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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2009 Blender Foundation.
* All rights reserved.
*/
/** \file \ingroup RNA
2011-02-27 20:20:01 +00:00
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "BLI_utildefines.h"
#include "BLI_kdopbvh.h"
#include "RNA_define.h"
#include "DNA_constraint_types.h"
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
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#include "DNA_layer_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
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#include "BKE_layer.h"
#include "DEG_depsgraph.h"
#include "rna_internal.h" /* own include */
static const EnumPropertyItem space_items[] = {
{CONSTRAINT_SPACE_WORLD, "WORLD", 0, "World Space",
"The most global space in Blender"},
{CONSTRAINT_SPACE_POSE, "POSE", 0, "Pose Space",
"The pose space of a bone (its armature's object space)"},
{CONSTRAINT_SPACE_PARLOCAL, "LOCAL_WITH_PARENT", 0, "Local With Parent",
"The local space of a bone's parent bone"},
{CONSTRAINT_SPACE_LOCAL, "LOCAL", 0, "Local Space",
"The local space of an object/bone"},
{0, NULL, 0, NULL, NULL},
};
#ifdef RNA_RUNTIME
#include "BLI_math.h"
#include "BKE_anim.h"
#include "BKE_bvhutils.h"
#include "BKE_constraint.h"
#include "BKE_context.h"
#include "BKE_customdata.h"
#include "BKE_font.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_mesh.h"
#include "BKE_mball.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_report.h"
#include "ED_object.h"
#include "DNA_curve_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_scene_types.h"
#include "DNA_view3d_types.h"
#include "DEG_depsgraph_query.h"
#include "MEM_guardedalloc.h"
static void rna_Object_select_set(
Object *ob, bContext *C, ReportList *reports,
bool select, ViewLayer *view_layer)
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
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{
if (view_layer == NULL) {
view_layer = CTX_data_view_layer(C);
}
Base *base = BKE_view_layer_base_find(view_layer, ob);
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
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if (!base) {
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BKE_reportf(reports, RPT_ERROR, "Object '%s' not in View Layer '%s'!", ob->id.name + 2, view_layer->name);
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
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return;
}
if (select) {
BKE_view_layer_base_select(base);
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
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}
else {
base->flag &= ~BASE_SELECTED;
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
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}
Scene *scene = CTX_data_scene(C);
DEG_id_tag_update(&scene->id, ID_RECALC_SELECT);
WM_main_add_notifier(NC_SCENE | ND_OB_SELECT, scene);
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
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}
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static bool rna_Object_select_get(Object *ob, bContext *C, ReportList *reports)
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
{
ViewLayer *view_layer = CTX_data_view_layer(C);
Base *base = BKE_view_layer_base_find(view_layer, ob);
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
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if (!base) {
BKE_reportf(reports, RPT_ERROR, "Object '%s' not in View Layer '%s'!", ob->id.name + 2, view_layer->name);
return false;
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
}
return ((base->flag & BASE_SELECTED) != 0);
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
}
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static bool rna_Object_visible_get(Object *ob, bContext *C, ReportList *reports)
{
ViewLayer *view_layer = CTX_data_view_layer(C);
View3D *v3d = CTX_wm_view3d(C);
Base *base = BKE_view_layer_base_find(view_layer, ob);
if (!base) {
BKE_reportf(reports, RPT_ERROR, "Object '%s' not in View Layer '%s'!", ob->id.name + 2, view_layer->name);
return false;
}
return BASE_VISIBLE(v3d, base);
}
static bool rna_Object_holdout_get(Object *ob, ReportList *reports, ViewLayer *view_layer)
{
Base *base = BKE_view_layer_base_find(view_layer, ob);
if (!base) {
BKE_reportf(reports, RPT_ERROR, "Object '%s' not in View Layer '%s'!", ob->id.name + 2, view_layer->name);
return false;
}
return ((base->flag & BASE_HOLDOUT) != 0);
}
static bool rna_Object_indirect_only_get(Object *ob, ReportList *reports, ViewLayer *view_layer)
{
Base *base = BKE_view_layer_base_find(view_layer, ob);
if (!base) {
BKE_reportf(reports, RPT_ERROR, "Object '%s' not in View Layer '%s'!", ob->id.name + 2, view_layer->name);
return false;
}
return ((base->flag & BASE_INDIRECT_ONLY) != 0);
}
/* Convert a given matrix from a space to another (using the object and/or a bone as reference). */
2018-03-05 15:58:07 +13:00
static void rna_Object_mat_convert_space(Object *ob, ReportList *reports, bPoseChannel *pchan,
float *mat, float *mat_ret, int from, int to)
{
copy_m4_m4((float (*)[4])mat_ret, (float (*)[4])mat);
/* Error in case of invalid from/to values when pchan is NULL */
if (pchan == NULL) {
if (ELEM(from, CONSTRAINT_SPACE_POSE, CONSTRAINT_SPACE_PARLOCAL)) {
const char *identifier = NULL;
RNA_enum_identifier(space_items, from, &identifier);
BKE_reportf(reports, RPT_ERROR, "'from_space' '%s' is invalid when no pose bone is given!", identifier);
return;
}
if (ELEM(to, CONSTRAINT_SPACE_POSE, CONSTRAINT_SPACE_PARLOCAL)) {
const char *identifier = NULL;
RNA_enum_identifier(space_items, to, &identifier);
BKE_reportf(reports, RPT_ERROR, "'to_space' '%s' is invalid when no pose bone is given!", identifier);
return;
}
}
BKE_constraint_mat_convertspace(ob, pchan, (float (*)[4])mat_ret, from, to, false);
}
static void rna_Object_calc_matrix_camera(
Object *ob, Depsgraph *depsgraph, float mat_ret[16], int width, int height, float scalex, float scaley)
{
const Object *ob_eval = DEG_get_evaluated_object(depsgraph, ob);
CameraParams params;
/* setup parameters */
BKE_camera_params_init(&params);
BKE_camera_params_from_object(&params, ob_eval);
/* compute matrix, viewplane, .. */
BKE_camera_params_compute_viewplane(&params, width, height, scalex, scaley);
BKE_camera_params_compute_matrix(&params);
copy_m4_m4((float (*)[4])mat_ret, params.winmat);
}
static void rna_Object_camera_fit_coords(
Object *ob, Depsgraph *depsgraph, int num_cos, float *cos, float co_ret[3], float *scale_ret)
{
BKE_camera_view_frame_fit_to_coords(depsgraph, (const float (*)[3])cos, num_cos / 3, ob, co_ret, scale_ret);
}
/* copied from Mesh_getFromObject and adapted to RNA interface */
/* settings: 0 - preview, 1 - render */
static Mesh *rna_Object_to_mesh(
Object *ob, bContext *C, ReportList *reports, Depsgraph *depsgraph,
bool apply_modifiers, bool calc_undeformed)
{
Main *bmain = CTX_data_main(C);
return rna_Main_meshes_new_from_object(bmain, reports, depsgraph, ob, apply_modifiers, calc_undeformed);
}
static PointerRNA rna_Object_shape_key_add(Object *ob, bContext *C, ReportList *reports,
const char *name, bool from_mix)
{
Main *bmain = CTX_data_main(C);
KeyBlock *kb = NULL;
if ((kb = BKE_object_shapekey_insert(bmain, ob, name, from_mix))) {
PointerRNA keyptr;
RNA_pointer_create((ID *)ob->data, &RNA_ShapeKey, kb, &keyptr);
WM_event_add_notifier(C, NC_OBJECT | ND_DRAW, ob);
2018-06-09 14:40:09 +02:00
return keyptr;
}
else {
BKE_reportf(reports, RPT_ERROR, "Object '%s' does not support shapes", ob->id.name + 2);
return PointerRNA_NULL;
}
}
static void rna_Object_shape_key_remove(
Object *ob, Main *bmain, ReportList *reports,
PointerRNA *kb_ptr)
{
KeyBlock *kb = kb_ptr->data;
Key *key = BKE_key_from_object(ob);
if ((key == NULL) || BLI_findindex(&key->block, kb) == -1) {
BKE_reportf(reports, RPT_ERROR, "ShapeKey not found");
return;
}
if (!BKE_object_shapekey_remove(bmain, ob, kb)) {
BKE_reportf(reports, RPT_ERROR, "Could not remove ShapeKey");
return;
}
DEG_id_tag_update(&ob->id, ID_RECALC_GEOMETRY);
WM_main_add_notifier(NC_OBJECT | ND_DRAW, ob);
RNA_POINTER_INVALIDATE(kb_ptr);
}
#if 0
static void rna_Mesh_assign_verts_to_group(Object *ob, bDeformGroup *group, int *indices, int totindex,
float weight, int assignmode)
{
if (ob->type != OB_MESH) {
BKE_report(reports, RPT_ERROR, "Object should be of mesh type");
return;
}
Mesh *me = (Mesh *)ob->data;
int group_index = BLI_findlink(&ob->defbase, group);
if (group_index == -1) {
BKE_report(reports, RPT_ERROR, "No vertex groups assigned to mesh");
return;
}
if (assignmode != WEIGHT_REPLACE && assignmode != WEIGHT_ADD && assignmode != WEIGHT_SUBTRACT) {
BKE_report(reports, RPT_ERROR, "Bad assignment mode");
return;
}
/* makes a set of dVerts corresponding to the mVerts */
if (!me->dvert)
create_dverts(&me->id);
/* loop list adding verts to group */
for (i = 0; i < totindex; i++) {
if (i < 0 || i >= me->totvert) {
BKE_report(reports, RPT_ERROR, "Bad vertex index in list");
return;
}
add_vert_defnr(ob, group_index, i, weight, assignmode);
}
}
#endif
/* don't call inside a loop */
static int mesh_looptri_to_poly_index(Mesh *me_eval, const MLoopTri *lt)
{
const int *index_mp_to_orig = CustomData_get_layer(&me_eval->pdata, CD_ORIGINDEX);
2015-07-23 15:38:50 +10:00
return index_mp_to_orig ? index_mp_to_orig[lt->poly] : lt->poly;
}
static Object *eval_object_ensure(Object *ob, bContext *C, ReportList *reports, PointerRNA *rnaptr_depsgraph)
{
if (ob->runtime.mesh_eval == NULL) {
Object *ob_orig = ob;
Depsgraph *depsgraph = rnaptr_depsgraph != NULL ? rnaptr_depsgraph->data : NULL;
if (depsgraph == NULL) {
depsgraph = CTX_data_depsgraph(C);
}
if (depsgraph != NULL) {
ob = DEG_get_evaluated_object(depsgraph, ob);
}
if (ob == NULL || ob->runtime.mesh_eval == NULL) {
BKE_reportf(reports, RPT_ERROR, "Object '%s' has no evaluated mesh data", ob_orig->id.name + 2);
return NULL;
}
}
return ob;
}
static void rna_Object_ray_cast(
Object *ob, bContext *C, ReportList *reports,
float origin[3], float direction[3], float distance, PointerRNA *rnaptr_depsgraph,
bool *r_success, float r_location[3], float r_normal[3], int *r_index)
{
bool success = false;
if (ob->runtime.mesh_eval == NULL && (ob = eval_object_ensure(ob, C, reports, rnaptr_depsgraph)) == NULL) {
return;
}
/* Test BoundBox first (efficiency) */
BoundBox *bb = BKE_object_boundbox_get(ob);
float distmin;
normalize_v3(direction); /* Needed for valid distance check from isect_ray_aabb_v3_simple() call. */
if (!bb ||
(isect_ray_aabb_v3_simple(origin, direction, bb->vec[0], bb->vec[6], &distmin, NULL) && distmin <= distance))
{
BVHTreeFromMesh treeData = {NULL};
/* no need to managing allocation or freeing of the BVH data. this is generated and freed as needed */
BKE_bvhtree_from_mesh_get(&treeData, ob->runtime.mesh_eval, BVHTREE_FROM_LOOPTRI, 4);
/* may fail if the mesh has no faces, in that case the ray-cast misses */
if (treeData.tree != NULL) {
BVHTreeRayHit hit;
hit.index = -1;
hit.dist = distance;
if (BLI_bvhtree_ray_cast(treeData.tree, origin, direction, 0.0f, &hit,
treeData.raycast_callback, &treeData) != -1)
{
if (hit.dist <= distance) {
*r_success = success = true;
copy_v3_v3(r_location, hit.co);
copy_v3_v3(r_normal, hit.no);
*r_index = mesh_looptri_to_poly_index(ob->runtime.mesh_eval, &treeData.looptri[hit.index]);
}
}
free_bvhtree_from_mesh(&treeData);
}
}
if (success == false) {
*r_success = false;
zero_v3(r_location);
zero_v3(r_normal);
*r_index = -1;
}
}
static void rna_Object_closest_point_on_mesh(
Object *ob, bContext *C, ReportList *reports, float origin[3], float distance, PointerRNA *rnaptr_depsgraph,
bool *r_success, float r_location[3], float r_normal[3], int *r_index)
{
BVHTreeFromMesh treeData = {NULL};
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if (ob->runtime.mesh_eval == NULL && (ob = eval_object_ensure(ob, C, reports, rnaptr_depsgraph)) == NULL) {
return;
}
/* no need to managing allocation or freeing of the BVH data. this is generated and freed as needed */
BKE_bvhtree_from_mesh_get(&treeData, ob->runtime.mesh_eval, BVHTREE_FROM_LOOPTRI, 4);
if (treeData.tree == NULL) {
BKE_reportf(reports, RPT_ERROR, "Object '%s' could not create internal data for finding nearest point",
ob->id.name + 2);
return;
}
else {
BVHTreeNearest nearest;
nearest.index = -1;
nearest.dist_sq = distance * distance;
if (BLI_bvhtree_find_nearest(treeData.tree, origin, &nearest, treeData.nearest_callback, &treeData) != -1) {
*r_success = true;
copy_v3_v3(r_location, nearest.co);
copy_v3_v3(r_normal, nearest.no);
*r_index = mesh_looptri_to_poly_index(ob->runtime.mesh_eval, &treeData.looptri[nearest.index]);
goto finally;
}
}
*r_success = false;
zero_v3(r_location);
zero_v3(r_normal);
*r_index = -1;
finally:
free_bvhtree_from_mesh(&treeData);
}
static bool rna_Object_is_modified(Object *ob, Scene *scene, int settings)
{
return BKE_object_is_modified(scene, ob) & settings;
}
static bool rna_Object_is_deform_modified(Object *ob, Scene *scene, int settings)
{
return BKE_object_is_deform_modified(scene, ob) & settings;
}
#ifndef NDEBUG
#include "BKE_mesh_runtime.h"
void rna_Object_me_eval_info(struct Object *ob, bContext *C, int type, PointerRNA *rnaptr_depsgraph, char *result)
{
Mesh *me_eval = NULL;
char *ret = NULL;
result[0] = '\0';
switch (type) {
case 1:
case 2:
if (ob->runtime.mesh_eval == NULL && (ob = eval_object_ensure(ob, C, NULL, rnaptr_depsgraph)) == NULL) {
return;
}
}
switch (type) {
case 0:
if (ob->type == OB_MESH) {
me_eval = ob->data;
}
break;
case 1:
me_eval = ob->runtime.mesh_deform_eval;
break;
case 2:
me_eval = ob->runtime.mesh_eval;
break;
}
if (me_eval) {
ret = BKE_mesh_runtime_debug_info(me_eval);
if (ret) {
strcpy(result, ret);
MEM_freeN(ret);
}
}
}
#endif /* NDEBUG */
static bool rna_Object_update_from_editmode(Object *ob, Main *bmain)
{
/* fail gracefully if we aren't in edit-mode. */
return ED_object_editmode_load(bmain, ob);
}
#else /* RNA_RUNTIME */
void RNA_api_object(StructRNA *srna)
{
FunctionRNA *func;
PropertyRNA *parm;
static const EnumPropertyItem mesh_type_items[] = {
{eModifierMode_Realtime, "PREVIEW", 0, "Preview", "Apply modifier preview settings"},
{eModifierMode_Render, "RENDER", 0, "Render", "Apply modifier render settings"},
{0, NULL, 0, NULL, NULL},
};
#ifndef NDEBUG
static const EnumPropertyItem mesh_dm_info_items[] = {
{0, "SOURCE", 0, "Source", "Source mesh"},
{1, "DEFORM", 0, "Deform", "Objects deform mesh"},
{2, "FINAL", 0, "Final", "Objects final mesh"},
{0, NULL, 0, NULL, NULL},
};
#endif
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
/* Special wrapper to access the base selection value */
func = RNA_def_function(srna, "select_set", "rna_Object_select_set");
RNA_def_function_ui_description(func, "Select the object (for the active view layer)");
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
RNA_def_function_flag(func, FUNC_USE_CONTEXT | FUNC_USE_REPORTS);
parm = RNA_def_boolean(func, "state", 0, "", "Selection state to define");
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_pointer(func, "view_layer", "ViewLayer", "", "Operate on this view layer instead of the context");
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
func = RNA_def_function(srna, "select_get", "rna_Object_select_get");
RNA_def_function_ui_description(func, "Get the object selection for the active view layer");
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
RNA_def_function_flag(func, FUNC_USE_CONTEXT | FUNC_USE_REPORTS);
parm = RNA_def_boolean(func, "result", 0, "", "Object selected");
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "visible_get", "rna_Object_visible_get");
RNA_def_function_ui_description(func, "Get the object visibility for the active view layer and viewport");
RNA_def_function_flag(func, FUNC_USE_CONTEXT | FUNC_USE_REPORTS);
parm = RNA_def_boolean(func, "result", 0, "", "Object visible");
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "holdout_get", "rna_Object_holdout_get");
RNA_def_function_ui_description(func, "Test if object is masked in the view layer");
RNA_def_function_flag(func, FUNC_USE_REPORTS);
parm = RNA_def_pointer(func, "view_layer", "ViewLayer", "", "View layer to check against");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_boolean(func, "result", 0, "", "Object holdout");
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "indirect_only_get", "rna_Object_indirect_only_get");
RNA_def_function_ui_description(func, "Test if object is set to contribute only indirectly (through shadows and reflections) in the view layer");
RNA_def_function_flag(func, FUNC_USE_REPORTS);
parm = RNA_def_pointer(func, "view_layer", "ViewLayer", "", "View layer to check against");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_boolean(func, "result", 0, "", "Object indirect only");
RNA_def_function_return(func, parm);
/* Matrix space conversion */
2018-03-05 15:58:07 +13:00
func = RNA_def_function(srna, "convert_space", "rna_Object_mat_convert_space");
RNA_def_function_ui_description(func, "Convert (transform) the given matrix from one space to another");
RNA_def_function_flag(func, FUNC_USE_REPORTS);
parm = RNA_def_pointer(func, "pose_bone", "PoseBone", "",
"Bone to use to define spaces (may be None, in which case only the two 'WORLD' and "
"'LOCAL' spaces are usable)");
parm = RNA_def_property(func, "matrix", PROP_FLOAT, PROP_MATRIX);
RNA_def_property_multi_array(parm, 2, rna_matrix_dimsize_4x4);
RNA_def_property_ui_text(parm, "", "The matrix to transform");
parm = RNA_def_property(func, "matrix_return", PROP_FLOAT, PROP_MATRIX);
RNA_def_property_multi_array(parm, 2, rna_matrix_dimsize_4x4);
RNA_def_property_ui_text(parm, "", "The transformed matrix");
RNA_def_function_output(func, parm);
parm = RNA_def_enum(func, "from_space", space_items, CONSTRAINT_SPACE_WORLD, "",
"The space in which 'matrix' is currently");
parm = RNA_def_enum(func, "to_space", space_items, CONSTRAINT_SPACE_WORLD, "",
"The space to which you want to transform 'matrix'");
/* Camera-related operations */
func = RNA_def_function(srna, "calc_matrix_camera", "rna_Object_calc_matrix_camera");
RNA_def_function_ui_description(func, "Generate the camera projection matrix of this object "
"(mostly useful for Camera and Light types)");
parm = RNA_def_pointer(func, "depsgraph", "Depsgraph", "", "Depsgraph to get evaluated data from");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_property(func, "result", PROP_FLOAT, PROP_MATRIX);
RNA_def_property_multi_array(parm, 2, rna_matrix_dimsize_4x4);
RNA_def_property_ui_text(parm, "", "The camera projection matrix");
RNA_def_function_output(func, parm);
parm = RNA_def_int(func, "x", 1, 0, INT_MAX, "", "Width of the render area", 0, 10000);
parm = RNA_def_int(func, "y", 1, 0, INT_MAX, "", "Height of the render area", 0, 10000);
parm = RNA_def_float(func, "scale_x", 1.0f, 1.0e-6f, FLT_MAX, "", "Width scaling factor", 1.0e-2f, 100.0f);
parm = RNA_def_float(func, "scale_y", 1.0f, 1.0e-6f, FLT_MAX, "", "Height scaling factor", 1.0e-2f, 100.0f);
func = RNA_def_function(srna, "camera_fit_coords", "rna_Object_camera_fit_coords");
RNA_def_function_ui_description(func, "Compute the coordinate (and scale for ortho cameras) "
"given object should be to 'see' all given coordinates");
parm = RNA_def_pointer(func, "depsgraph", "Depsgraph", "", "Depsgraph to get evaluated data from");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_float_array(func, "coordinates", 1, NULL, -FLT_MAX, FLT_MAX, "", "Coordinates to fit in",
-FLT_MAX, FLT_MAX);
RNA_def_parameter_flags(parm, PROP_NEVER_NULL | PROP_DYNAMIC, PARM_REQUIRED);
parm = RNA_def_property(func, "co_return", PROP_FLOAT, PROP_XYZ);
RNA_def_property_array(parm, 3);
RNA_def_property_ui_text(parm, "", "The location to aim to be able to see all given points");
RNA_def_parameter_flags(parm, 0, PARM_OUTPUT);
parm = RNA_def_property(func, "scale_return", PROP_FLOAT, PROP_NONE);
RNA_def_property_ui_text(parm, "", "The ortho scale to aim to be able to see all given points (if relevant)");
RNA_def_parameter_flags(parm, 0, PARM_OUTPUT);
/* mesh */
func = RNA_def_function(srna, "to_mesh", "rna_Object_to_mesh");
RNA_def_function_ui_description(func, "Create a Mesh data-block with modifiers applied");
RNA_def_function_flag(func, FUNC_USE_REPORTS | FUNC_USE_CONTEXT);
parm = RNA_def_pointer(func, "depsgraph", "Depsgraph", "Dependency Graph", "Evaluated dependency graph within which to evaluate modifiers");
RNA_def_parameter_flags(parm, PROP_NEVER_NULL, PARM_REQUIRED);
parm = RNA_def_boolean(func, "apply_modifiers", 0, "", "Apply modifiers");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
RNA_def_boolean(func, "calc_undeformed", false, "Calculate Undeformed", "Calculate undeformed vertex coordinates");
parm = RNA_def_pointer(func, "mesh", "Mesh", "",
"Mesh created from object, remove it if it is only used for export");
RNA_def_function_return(func, parm);
/* Armature */
func = RNA_def_function(srna, "find_armature", "modifiers_isDeformedByArmature");
RNA_def_function_ui_description(func, "Find armature influencing this object as a parent or via a modifier");
parm = RNA_def_pointer(func, "ob_arm", "Object", "", "Armature object influencing this object or NULL");
RNA_def_function_return(func, parm);
/* Shape key */
func = RNA_def_function(srna, "shape_key_add", "rna_Object_shape_key_add");
RNA_def_function_ui_description(func, "Add shape key to this object");
RNA_def_function_flag(func, FUNC_USE_CONTEXT | FUNC_USE_REPORTS);
RNA_def_string(func, "name", "Key", 0, "", "Unique name for the new keyblock"); /* optional */
RNA_def_boolean(func, "from_mix", 1, "", "Create new shape from existing mix of shapes");
parm = RNA_def_pointer(func, "key", "ShapeKey", "", "New shape keyblock");
RNA_def_parameter_flags(parm, 0, PARM_RNAPTR);
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "shape_key_remove", "rna_Object_shape_key_remove");
RNA_def_function_ui_description(func, "Remove a Shape Key from this object");
RNA_def_function_flag(func, FUNC_USE_MAIN | FUNC_USE_REPORTS);
parm = RNA_def_pointer(func, "key", "ShapeKey", "", "Keyblock to be removed");
RNA_def_parameter_flags(parm, PROP_NEVER_NULL, PARM_REQUIRED | PARM_RNAPTR);
RNA_def_parameter_clear_flags(parm, PROP_THICK_WRAP, 0);
/* Ray Cast */
func = RNA_def_function(srna, "ray_cast", "rna_Object_ray_cast");
RNA_def_function_ui_description(func, "Cast a ray onto evaluated geometry, in object space "
"(using context's or provided depsgraph to get evaluated mesh if needed)");
RNA_def_function_flag(func, FUNC_USE_CONTEXT | FUNC_USE_REPORTS);
2018-06-09 14:40:09 +02:00
/* ray start and end */
parm = RNA_def_float_vector(func, "origin", 3, NULL, -FLT_MAX, FLT_MAX,
"", "Origin of the ray, in object space", -1e4, 1e4);
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_float_vector(func, "direction", 3, NULL, -FLT_MAX, FLT_MAX,
"", "Direction of the ray, in object space", -1e4, 1e4);
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
RNA_def_float(func, "distance", BVH_RAYCAST_DIST_MAX, 0.0, BVH_RAYCAST_DIST_MAX,
"", "Maximum distance", 0.0, BVH_RAYCAST_DIST_MAX);
parm = RNA_def_pointer(func, "depsgraph", "Depsgraph", "",
"Depsgraph to use to get evaluated data, when called from original object "
"(only needed if current Context's depsgraph is not suitable)");
RNA_def_parameter_flags(parm, 0, PARM_RNAPTR);
/* return location and normal */
parm = RNA_def_boolean(func, "result", 0, "", "Wheter the ray successfully hit the geometry");
RNA_def_function_output(func, parm);
parm = RNA_def_float_vector(func, "location", 3, NULL, -FLT_MAX, FLT_MAX, "Location",
"The hit location of this ray cast", -1e4, 1e4);
RNA_def_parameter_flags(parm, PROP_THICK_WRAP, 0);
RNA_def_function_output(func, parm);
parm = RNA_def_float_vector(func, "normal", 3, NULL, -FLT_MAX, FLT_MAX, "Normal",
"The face normal at the ray cast hit location", -1e4, 1e4);
RNA_def_parameter_flags(parm, PROP_THICK_WRAP, 0);
RNA_def_function_output(func, parm);
parm = RNA_def_int(func, "index", 0, 0, 0, "", "The face index, -1 when original data isn't available", 0, 0);
RNA_def_function_output(func, parm);
/* Nearest Point */
func = RNA_def_function(srna, "closest_point_on_mesh", "rna_Object_closest_point_on_mesh");
RNA_def_function_ui_description(func, "Find the nearest point on evaluated geometry, in object space "
"(using context's or provided depsgraph to get evaluated mesh if needed)");
RNA_def_function_flag(func, FUNC_USE_CONTEXT | FUNC_USE_REPORTS);
/* location of point for test and max distance */
parm = RNA_def_float_vector(func, "origin", 3, NULL, -FLT_MAX, FLT_MAX,
"", "Point to find closest geometry from (in object space)", -1e4, 1e4);
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
/* default is sqrt(FLT_MAX) */
RNA_def_float(func, "distance", 1.844674352395373e+19, 0.0, FLT_MAX, "", "Maximum distance", 0.0, FLT_MAX);
parm = RNA_def_pointer(func, "depsgraph", "Depsgraph", "",
"Depsgraph to use to get evaluated data, when called from original object "
"(only needed if current Context's depsgraph is not suitable)");
RNA_def_parameter_flags(parm, 0, PARM_RNAPTR);
/* return location and normal */
parm = RNA_def_boolean(func, "result", 0, "", "Wheter closest point on geometry was found");
RNA_def_function_output(func, parm);
parm = RNA_def_float_vector(func, "location", 3, NULL, -FLT_MAX, FLT_MAX, "Location",
"The location on the object closest to the point", -1e4, 1e4);
RNA_def_parameter_flags(parm, PROP_THICK_WRAP, 0);
RNA_def_function_output(func, parm);
parm = RNA_def_float_vector(func, "normal", 3, NULL, -FLT_MAX, FLT_MAX, "Normal",
"The face normal at the closest point", -1e4, 1e4);
RNA_def_parameter_flags(parm, PROP_THICK_WRAP, 0);
RNA_def_function_output(func, parm);
parm = RNA_def_int(func, "index", 0, 0, 0, "", "The face index, -1 when original data isn't available", 0, 0);
RNA_def_function_output(func, parm);
/* View */
/* utility function for checking if the object is modified */
func = RNA_def_function(srna, "is_modified", "rna_Object_is_modified");
RNA_def_function_ui_description(func, "Determine if this object is modified from the base mesh data");
parm = RNA_def_pointer(func, "scene", "Scene", "", "Scene in which to check the object");
RNA_def_parameter_flags(parm, PROP_NEVER_NULL, PARM_REQUIRED);
parm = RNA_def_enum(func, "settings", mesh_type_items, 0, "", "Modifier settings to apply");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_boolean(func, "result", 0, "", "Whether the object is modified");
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "is_deform_modified", "rna_Object_is_deform_modified");
RNA_def_function_ui_description(func, "Determine if this object is modified by a deformation from the base mesh data");
parm = RNA_def_pointer(func, "scene", "Scene", "", "Scene in which to check the object");
RNA_def_parameter_flags(parm, PROP_NEVER_NULL, PARM_REQUIRED);
parm = RNA_def_enum(func, "settings", mesh_type_items, 0, "", "Modifier settings to apply");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_boolean(func, "result", 0, "", "Whether the object is deform-modified");
RNA_def_function_return(func, parm);
#ifndef NDEBUG
/* mesh */
func = RNA_def_function(srna, "dm_info", "rna_Object_me_eval_info");
RNA_def_function_ui_description(func, "Returns a string for original/evaluated mesh data (debug builds only, "
"using context's or provided depsgraph to get evaluated mesh if needed)");
RNA_def_function_flag(func, FUNC_USE_CONTEXT);
parm = RNA_def_enum(func, "type", mesh_dm_info_items, 0, "", "Modifier settings to apply");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_pointer(func, "depsgraph", "Depsgraph", "",
"Depsgraph to use to get evaluated data, when called from original object "
"(only needed if current Context's depsgraph is not suitable)");
RNA_def_parameter_flags(parm, 0, PARM_RNAPTR);
/* weak!, no way to return dynamic string type */
parm = RNA_def_string(func, "result", NULL, 16384, "", "Requested informations");
RNA_def_parameter_flags(parm, PROP_THICK_WRAP, 0); /* needed for string return value */
RNA_def_function_output(func, parm);
#endif /* NDEBUG */
func = RNA_def_function(srna, "update_from_editmode", "rna_Object_update_from_editmode");
RNA_def_function_ui_description(func, "Load the objects edit-mode data into the object data");
RNA_def_function_flag(func, FUNC_USE_MAIN);
parm = RNA_def_boolean(func, "result", 0, "", "Success");
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "cache_release", "BKE_object_free_caches");
RNA_def_function_ui_description(func, "Release memory used by caches associated with this object. Intended to be used by render engines only");
}
#endif /* RNA_RUNTIME */