memory that will necessarily leak. It's a small leak though.*/
|
|
|
|
if (master_collection_menu == NULL) {
|
|
|
|
master_collection_menu = MEM_callocN(sizeof(MoveToCollectionData),
|
2018-04-02 18:49:00 -03:00
|
|
|
"MoveToCollectionData menu - expected eventual memleak");
|
2018-03-28 14:54:17 -03:00
|
|
|
}
|
|
|
|
|
|
|
|
master_collection_menu->collection = master_collection;
|
2018-03-28 17:14:40 -03:00
|
|
|
master_collection_menu->ot = op->type;
|
|
|
|
move_to_collection_menus_create(op, master_collection_menu);
|
2018-03-28 14:54:17 -03:00
|
|
|
|
|
|
|
uiPopupMenu *pup;
|
|
|
|
uiLayout *layout;
|
|
|
|
|
|
|
|
/* Build the menus. */
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
const char *title = CTX_IFACE_(op->type->translation_context, op->type->name);
|
|
|
|
pup = UI_popup_menu_begin(C, title, ICON_NONE);
|
2018-03-28 14:54:17 -03:00
|
|
|
layout = UI_popup_menu_layout(pup);
|
2018-03-28 17:14:40 -03:00
|
|
|
|
|
|
|
uiLayoutSetOperatorContext(layout, WM_OP_INVOKE_DEFAULT);
|
2018-03-28 14:54:17 -03:00
|
|
|
|
2018-03-28 15:25:35 -03:00
|
|
|
move_to_collection_menu_create(C, layout, master_collection_menu);
|
2018-03-28 14:54:17 -03:00
|
|
|
|
|
|
|
UI_popup_menu_end(C, pup);
|
|
|
|
|
|
|
|
return OPERATOR_INTERFACE;
|
|
|
|
}
|
|
|
|
|
|
|
|
void OBJECT_OT_move_to_collection(wmOperatorType *ot)
|
|
|
|
{
|
|
|
|
PropertyRNA *prop;
|
|
|
|
|
|
|
|
/* identifiers */
|
|
|
|
ot->name = "Move to Collection";
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
ot->description = "Move objects to a scene collection";
|
2018-03-28 14:54:17 -03:00
|
|
|
ot->idname = "OBJECT_OT_move_to_collection";
|
|
|
|
|
|
|
|
/* api callbacks */
|
|
|
|
ot->exec = move_to_collection_exec;
|
|
|
|
ot->invoke = move_to_collection_invoke;
|
2018-05-31 14:34:16 +02:00
|
|
|
ot->poll = move_to_collection_poll;
|
2018-03-28 14:54:17 -03:00
|
|
|
|
|
|
|
/* flags */
|
|
|
|
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
|
|
|
|
|
|
|
|
prop = RNA_def_int(ot->srna, "collection_index", COLLECTION_INVALID_INDEX, COLLECTION_INVALID_INDEX, INT_MAX,
|
|
|
|
"Collection Index", "Index of the collection to move to", 0, INT_MAX);
|
2018-04-02 16:19:58 -03:00
|
|
|
RNA_def_property_flag(prop, PROP_SKIP_SAVE | PROP_HIDDEN);
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
prop = RNA_def_boolean(ot->srna, "is_new", false, "New", "Move objects to a new collection");
|
|
|
|
RNA_def_property_flag(prop, PROP_SKIP_SAVE | PROP_HIDDEN);
|
|
|
|
prop = RNA_def_string(ot->srna, "new_collection_name", NULL, MAX_NAME, "Name",
|
|
|
|
"Name of the newly added collection");
|
|
|
|
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
|
2019-03-22 00:30:17 +11:00
|
|
|
ot->prop = prop;
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
void OBJECT_OT_link_to_collection(wmOperatorType *ot)
|
|
|
|
{
|
|
|
|
PropertyRNA *prop;
|
|
|
|
|
|
|
|
/* identifiers */
|
|
|
|
ot->name = "Link to Collection";
|
|
|
|
ot->description = "Link objects to a collection";
|
|
|
|
ot->idname = "OBJECT_OT_link_to_collection";
|
|
|
|
|
|
|
|
/* api callbacks */
|
|
|
|
ot->exec = move_to_collection_exec;
|
|
|
|
ot->invoke = move_to_collection_invoke;
|
2018-05-31 14:34:16 +02:00
|
|
|
ot->poll = move_to_collection_poll;
|
Collections and groups unification
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383
https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
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/* flags */
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ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
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prop = RNA_def_int(ot->srna, "collection_index", COLLECTION_INVALID_INDEX, COLLECTION_INVALID_INDEX, INT_MAX,
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"Collection Index", "Index of the collection to move to", 0, INT_MAX);
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2018-04-02 16:19:58 -03:00
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RNA_def_property_flag(prop, PROP_SKIP_SAVE | PROP_HIDDEN);
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2018-03-28 17:14:40 -03:00
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prop = RNA_def_boolean(ot->srna, "is_new", false, "New", "Move objects to a new collection");
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2018-04-02 16:19:58 -03:00
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RNA_def_property_flag(prop, PROP_SKIP_SAVE | PROP_HIDDEN);
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prop = RNA_def_string(ot->srna, "new_collection_name", NULL, MAX_NAME, "Name",
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"Name of the newly added collection");
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2018-03-28 17:14:40 -03:00
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RNA_def_property_flag(prop, PROP_SKIP_SAVE);
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2018-03-28 14:54:17 -03:00
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}
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