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

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/*
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* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Blender Foundation, 2002-2008 full recode
*
* ***** END GPL LICENSE BLOCK *****
*/
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/** \file blender/editors/object/object_relations.c
* \ingroup edobj
*/
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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_anim_types.h"
#include "DNA_constraint_types.h"
#include "DNA_group_types.h"
#include "DNA_lamp_types.h"
#include "DNA_lattice_types.h"
#include "DNA_material_types.h"
#include "DNA_meta_types.h"
#include "DNA_particle_types.h"
#include "DNA_scene_types.h"
#include "DNA_speaker_types.h"
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#include "DNA_world_types.h"
#include "DNA_object_types.h"
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#include "BLI_math.h"
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#include "BLI_editVert.h"
#include "BLI_listbase.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
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#include "BKE_action.h"
#include "BKE_animsys.h"
#include "BKE_armature.h"
#include "BKE_context.h"
#include "BKE_constraint.h"
#include "BKE_curve.h"
#include "BKE_depsgraph.h"
#include "BKE_displist.h"
#include "BKE_global.h"
#include "BKE_fcurve.h"
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#include "BKE_lattice.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_mball.h"
#include "BKE_mesh.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_report.h"
#include "BKE_sca.h"
#include "BKE_scene.h"
#include "BKE_speaker.h"
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#include "BKE_texture.h"
#include "BKE_tessmesh.h"
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#include "WM_api.h"
#include "WM_types.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "RNA_enum_types.h"
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#include "ED_armature.h"
#include "ED_curve.h"
#include "ED_lattice.h"
#include "ED_mesh.h"
#include "ED_keyframing.h"
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#include "ED_object.h"
#include "ED_screen.h"
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
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#include "ED_view3d.h"
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#include "object_intern.h"
/*********************** Make Vertex Parent Operator ************************/
static int vertex_parent_set_poll(bContext *C)
{
return ED_operator_editmesh(C) || ED_operator_editsurfcurve(C) || ED_operator_editlattice(C);
}
static int vertex_parent_set_exec(bContext *C, wmOperator *op)
{
Main *bmain= CTX_data_main(C);
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Scene *scene= CTX_data_scene(C);
Object *obedit= CTX_data_edit_object(C);
BMVert *eve;
BMIter iter;
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Curve *cu;
Nurb *nu;
BezTriple *bezt;
BPoint *bp;
Object *par;
int a, v1=0, v2=0, v3=0, v4=0, nr=1;
/* we need 1 to 3 selected vertices */
if(obedit->type==OB_MESH) {
Mesh *me= obedit->data;
BMEditMesh *em;
EDBM_LoadEditBMesh(scene, obedit);
EDBM_MakeEditBMesh(scene->toolsettings, scene, obedit);
em = me->edit_btmesh;
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BM_ITER(eve, &iter, em->bm, BM_VERTS_OF_MESH, NULL) {
if (BM_TestHFlag(eve, BM_SELECT)) {
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if(v1==0) v1= nr;
else if(v2==0) v2= nr;
else if(v3==0) v3= nr;
else if(v4==0) v4= nr;
else break;
}
}
}
else if(ELEM(obedit->type, OB_SURF, OB_CURVE)) {
ListBase *editnurb;
load_editNurb(obedit);
make_editNurb(obedit);
editnurb= curve_get_editcurve(obedit);
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cu= obedit->data;
nu= editnurb->first;
while(nu) {
if(nu->type == CU_BEZIER) {
bezt= nu->bezt;
a= nu->pntsu;
while(a--) {
if(BEZSELECTED_HIDDENHANDLES(cu, bezt)) {
if(v1==0) v1= nr;
else if(v2==0) v2= nr;
else if(v3==0) v3= nr;
else if(v4==0) v4= nr;
else break;
}
nr++;
bezt++;
}
}
else {
bp= nu->bp;
a= nu->pntsu*nu->pntsv;
while(a--) {
if(bp->f1 & SELECT) {
if(v1==0) v1= nr;
else if(v2==0) v2= nr;
else if(v3==0) v3= nr;
else if(v4==0) v4= nr;
else break;
}
nr++;
bp++;
}
}
nu= nu->next;
}
}
else if(obedit->type==OB_LATTICE) {
Lattice *lt;
load_editLatt(obedit);
make_editLatt(obedit);
lt= obedit->data;
a= lt->editlatt->latt->pntsu*lt->editlatt->latt->pntsv*lt->editlatt->latt->pntsw;
bp= lt->editlatt->latt->def;
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while(a--) {
if(bp->f1 & SELECT) {
if(v1==0) v1= nr;
else if(v2==0) v2= nr;
else if(v3==0) v3= nr;
else if(v4==0) v4= nr;
else break;
}
nr++;
bp++;
}
}
if(v4 || !((v1 && v2==0 && v3==0) || (v1 && v2 && v3)) ) {
BKE_report(op->reports, RPT_ERROR, "Select either 1 or 3 vertices to parent to");
return OPERATOR_CANCELLED;
}
CTX_DATA_BEGIN(C, Object*, ob, selected_editable_objects) {
if(ob != obedit) {
ob->recalc |= OB_RECALC_OB|OB_RECALC_DATA|OB_RECALC_TIME;
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par= obedit->parent;
while(par) {
if(par==ob) break;
par= par->parent;
}
if(par) {
BKE_report(op->reports, RPT_ERROR, "Loop in parents");
}
else {
Object workob;
ob->parent= BASACT->object;
if(v3) {
ob->partype= PARVERT3;
ob->par1= v1-1;
ob->par2= v2-1;
ob->par3= v3-1;
/* inverse parent matrix */
what_does_parent(scene, ob, &workob);
invert_m4_m4(ob->parentinv, workob.obmat);
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}
else {
ob->partype= PARVERT1;
ob->par1= v1-1;
/* inverse parent matrix */
what_does_parent(scene, ob, &workob);
invert_m4_m4(ob->parentinv, workob.obmat);
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}
}
}
}
CTX_DATA_END;
DAG_scene_sort(bmain, scene);
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WM_event_add_notifier(C, NC_OBJECT, NULL);
return OPERATOR_FINISHED;
}
void OBJECT_OT_vertex_parent_set(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Make Vertex Parent";
ot->description = "Parent selected objects to the selected vertices";
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ot->idname= "OBJECT_OT_vertex_parent_set";
/* api callbacks */
ot->invoke= WM_operator_confirm;
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ot->poll= vertex_parent_set_poll;
ot->exec= vertex_parent_set_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/********************** Make Proxy Operator *************************/
/* set the object to proxify */
static int make_proxy_invoke (bContext *C, wmOperator *op, wmEvent *evt)
{
Scene *scene= CTX_data_scene(C);
Object *ob= ED_object_active_context(C);
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/* sanity checks */
if (!scene || scene->id.lib || !ob)
return OPERATOR_CANCELLED;
/* Get object to work on - use a menu if we need to... */
if (ob->dup_group && ob->dup_group->id.lib) {
/* gives menu with list of objects in group */
//proxy_group_objects_menu(C, op, ob, ob->dup_group);
WM_enum_search_invoke(C, op, evt);
return OPERATOR_CANCELLED;
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}
else if (ob->id.lib) {
uiPopupMenu *pup= uiPupMenuBegin(C, "OK?", ICON_QUESTION);
uiLayout *layout= uiPupMenuLayout(pup);
/* create operator menu item with relevant properties filled in */
uiItemFullO(layout, op->idname, op->type->name, ICON_NONE, NULL, WM_OP_EXEC_REGION_WIN, UI_ITEM_O_RETURN_PROPS);
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/* present the menu and be done... */
uiPupMenuEnd(C, pup);
}
else {
/* error.. cannot continue */
BKE_report(op->reports, RPT_ERROR, "Can only make proxy for a referenced object or group");
}
/* this invoke just calls another instance of this operator... */
return OPERATOR_CANCELLED;
}
static int make_proxy_exec (bContext *C, wmOperator *op)
{
Main *bmain= CTX_data_main(C);
Object *ob, *gob= ED_object_active_context(C);
GroupObject *go;
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Scene *scene= CTX_data_scene(C);
if (gob->dup_group != NULL)
{
go= BLI_findlink(&gob->dup_group->gobject, RNA_enum_get(op->ptr, "type"));
ob= go->ob;
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}
else
{
ob= gob;
gob = NULL;
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}
if (ob) {
Object *newob;
Base *newbase, *oldbase= BASACT;
char name[32];
/* Add new object for the proxy */
newob= add_object(scene, OB_EMPTY);
if (gob)
strcpy(name, gob->id.name+2);
else
strcpy(name, ob->id.name+2);
strcat(name, "_proxy");
rename_id(&newob->id, name);
/* set layers OK */
newbase= BASACT; /* add_object sets active... */
newbase->lay= oldbase->lay;
newob->lay= newbase->lay;
/* remove base, leave user count of object, it gets linked in object_make_proxy */
if (gob==NULL) {
BLI_remlink(&scene->base, oldbase);
MEM_freeN(oldbase);
}
object_make_proxy(newob, ob, gob);
/* depsgraph flushes are needed for the new data */
DAG_scene_sort(bmain, scene);
DAG_id_tag_update(&newob->id, OB_RECALC_OB|OB_RECALC_DATA|OB_RECALC_TIME);
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, newob);
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}
else {
BKE_report(op->reports, RPT_ERROR, "No object to make proxy for");
return OPERATOR_CANCELLED;
}
return OPERATOR_FINISHED;
}
/* Generic itemf's for operators that take library args */
static EnumPropertyItem *proxy_group_object_itemf(bContext *C, PointerRNA *UNUSED(ptr), PropertyRNA *UNUSED(prop), int *free)
{
EnumPropertyItem item_tmp= {0}, *item= NULL;
int totitem= 0;
int i= 0;
Object *ob= ED_object_active_context(C);
GroupObject *go;
if(!ob || !ob->dup_group)
return DummyRNA_DEFAULT_items;
/* find the object to affect */
for (go= ob->dup_group->gobject.first; go; go= go->next) {
item_tmp.identifier= item_tmp.name= go->ob->id.name+2;
item_tmp.value= i++;
RNA_enum_item_add(&item, &totitem, &item_tmp);
}
RNA_enum_item_end(&item, &totitem);
*free= 1;
return item;
}
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void OBJECT_OT_proxy_make (wmOperatorType *ot)
{
PropertyRNA *prop;
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/* identifiers */
ot->name= "Make Proxy";
ot->idname= "OBJECT_OT_proxy_make";
ot->description= "Add empty object to become local replacement data of a library-linked object";
/* callbacks */
ot->invoke= make_proxy_invoke;
ot->exec= make_proxy_exec;
ot->poll= ED_operator_object_active;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
/* properties */
RNA_def_string(ot->srna, "object", "", MAX_ID_NAME-2, "Proxy Object", "Name of lib-linked/grouped object to make a proxy for.");
prop= RNA_def_enum(ot->srna, "type", DummyRNA_DEFAULT_items, 0, "Type", "Group object"); /* XXX, relies on hard coded ID at the moment */
RNA_def_enum_funcs(prop, proxy_group_object_itemf);
ot->prop= prop;
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}
/********************** Clear Parent Operator ******************* */
static EnumPropertyItem prop_clear_parent_types[] = {
{0, "CLEAR", 0, "Clear Parent", ""},
{1, "CLEAR_KEEP_TRANSFORM", 0, "Clear and Keep Transformation", ""},
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{2, "CLEAR_INVERSE", 0, "Clear Parent Inverse", ""},
{0, NULL, 0, NULL, NULL}
};
/* note, poll should check for editable scene */
static int parent_clear_exec(bContext *C, wmOperator *op)
{
Main *bmain= CTX_data_main(C);
Scene *scene= CTX_data_scene(C);
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int type= RNA_enum_get(op->ptr, "type");
CTX_DATA_BEGIN(C, Object*, ob, selected_editable_objects) {
if(ob->parent == NULL)
continue;
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if(type == 0) {
ob->parent= NULL;
}
else if(type == 1) {
ob->parent= NULL;
object_apply_mat4(ob, ob->obmat, TRUE, FALSE);
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}
else if(type == 2)
unit_m4(ob->parentinv);
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ob->recalc |= OB_RECALC_OB|OB_RECALC_DATA|OB_RECALC_TIME;
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}
CTX_DATA_END;
DAG_scene_sort(bmain, scene);
DAG_ids_flush_update(bmain, 0);
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WM_event_add_notifier(C, NC_OBJECT|ND_TRANSFORM, NULL);
WM_event_add_notifier(C, NC_OBJECT|ND_PARENT, NULL);
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return OPERATOR_FINISHED;
}
void OBJECT_OT_parent_clear(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Clear Parent";
ot->description = "Clear the object's parenting";
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ot->idname= "OBJECT_OT_parent_clear";
/* api callbacks */
ot->invoke= WM_menu_invoke;
ot->exec= parent_clear_exec;
ot->poll= ED_operator_object_active_editable;
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/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
ot->prop= RNA_def_enum(ot->srna, "type", prop_clear_parent_types, 0, "Type", "");
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}
/* ******************** Make Parent Operator *********************** */
#define PAR_OBJECT 0
#define PAR_ARMATURE 1
#define PAR_ARMATURE_NAME 2
#define PAR_ARMATURE_ENVELOPE 3
#define PAR_ARMATURE_AUTO 4
#define PAR_BONE 5
#define PAR_CURVE 6
#define PAR_FOLLOW 7
#define PAR_PATH_CONST 8
#define PAR_LATTICE 9
#define PAR_VERTEX 10
#define PAR_TRIA 11
static EnumPropertyItem prop_make_parent_types[] = {
{PAR_OBJECT, "OBJECT", 0, "Object", ""},
{PAR_ARMATURE, "ARMATURE", 0, "Armature Deform", ""},
{PAR_ARMATURE_NAME, "ARMATURE_NAME", 0, " With Empty Groups", ""},
{PAR_ARMATURE_AUTO, "ARMATURE_AUTO", 0, " With Automatic Weights", ""},
{PAR_ARMATURE_ENVELOPE, "ARMATURE_ENVELOPE", 0, " With Envelope Weights", ""},
{PAR_BONE, "BONE", 0, "Bone", ""},
{PAR_CURVE, "CURVE", 0, "Curve Deform", ""},
{PAR_FOLLOW, "FOLLOW", 0, "Follow Path", ""},
{PAR_PATH_CONST, "PATH_CONST", 0, "Path Constraint", ""},
{PAR_LATTICE, "LATTICE", 0, "Lattice Deform", ""},
{PAR_VERTEX, "VERTEX", 0, "Vertex", ""},
{PAR_TRIA, "TRIA", 0, "Triangle", ""},
{0, NULL, 0, NULL, NULL}
};
static int test_parent_loop(Object *par, Object *ob)
{
/* test if 'ob' is a parent somewhere in par's parents */
if(par == NULL) return 0;
if(ob == par) return 1;
return test_parent_loop(par->parent, ob);
}
void ED_object_parent(Object *ob, Object *par, int type, const char *substr)
{
if(!par || test_parent_loop(par, ob)) {
ob->parent= NULL;
ob->partype= PAROBJECT;
ob->parsubstr[0]= 0;
return;
}
/* this could use some more checks */
ob->parent= par;
ob->partype &= ~PARTYPE;
ob->partype |= type;
BLI_strncpy(ob->parsubstr, substr, sizeof(ob->parsubstr));
}
static int parent_set_exec(bContext *C, wmOperator *op)
{
Main *bmain= CTX_data_main(C);
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Scene *scene= CTX_data_scene(C);
Object *par= ED_object_active_context(C);
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bPoseChannel *pchan= NULL;
int partype= RNA_enum_get(op->ptr, "type");
int pararm= ELEM4(partype, PAR_ARMATURE, PAR_ARMATURE_NAME, PAR_ARMATURE_ENVELOPE, PAR_ARMATURE_AUTO);
par->recalc |= OB_RECALC_OB;
/* preconditions */
if(partype==PAR_FOLLOW || partype==PAR_PATH_CONST) {
if(par->type!=OB_CURVE)
return OPERATOR_CANCELLED;
else {
Curve *cu= par->data;
if((cu->flag & CU_PATH)==0) {
cu->flag |= CU_PATH|CU_FOLLOW;
makeDispListCurveTypes(scene, par, 0); /* force creation of path data */
}
else cu->flag |= CU_FOLLOW;
/* if follow, add F-Curve for ctime (i.e. "eval_time") so that path-follow works */
if(partype == PAR_FOLLOW) {
/* get or create F-Curve */
bAction *act = verify_adt_action(&cu->id, 1);
FCurve *fcu = verify_fcurve(act, NULL, "eval_time", 0, 1);
/* setup dummy 'generator' modifier here to get 1-1 correspondance still working */
if (!fcu->bezt && !fcu->fpt && !fcu->modifiers.first)
add_fmodifier(&fcu->modifiers, FMODIFIER_TYPE_GENERATOR);
}
/* fall back on regular parenting now (for follow only) */
if(partype == PAR_FOLLOW)
partype= PAR_OBJECT;
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}
}
else if(partype==PAR_BONE) {
pchan= get_active_posechannel(par);
if(pchan==NULL) {
BKE_report(op->reports, RPT_ERROR, "No active Bone");
return OPERATOR_CANCELLED;
}
}
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/* context iterator */
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CTX_DATA_BEGIN(C, Object*, ob, selected_editable_objects) {
if(ob!=par) {
if( test_parent_loop(par, ob) ) {
BKE_report(op->reports, RPT_ERROR, "Loop in parents");
}
else {
Object workob;
/* apply transformation of previous parenting */
/* object_apply_mat4(ob, ob->obmat); */ /* removed because of bug [#23577] */
/* set the parent (except for follow-path constraint option) */
if(partype != PAR_PATH_CONST)
ob->parent= par;
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/* handle types */
if (pchan)
strcpy(ob->parsubstr, pchan->name);
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else
ob->parsubstr[0]= 0;
if(partype == PAR_PATH_CONST)
; /* don't do anything here, since this is not technically "parenting" */
else if( ELEM(partype, PAR_CURVE, PAR_LATTICE) || pararm )
{
/* partype is now set to PAROBJECT so that invisible 'virtual' modifiers don't need to be created
* NOTE: the old (2.4x) method was to set ob->partype = PARSKEL, creating the virtual modifiers
*/
ob->partype= PAROBJECT; /* note, dna define, not operator property */
//ob->partype= PARSKEL; /* note, dna define, not operator property */
/* BUT, to keep the deforms, we need a modifier, and then we need to set the object that it uses */
// XXX currently this should only happen for meshes, curves, surfaces, and lattices - this stuff isn't available for metas yet
if (ELEM5(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_LATTICE))
{
ModifierData *md;
switch (partype) {
case PAR_CURVE: /* curve deform */
md= ED_object_modifier_add(op->reports, bmain, scene, ob, NULL, eModifierType_Curve);
((CurveModifierData *)md)->object= par;
break;
case PAR_LATTICE: /* lattice deform */
md= ED_object_modifier_add(op->reports, bmain, scene, ob, NULL, eModifierType_Lattice);
((LatticeModifierData *)md)->object= par;
break;
default: /* armature deform */
md= ED_object_modifier_add(op->reports, bmain, scene, ob, NULL, eModifierType_Armature);
((ArmatureModifierData *)md)->object= par;
break;
}
}
}
else if (partype == PAR_BONE)
ob->partype= PARBONE; /* note, dna define, not operator property */
else
ob->partype= PAROBJECT; /* note, dna define, not operator property */
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/* constraint */
if(partype == PAR_PATH_CONST) {
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bConstraint *con;
bFollowPathConstraint *data;
float cmat[4][4], vec[3];
con = add_ob_constraint(ob, "AutoPath", CONSTRAINT_TYPE_FOLLOWPATH);
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data = con->data;
data->tar = par;
get_constraint_target_matrix(scene, con, 0, CONSTRAINT_OBTYPE_OBJECT, NULL, cmat, scene->r.cfra - give_timeoffset(ob));
sub_v3_v3v3(vec, ob->obmat[3], cmat[3]);
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ob->loc[0] = vec[0];
ob->loc[1] = vec[1];
ob->loc[2] = vec[2];
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}
else if(pararm && ob->type==OB_MESH && par->type == OB_ARMATURE) {
if(partype == PAR_ARMATURE_NAME)
create_vgroups_from_armature(op->reports, scene, ob, par, ARM_GROUPS_NAME, 0);
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else if(partype == PAR_ARMATURE_ENVELOPE)
create_vgroups_from_armature(op->reports, scene, ob, par, ARM_GROUPS_ENVELOPE, 0);
else if(partype == PAR_ARMATURE_AUTO) {
WM_cursor_wait(1);
create_vgroups_from_armature(op->reports, scene, ob, par, ARM_GROUPS_AUTO, 0);
WM_cursor_wait(0);
}
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/* get corrected inverse */
ob->partype= PAROBJECT;
what_does_parent(scene, ob, &workob);
invert_m4_m4(ob->parentinv, workob.obmat);
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}
else {
/* calculate inverse parent matrix */
what_does_parent(scene, ob, &workob);
invert_m4_m4(ob->parentinv, workob.obmat);
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}
ob->recalc |= OB_RECALC_OB|OB_RECALC_DATA;
}
}
}
CTX_DATA_END;
DAG_scene_sort(bmain, scene);
DAG_ids_flush_update(bmain, 0);
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WM_event_add_notifier(C, NC_OBJECT|ND_TRANSFORM, NULL);
WM_event_add_notifier(C, NC_OBJECT|ND_PARENT, NULL);
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return OPERATOR_FINISHED;
}
static int parent_set_invoke(bContext *C, wmOperator *UNUSED(op), wmEvent *UNUSED(event))
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{
Object *ob= ED_object_active_context(C);
uiPopupMenu *pup= uiPupMenuBegin(C, "Set Parent To", ICON_NONE);
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uiLayout *layout= uiPupMenuLayout(pup);
uiLayoutSetOperatorContext(layout, WM_OP_EXEC_DEFAULT);
uiItemEnumO(layout, "OBJECT_OT_parent_set", NULL, 0, "type", PAR_OBJECT);
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/* ob becomes parent, make the associated menus */
if(ob->type==OB_ARMATURE) {
uiItemEnumO(layout, "OBJECT_OT_parent_set", NULL, 0, "type", PAR_ARMATURE);
uiItemEnumO(layout, "OBJECT_OT_parent_set", NULL, 0, "type", PAR_ARMATURE_NAME);
uiItemEnumO(layout, "OBJECT_OT_parent_set", NULL, 0, "type", PAR_ARMATURE_ENVELOPE);
uiItemEnumO(layout, "OBJECT_OT_parent_set", NULL, 0, "type", PAR_ARMATURE_AUTO);
uiItemEnumO(layout, "OBJECT_OT_parent_set", NULL, 0, "type", PAR_BONE);
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}
else if(ob->type==OB_CURVE) {
uiItemEnumO(layout, "OBJECT_OT_parent_set", NULL, 0, "type", PAR_CURVE);
uiItemEnumO(layout, "OBJECT_OT_parent_set", NULL, 0, "type", PAR_FOLLOW);
uiItemEnumO(layout, "OBJECT_OT_parent_set", NULL, 0, "type", PAR_PATH_CONST);
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}
else if(ob->type == OB_LATTICE) {
uiItemEnumO(layout, "OBJECT_OT_parent_set", NULL, 0, "type", PAR_LATTICE);
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}
uiPupMenuEnd(C, pup);
return OPERATOR_CANCELLED;
}
void OBJECT_OT_parent_set(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Make Parent";
ot->description = "Set the object's parenting";
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ot->idname= "OBJECT_OT_parent_set";
/* api callbacks */
ot->invoke= parent_set_invoke;
ot->exec= parent_set_exec;
ot->poll= ED_operator_object_active;
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/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
RNA_def_enum(ot->srna, "type", prop_make_parent_types, 0, "Type", "");
}
/* ************ Make Parent Without Inverse Operator ******************* */
static int parent_noinv_set_exec(bContext *C, wmOperator *op)
{
Main *bmain= CTX_data_main(C);
Object *par= ED_object_active_context(C);
par->recalc |= OB_RECALC_OB;
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/* context iterator */
CTX_DATA_BEGIN(C, Object*, ob, selected_editable_objects) {
if (ob != par) {
if (test_parent_loop(par, ob)) {
BKE_report(op->reports, RPT_ERROR, "Loop in parents");
}
else {
/* clear inverse matrix and also the object location */
unit_m4(ob->parentinv);
memset(ob->loc, 0, 3*sizeof(float));
/* set recalc flags */
ob->recalc |= OB_RECALC_OB|OB_RECALC_DATA;
/* set parenting type for object - object only... */
ob->parent= par;
ob->partype= PAROBJECT; /* note, dna define, not operator property */
}
}
}
CTX_DATA_END;
DAG_scene_sort(bmain, CTX_data_scene(C));
DAG_ids_flush_update(bmain, 0);
WM_event_add_notifier(C, NC_OBJECT|ND_TRANSFORM, NULL);
return OPERATOR_FINISHED;
}
void OBJECT_OT_parent_no_inverse_set(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Make Parent without Inverse";
ot->description = "Set the object's parenting without setting the inverse parent correction";
ot->idname= "OBJECT_OT_parent_no_inverse_set";
/* api callbacks */
ot->invoke= WM_operator_confirm;
ot->exec= parent_noinv_set_exec;
ot->poll= ED_operator_object_active_editable;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
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/************************ Clear Slow Parent Operator *********************/
static int object_slow_parent_clear_exec(bContext *C, wmOperator *UNUSED(op))
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{
Main *bmain= CTX_data_main(C);
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Scene *scene= CTX_data_scene(C);
CTX_DATA_BEGIN(C, Object*, ob, selected_editable_objects) {
if(ob->parent) {
if(ob->partype & PARSLOW) {
ob->partype -= PARSLOW;
where_is_object(scene, ob);
ob->partype |= PARSLOW;
ob->recalc |= OB_RECALC_OB;
}
}
}
CTX_DATA_END;
DAG_ids_flush_update(bmain, 0);
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WM_event_add_notifier(C, NC_SCENE, scene);
return OPERATOR_FINISHED;
}
void OBJECT_OT_slow_parent_clear(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Clear Slow Parent";
ot->description = "Clear the object's slow parent";
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ot->idname= "OBJECT_OT_slow_parent_clear";
/* api callbacks */
ot->invoke= WM_operator_confirm;
ot->exec= object_slow_parent_clear_exec;
ot->poll= ED_operator_view3d_active;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/********************** Make Slow Parent Operator *********************/
static int object_slow_parent_set_exec(bContext *C, wmOperator *UNUSED(op))
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{
Main *bmain= CTX_data_main(C);
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Scene *scene= CTX_data_scene(C);
CTX_DATA_BEGIN(C, Object*, ob, selected_editable_objects) {
if(ob->parent)
ob->partype |= PARSLOW;
ob->recalc |= OB_RECALC_OB;
}
CTX_DATA_END;
DAG_ids_flush_update(bmain, 0);
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WM_event_add_notifier(C, NC_SCENE, scene);
return OPERATOR_FINISHED;
}
void OBJECT_OT_slow_parent_set(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Set Slow Parent";
ot->description = "Set the object's slow parent";
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ot->idname= "OBJECT_OT_slow_parent_set";
/* api callbacks */
ot->invoke= WM_operator_confirm;
ot->exec= object_slow_parent_set_exec;
ot->poll= ED_operator_view3d_active;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/* ******************** Clear Track Operator ******************* */
static EnumPropertyItem prop_clear_track_types[] = {
{0, "CLEAR", 0, "Clear Track", ""},
{1, "CLEAR_KEEP_TRANSFORM", 0, "Clear and Keep Transformation (Clear Track)", ""},
{0, NULL, 0, NULL, NULL}
};
/* note, poll should check for editable scene */
static int object_track_clear_exec(bContext *C, wmOperator *op)
{
Main *bmain= CTX_data_main(C);
Scene *scene= CTX_data_scene(C);
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int type= RNA_enum_get(op->ptr, "type");
if(CTX_data_edit_object(C)) {
BKE_report(op->reports, RPT_ERROR, "Operation cannot be performed in EditMode");
return OPERATOR_CANCELLED;
}
CTX_DATA_BEGIN(C, Object*, ob, selected_editable_objects) {
bConstraint *con, *pcon;
/* remove track-object for old track */
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ob->track= NULL;
ob->recalc |= OB_RECALC_OB|OB_RECALC_DATA|OB_RECALC_TIME;
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/* also remove all tracking constraints */
for (con= ob->constraints.last; con; con= pcon) {
pcon= con->prev;
if (ELEM3(con->type, CONSTRAINT_TYPE_TRACKTO, CONSTRAINT_TYPE_LOCKTRACK, CONSTRAINT_TYPE_DAMPTRACK))
remove_constraint(&ob->constraints, con);
}
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if(type == 1)
object_apply_mat4(ob, ob->obmat, TRUE, TRUE);
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}
CTX_DATA_END;
DAG_ids_flush_update(bmain, 0);
DAG_scene_sort(bmain, scene);
WM_event_add_notifier(C, NC_OBJECT|ND_TRANSFORM, NULL);
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return OPERATOR_FINISHED;
}
void OBJECT_OT_track_clear(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Clear track";
ot->description = "Clear tracking constraint or flag from object";
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ot->idname= "OBJECT_OT_track_clear";
/* api callbacks */
ot->invoke= WM_menu_invoke;
ot->exec= object_track_clear_exec;
ot->poll= ED_operator_objectmode;
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/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
ot->prop= RNA_def_enum(ot->srna, "type", prop_clear_track_types, 0, "Type", "");
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}
/************************** Make Track Operator *****************************/
static EnumPropertyItem prop_make_track_types[] = {
{1, "DAMPTRACK", 0, "Damped Track Constraint", ""},
{2, "TRACKTO", 0, "Track To Constraint", ""},
{3, "LOCKTRACK", 0, "Lock Track Constraint", ""},
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{0, NULL, 0, NULL, NULL}
};
static int track_set_exec(bContext *C, wmOperator *op)
{
Main *bmain= CTX_data_main(C);
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Scene *scene= CTX_data_scene(C);
Object *obact= ED_object_active_context(C);
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int type= RNA_enum_get(op->ptr, "type");
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if(type == 1) {
bConstraint *con;
bDampTrackConstraint *data;
CTX_DATA_BEGIN(C, Object*, ob, selected_editable_objects) {
if(ob!=obact) {
con = add_ob_constraint(ob, "AutoTrack", CONSTRAINT_TYPE_DAMPTRACK);
data = con->data;
data->tar = obact;
ob->recalc |= OB_RECALC_OB|OB_RECALC_DATA|OB_RECALC_TIME;
/* Lamp, Camera and Speaker track differently by default */
if (ob->type == OB_LAMP || ob->type == OB_CAMERA || ob->type == OB_SPEAKER)
data->trackflag = TRACK_nZ;
}
}
CTX_DATA_END;
}
else if(type == 2) {
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bConstraint *con;
bTrackToConstraint *data;
CTX_DATA_BEGIN(C, Object*, ob, selected_editable_objects) {
if(ob!=obact) {
con = add_ob_constraint(ob, "AutoTrack", CONSTRAINT_TYPE_TRACKTO);
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data = con->data;
data->tar = obact;
ob->recalc |= OB_RECALC_OB|OB_RECALC_DATA|OB_RECALC_TIME;
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/* Lamp, Camera and Speaker track differently by default */
if (ob->type == OB_LAMP || ob->type == OB_CAMERA || ob->type == OB_SPEAKER) {
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data->reserved1 = TRACK_nZ;
data->reserved2 = UP_Y;
}
}
}
CTX_DATA_END;
}
else if(type == 3) {
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bConstraint *con;
bLockTrackConstraint *data;
CTX_DATA_BEGIN(C, Object*, ob, selected_editable_objects) {
if(ob!=obact) {
con = add_ob_constraint(ob, "AutoTrack", CONSTRAINT_TYPE_LOCKTRACK);
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data = con->data;
data->tar = obact;
ob->recalc |= OB_RECALC_OB|OB_RECALC_DATA|OB_RECALC_TIME;
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/* Lamp, Camera and Speaker track differently by default */
if (ob->type == OB_LAMP || ob->type == OB_CAMERA || ob->type == OB_SPEAKER) {
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data->trackflag = TRACK_nZ;
data->lockflag = LOCK_Y;
}
}
}
CTX_DATA_END;
}
DAG_scene_sort(bmain, scene);
DAG_ids_flush_update(bmain, 0);
WM_event_add_notifier(C, NC_OBJECT|ND_TRANSFORM, NULL);
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return OPERATOR_FINISHED;
}
void OBJECT_OT_track_set(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Make Track";
ot->description = "Make the object track another object, either by constraint or old way or locked track";
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ot->idname= "OBJECT_OT_track_set";
/* api callbacks */
ot->invoke= WM_menu_invoke;
ot->exec= track_set_exec;
ot->poll= ED_operator_objectmode;
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/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
/* properties */
ot->prop= RNA_def_enum(ot->srna, "type", prop_make_track_types, 0, "Type", "");
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}
/************************** Move to Layer Operator *****************************/
static unsigned int move_to_layer_init(bContext *C, wmOperator *op)
{
int values[20], a;
unsigned int lay= 0;
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if(!RNA_property_is_set(op->ptr, "layers")) {
/* note: layers are set in bases, library objects work for this */
CTX_DATA_BEGIN(C, Base*, base, selected_bases) {
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lay |= base->lay;
}
CTX_DATA_END;
for(a=0; a<20; a++)
values[a]= (lay & (1<<a));
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RNA_boolean_set_array(op->ptr, "layers", values);
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}
else {
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RNA_boolean_get_array(op->ptr, "layers", values);
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for(a=0; a<20; a++)
if(values[a])
lay |= (1 << a);
}
return lay;
}
static int move_to_layer_invoke(bContext *C, wmOperator *op, wmEvent *event)
{
View3D *v3d= CTX_wm_view3d(C);
if(v3d && v3d->localvd) {
return WM_operator_confirm_message(C, op, "Move from localview");
}
else {
move_to_layer_init(C, op);
return WM_operator_props_popup(C, op, event);
}
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}
static int move_to_layer_exec(bContext *C, wmOperator *op)
{
Main *bmain= CTX_data_main(C);
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Scene *scene= CTX_data_scene(C);
View3D *v3d= CTX_wm_view3d(C);
unsigned int lay, local;
/* int islamp= 0; */ /* UNUSED */
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lay= move_to_layer_init(C, op);
lay &= 0xFFFFFF;
if(lay==0) return OPERATOR_CANCELLED;
if(v3d && v3d->localvd) {
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/* now we can move out of localview. */
/* note: layers are set in bases, library objects work for this */
CTX_DATA_BEGIN(C, Base*, base, selected_bases) {
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lay= base->lay & ~v3d->lay;
base->lay= lay;
base->object->lay= lay;
base->object->flag &= ~SELECT;
base->flag &= ~SELECT;
/* if(base->object->type==OB_LAMP) islamp= 1; */
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}
CTX_DATA_END;
}
else {
/* normal non localview operation */
/* note: layers are set in bases, library objects work for this */
CTX_DATA_BEGIN(C, Base*, base, selected_bases) {
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/* upper byte is used for local view */
local= base->lay & 0xFF000000;
base->lay= lay + local;
base->object->lay= lay;
/* if(base->object->type==OB_LAMP) islamp= 1; */
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}
CTX_DATA_END;
}
/* warning, active object may be hidden now */
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, scene);
WM_event_add_notifier(C, NC_SCENE|ND_LAYER_CONTENT, scene);
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WM_event_add_notifier(C, NC_SCENE|ND_LAYER_CONTENT, scene);
DAG_scene_sort(bmain, scene);
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return OPERATOR_FINISHED;
}
void OBJECT_OT_move_to_layer(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Move to Layer";
ot->description = "Move the object to different layers";
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ot->idname= "OBJECT_OT_move_to_layer";
/* api callbacks */
ot->invoke= move_to_layer_invoke;
ot->exec= move_to_layer_exec;
ot->poll= ED_operator_objectmode;
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/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
/* properties */
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RNA_def_boolean_layer_member(ot->srna, "layers", 20, NULL, "Layer", "");
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}
/************************** Link to Scene Operator *****************************/
#if 0
static void link_to_scene(Main *UNUSED(bmain), unsigned short UNUSED(nr))
{
Scene *sce= (Scene*) BLI_findlink(&bmain->scene, G.curscreen->scenenr-1);
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Base *base, *nbase;
if(sce==0) return;
if(sce->id.lib) return;
for(base= FIRSTBASE; base; base= base->next) {
if(TESTBASE(v3d, base)) {
nbase= MEM_mallocN( sizeof(Base), "newbase");
*nbase= *base;
BLI_addhead( &(sce->base), nbase);
id_us_plus((ID *)base->object);
}
}
}
#endif
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static int make_links_scene_exec(bContext *C, wmOperator *op)
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{
Main *bmain= CTX_data_main(C);
Scene *scene_to= BLI_findlink(&CTX_data_main(C)->scene, RNA_enum_get(op->ptr, "scene"));
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if(scene_to==NULL) {
BKE_report(op->reports, RPT_ERROR, "Scene not found");
return OPERATOR_CANCELLED;
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}
if(scene_to == CTX_data_scene(C)) {
BKE_report(op->reports, RPT_ERROR, "Can't link objects into the same scene");
return OPERATOR_CANCELLED;
}
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if(scene_to->id.lib) {
BKE_report(op->reports, RPT_ERROR, "Can't link objects into a linked scene");
return OPERATOR_CANCELLED;
}
CTX_DATA_BEGIN(C, Base*, base, selected_bases)
{
if(!object_in_scene(base->object, scene_to)) {
Base *nbase= MEM_mallocN( sizeof(Base), "newbase");
*nbase= *base;
BLI_addhead( &(scene_to->base), nbase);
id_us_plus((ID *)base->object);
}
}
CTX_DATA_END;
DAG_ids_flush_update(bmain, 0);
/* one day multiple scenes will be visible, then we should have some update function for them */
return OPERATOR_FINISHED;
}
enum {
MAKE_LINKS_OBDATA = 1,
MAKE_LINKS_MATERIALS,
MAKE_LINKS_ANIMDATA,
MAKE_LINKS_DUPLIGROUP,
MAKE_LINKS_MODIFIERS
};
/* Return 1 if make link data is allow, zero otherwise */
static int allow_make_links_data(int ev, Object *ob, Object *obt)
{
switch(ev) {
case MAKE_LINKS_OBDATA:
if (ob->type == obt->type && ob->type != OB_EMPTY)
return 1;
break;
case MAKE_LINKS_MATERIALS:
if (ELEM5(ob->type, OB_MESH, OB_CURVE, OB_FONT, OB_SURF, OB_MBALL) &&
ELEM5(obt->type, OB_MESH, OB_CURVE, OB_FONT, OB_SURF, OB_MBALL))
return 1;
break;
case MAKE_LINKS_ANIMDATA:
case MAKE_LINKS_DUPLIGROUP:
return 1;
case MAKE_LINKS_MODIFIERS:
if (ob->type != OB_EMPTY && obt->type != OB_EMPTY)
return 1;
break;
}
return 0;
}
static int make_links_data_exec(bContext *C, wmOperator *op)
{
Main *bmain= CTX_data_main(C);
int event = RNA_enum_get(op->ptr, "type");
Object *ob;
ID *id;
int a;
ob= ED_object_active_context(C);
CTX_DATA_BEGIN(C, Object*, obt, selected_editable_objects) {
if(ob != obt) {
if (allow_make_links_data(event, ob, obt)) {
switch(event) {
case MAKE_LINKS_OBDATA: /* obdata */
id= obt->data;
id->us--;
id= ob->data;
id_us_plus(id);
obt->data= id;
/* if amount of material indices changed: */
test_object_materials(obt->data);
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obt->recalc |= OB_RECALC_DATA;
break;
case MAKE_LINKS_MATERIALS:
/* new approach, using functions from kernel */
for(a=0; a<ob->totcol; a++) {
Material *ma= give_current_material(ob, a+1);
assign_material(obt, ma, a+1); /* also works with ma==NULL */
}
break;
case MAKE_LINKS_ANIMDATA:
BKE_copy_animdata_id((ID *)obt, (ID *)ob, FALSE);
BKE_copy_animdata_id((ID *)obt->data, (ID *)ob->data, FALSE);
break;
case MAKE_LINKS_DUPLIGROUP:
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obt->dup_group= ob->dup_group;
if(obt->dup_group) {
id_lib_extern(&obt->dup_group->id);
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obt->transflag |= OB_DUPLIGROUP;
}
break;
case MAKE_LINKS_MODIFIERS:
object_link_modifiers(obt, ob);
obt->recalc |= OB_RECALC_OB|OB_RECALC_DATA|OB_RECALC_TIME;
break;
}
}
}
}
CTX_DATA_END;
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DAG_scene_sort(bmain, CTX_data_scene(C));
DAG_ids_flush_update(bmain, 0);
WM_event_add_notifier(C, NC_SPACE|ND_SPACE_VIEW3D, CTX_wm_view3d(C));
return OPERATOR_FINISHED;
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}
void OBJECT_OT_make_links_scene(wmOperatorType *ot)
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{
PropertyRNA *prop;
/* identifiers */
ot->name= "Link Objects to Scene";
ot->description = "Link selection to another scene";
ot->idname= "OBJECT_OT_make_links_scene";
/* api callbacks */
ot->invoke= WM_enum_search_invoke;
ot->exec= make_links_scene_exec;
/* better not run the poll check */
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
/* properties */
prop= RNA_def_enum(ot->srna, "scene", DummyRNA_NULL_items, 0, "Scene", "");
RNA_def_enum_funcs(prop, RNA_scene_local_itemf);
ot->prop= prop;
}
void OBJECT_OT_make_links_data(wmOperatorType *ot)
{
static EnumPropertyItem make_links_items[]= {
{MAKE_LINKS_OBDATA, "OBDATA", 0, "Object Data", ""},
{MAKE_LINKS_MATERIALS, "MATERIAL", 0, "Materials", ""},
{MAKE_LINKS_ANIMDATA, "ANIMATION", 0, "Animation Data", ""},
{MAKE_LINKS_DUPLIGROUP, "DUPLIGROUP", 0, "DupliGroup", ""},
{MAKE_LINKS_MODIFIERS, "MODIFIERS", 0, "Modifiers", ""},
{0, NULL, 0, NULL, NULL}};
/* identifiers */
ot->name= "Link Data";
ot->description = "Make links from the active object to other selected objects";
ot->idname= "OBJECT_OT_make_links_data";
/* api callbacks */
ot->exec= make_links_data_exec;
ot->poll= ED_operator_object_active;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
/* properties */
ot->prop= RNA_def_enum(ot->srna, "type", make_links_items, 0, "Type", "");
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}
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/**************************** Make Single User ********************************/
static void single_object_users(Scene *scene, View3D *v3d, int flag)
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{
Base *base;
Object *ob, *obn;
clear_sca_new_poins(); /* sensor/contr/act */
/* duplicate (must set newid) */
for(base= FIRSTBASE; base; base= base->next) {
ob= base->object;
/* newid may still have some trash from Outliner tree building,
* so clear that first to avoid errors [#26002]
*/
ob->id.newid = NULL;
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if( (base->flag & flag)==flag ) {
if(ob->id.lib==NULL && ob->id.us>1) {
/* base gets copy of object */
obn= copy_object(ob);
base->object= obn;
ob->id.us--;
}
}
}
ID_NEW(scene->camera);
if(v3d) ID_NEW(v3d->camera);
/* object pointers */
for(base= FIRSTBASE; base; base= base->next) {
object_relink(base->object);
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}
set_sca_new_poins();
}
/* not an especially efficient function, only added so the single user
* button can be functional.*/
void ED_object_single_user(Scene *scene, Object *ob)
{
Base *base;
for(base= FIRSTBASE; base; base= base->next) {
if(base->object == ob) base->flag |= OB_DONE;
else base->flag &= ~OB_DONE;
}
single_object_users(scene, NULL, OB_DONE);
}
static void new_id_matar(Material **matar, int totcol)
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{
ID *id;
int a;
for(a=0; a<totcol; a++) {
id= (ID *)matar[a];
if(id && id->lib == NULL) {
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if(id->newid) {
matar[a]= (Material *)id->newid;
id_us_plus(id->newid);
id->us--;
}
else if(id->us>1) {
matar[a]= copy_material(matar[a]);
id->us--;
id->newid= (ID *)matar[a];
}
}
}
}
static void single_obdata_users(Main *bmain, Scene *scene, int flag)
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{
Object *ob;
Lamp *la;
Curve *cu;
//Camera *cam;
Base *base;
Mesh *me;
ID *id;
int a;
for(base= FIRSTBASE; base; base= base->next) {
ob= base->object;
if(ob->id.lib==NULL && (base->flag & flag)==flag ) {
id= ob->data;
if(id && id->us>1 && id->lib==NULL) {
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ob->recalc= OB_RECALC_DATA;
BKE_copy_animdata_id_action(id);
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switch(ob->type) {
case OB_LAMP:
ob->data= la= copy_lamp(ob->data);
for(a=0; a<MAX_MTEX; a++) {
if(la->mtex[a]) {
ID_NEW(la->mtex[a]->object);
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}
}
break;
case OB_CAMERA:
ob->data= copy_camera(ob->data);
break;
case OB_MESH:
ob->data= copy_mesh(ob->data);
//me= ob->data;
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//if(me && me->key)
// ipo_idnew(me->key->ipo); /* drivers */
break;
case OB_MBALL:
ob->data= copy_mball(ob->data);
break;
case OB_CURVE:
case OB_SURF:
case OB_FONT:
ob->data= cu= copy_curve(ob->data);
ID_NEW(cu->bevobj);
ID_NEW(cu->taperobj);
break;
case OB_LATTICE:
ob->data= copy_lattice(ob->data);
break;
case OB_ARMATURE:
ob->recalc |= OB_RECALC_DATA;
ob->data= copy_armature(ob->data);
armature_rebuild_pose(ob, ob->data);
break;
case OB_SPEAKER:
ob->data= copy_speaker(ob->data);
break;
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default:
if (G.f & G_DEBUG)
printf("ERROR single_obdata_users: can't copy %s\n", id->name);
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return;
}
id->us--;
id->newid= ob->data;
}
}
}
me= bmain->mesh.first;
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while(me) {
ID_NEW(me->texcomesh);
me= me->id.next;
}
}
static void single_object_action_users(Scene *scene, int flag)
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{
Object *ob;
Base *base;
for(base= FIRSTBASE; base; base= base->next) {
ob= base->object;
if(ob->id.lib==NULL && (flag==0 || (base->flag & SELECT)) ) {
ob->recalc= OB_RECALC_DATA;
BKE_copy_animdata_id_action(&ob->id);
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}
}
}
static void single_mat_users(Scene *scene, int flag, int do_textures)
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{
Object *ob;
Base *base;
Material *ma, *man;
Tex *tex;
int a, b;
for(base= FIRSTBASE; base; base= base->next) {
ob= base->object;
if(ob->id.lib==NULL && (flag==0 || (base->flag & SELECT)) ) {
for(a=1; a<=ob->totcol; a++) {
ma= give_current_material(ob, a);
if(ma) {
/* do not test for LIB_NEW: this functions guaranteed delivers single_users! */
if(ma->id.us>1) {
man= copy_material(ma);
BKE_copy_animdata_id_action(&man->id);
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man->id.us= 0;
assign_material(ob, man, a);
if(do_textures) {
for(b=0; b<MAX_MTEX; b++) {
if(ma->mtex[b] && (tex= ma->mtex[b]->tex)) {
if(tex->id.us>1) {
tex->id.us--;
tex= copy_texture(tex);
BKE_copy_animdata_id_action(&tex->id);
ma->mtex[b]->tex= tex;
}
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}
}
}
}
}
}
}
}
}
static void do_single_tex_user(Tex **from)
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{
Tex *tex, *texn;
tex= *from;
if(tex==NULL) return;
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if(tex->id.newid) {
*from= (Tex *)tex->id.newid;
id_us_plus(tex->id.newid);
tex->id.us--;
}
else if(tex->id.us>1) {
texn= copy_texture(tex);
BKE_copy_animdata_id_action(&texn->id);
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tex->id.newid= (ID *)texn;
tex->id.us--;
*from= texn;
}
}
static void single_tex_users_expand(Main *bmain)
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{
/* only when 'parent' blocks are LIB_NEW */
Material *ma;
Lamp *la;
World *wo;
int b;
for(ma= bmain->mat.first; ma; ma=ma->id.next) {
if(ma->id.flag & LIB_NEW) {
for(b=0; b<MAX_MTEX; b++) {
if(ma->mtex[b] && ma->mtex[b]->tex) {
do_single_tex_user( &(ma->mtex[b]->tex) );
}
}
}
}
for(la= bmain->lamp.first; la; la=la->id.next) {
if(la->id.flag & LIB_NEW) {
for(b=0; b<MAX_MTEX; b++) {
if(la->mtex[b] && la->mtex[b]->tex) {
do_single_tex_user( &(la->mtex[b]->tex) );
}
}
}
}
for(wo= bmain->world.first; wo; wo=wo->id.next) {
if(wo->id.flag & LIB_NEW) {
for(b=0; b<MAX_MTEX; b++) {
if(wo->mtex[b] && wo->mtex[b]->tex) {
do_single_tex_user( &(wo->mtex[b]->tex) );
}
}
}
}
}
static void single_mat_users_expand(Main *bmain)
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{
/* only when 'parent' blocks are LIB_NEW */
Object *ob;
Mesh *me;
Curve *cu;
MetaBall *mb;
Material *ma;
int a;
for(ob=bmain->object.first; ob; ob=ob->id.next)
if(ob->id.flag & LIB_NEW)
new_id_matar(ob->mat, ob->totcol);
for(me=bmain->mesh.first; me; me=me->id.next)
if(me->id.flag & LIB_NEW)
new_id_matar(me->mat, me->totcol);
for(cu=bmain->curve.first; cu; cu=cu->id.next)
if(cu->id.flag & LIB_NEW)
new_id_matar(cu->mat, cu->totcol);
for(mb=bmain->mball.first; mb; mb=mb->id.next)
if(mb->id.flag & LIB_NEW)
new_id_matar(mb->mat, mb->totcol);
/* material imats */
for(ma=bmain->mat.first; ma; ma=ma->id.next)
if(ma->id.flag & LIB_NEW)
for(a=0; a<MAX_MTEX; a++)
if(ma->mtex[a])
ID_NEW(ma->mtex[a]->object);
}
/* used for copying scenes */
void ED_object_single_users(Main *bmain, Scene *scene, int full)
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{
single_object_users(scene, NULL, 0);
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if(full) {
single_obdata_users(bmain, scene, 0);
single_object_action_users(scene, 0);
single_mat_users_expand(bmain);
single_tex_users_expand(bmain);
}
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clear_id_newpoins();
}
/******************************* Make Local ***********************************/
/* helper for below, ma was checked to be not NULL */
static void make_local_makelocalmaterial(Material *ma)
{
AnimData *adt;
int b;
id_make_local(&ma->id, 0);
for(b=0; b<MAX_MTEX; b++)
if(ma->mtex[b] && ma->mtex[b]->tex)
id_make_local(&ma->mtex[b]->tex->id, 0);
adt= BKE_animdata_from_id(&ma->id);
if(adt) BKE_animdata_make_local(adt);
/* nodetree? XXX */
}
static int make_local_exec(bContext *C, wmOperator *op)
{
AnimData *adt;
ParticleSystem *psys;
Material *ma, ***matarar;
Lamp *la;
ID *id;
2010-12-03 01:52:28 +00:00
int a, b, mode= RNA_enum_get(op->ptr, "type");
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if(mode==3) {
all_local(NULL, 0); /* NULL is all libs */
WM_event_add_notifier(C, NC_WINDOW, NULL);
return OPERATOR_FINISHED;
}
clear_id_newpoins();
CTX_DATA_BEGIN(C, Object*, ob, selected_objects) {
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if(ob->id.lib)
id_make_local(&ob->id, 0);
}
CTX_DATA_END;
/* maybe object pointers */
CTX_DATA_BEGIN(C, Object*, ob, selected_objects) {
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if(ob->id.lib==NULL) {
ID_NEW(ob->parent);
}
}
CTX_DATA_END;
CTX_DATA_BEGIN(C, Object*, ob, selected_objects) {
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id= ob->data;
if(id && mode>1) {
id_make_local(id, 0);
adt= BKE_animdata_from_id(id);
if(adt) BKE_animdata_make_local(adt);
/* tag indirect data direct */
matarar= (Material ***)give_matarar(ob);
if(matarar) {
for(a=0; a<ob->totcol; a++) {
ma= (*matarar)[a];
if(ma)
id_lib_extern(&ma->id);
}
}
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}
for(psys=ob->particlesystem.first; psys; psys=psys->next)
id_make_local(&psys->part->id, 0);
adt= BKE_animdata_from_id(&ob->id);
if(adt) BKE_animdata_make_local(adt);
}
CTX_DATA_END;
if(mode>1) {
CTX_DATA_BEGIN(C, Object*, ob, selected_objects) {
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if(ob->type==OB_LAMP) {
la= ob->data;
for(b=0; b<MAX_MTEX; b++)
if(la->mtex[b] && la->mtex[b]->tex)
id_make_local(&la->mtex[b]->tex->id, 0);
}
else {
for(a=0; a<ob->totcol; a++) {
ma= ob->mat[a];
if(ma)
make_local_makelocalmaterial(ma);
}
matarar= (Material ***)give_matarar(ob);
if(matarar) {
for(a=0; a<ob->totcol; a++) {
ma= (*matarar)[a];
if(ma)
make_local_makelocalmaterial(ma);
}
}
}
}
CTX_DATA_END;
}
WM_event_add_notifier(C, NC_WINDOW, NULL);
return OPERATOR_FINISHED;
}
void OBJECT_OT_make_local(wmOperatorType *ot)
{
static EnumPropertyItem type_items[]= {
{1, "SELECTED_OBJECTS", 0, "Selected Objects", ""},
{2, "SELECTED_OBJECTS_DATA", 0, "Selected Objects and Data", ""},
{3, "ALL", 0, "All", ""},
{0, NULL, 0, NULL, NULL}};
/* identifiers */
ot->name= "Make Local";
ot->description = "Make library linked datablocks local to this file";
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ot->idname= "OBJECT_OT_make_local";
/* api callbacks */
ot->invoke= WM_menu_invoke;
ot->exec= make_local_exec;
ot->poll= ED_operator_objectmode;
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/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
/* properties */
ot->prop= RNA_def_enum(ot->srna, "type", type_items, 0, "Type", "");
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}
static int make_single_user_exec(bContext *C, wmOperator *op)
{
Main *bmain= CTX_data_main(C);
Scene *scene= CTX_data_scene(C);
View3D *v3d= CTX_wm_view3d(C); /* ok if this is NULL */
int flag= RNA_enum_get(op->ptr, "type"); /* 0==ALL, SELECTED==selected objecs */
if(RNA_boolean_get(op->ptr, "object"))
single_object_users(scene, v3d, flag);
if(RNA_boolean_get(op->ptr, "obdata"))
single_obdata_users(bmain, scene, flag);
if(RNA_boolean_get(op->ptr, "material"))
single_mat_users(scene, flag, RNA_boolean_get(op->ptr, "texture"));
#if 0 /* can't do this separate from materials */
if(RNA_boolean_get(op->ptr, "texture"))
single_mat_users(scene, flag, TRUE);
#endif
if(RNA_boolean_get(op->ptr, "animation"))
single_object_action_users(scene, flag);
clear_id_newpoins();
WM_event_add_notifier(C, NC_WINDOW, NULL);
return OPERATOR_FINISHED;
}
void OBJECT_OT_make_single_user(wmOperatorType *ot)
{
static EnumPropertyItem type_items[]= {
{SELECT, "SELECTED_OBJECTS", 0, "Selected Objects", ""},
{0, "ALL", 0, "All", ""},
{0, NULL, 0, NULL, NULL}};
/* identifiers */
ot->name= "Make Single User";
ot->description = "Make linked data local to each object";
ot->idname= "OBJECT_OT_make_single_user";
/* api callbacks */
ot->invoke= WM_menu_invoke;
ot->exec= make_single_user_exec;
ot->poll= ED_operator_objectmode;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
/* properties */
ot->prop= RNA_def_enum(ot->srna, "type", type_items, SELECT, "Type", "");
RNA_def_boolean(ot->srna, "object", 0, "Object", "Make single user objects");
RNA_def_boolean(ot->srna, "obdata", 0, "Object Data", "Make single user object data");
RNA_def_boolean(ot->srna, "material", 0, "Materials", "Make materials local to each datablock");
RNA_def_boolean(ot->srna, "texture", 0, "Textures", "Make textures local to each material");
RNA_def_boolean(ot->srna, "animation", 0, "Object Animation", "Make animation data local to each object");
}
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
static int drop_named_material_invoke(bContext *C, wmOperator *op, wmEvent *event)
{
Main *bmain= CTX_data_main(C);
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
Base *base= ED_view3d_give_base_under_cursor(C, event->mval);
Material *ma;
char name[32];
RNA_string_get(op->ptr, "name", name);
ma= (Material *)find_id("MA", name);
if(base==NULL || ma==NULL)
return OPERATOR_CANCELLED;
assign_material(base->object, ma, 1);
DAG_ids_flush_update(bmain, 0);
WM_event_add_notifier(C, NC_SPACE|ND_SPACE_VIEW3D, CTX_wm_view3d(C));
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
return OPERATOR_FINISHED;
}
/* used for dropbox */
/* assigns to object under cursor, only first material slot */
void OBJECT_OT_drop_named_material(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Drop Named Material on Object";
ot->description = "";
ot->idname= "OBJECT_OT_drop_named_material";
/* api callbacks */
ot->invoke= drop_named_material_invoke;
ot->poll= ED_operator_objectmode;
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
/* flags */
ot->flag= OPTYPE_UNDO;
/* properties */
RNA_def_string(ot->srna, "name", "Material", 24, "Name", "Material name to assign.");
}