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

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Blender Foundation, 2002-2008 full recode
*
* ***** END GPL LICENSE BLOCK *****
*/
2011-02-27 20:29:51 +00:00
/** \file blender/editors/object/object_hook.c
* \ingroup edobj
*/
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_math.h"
#include "BLI_listbase.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "DNA_armature_types.h"
#include "DNA_curve_types.h"
#include "DNA_lattice_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BKE_action.h"
#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_main.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_report.h"
#include "BKE_scene.h"
#include "BKE_deform.h"
#include "BKE_editmesh.h"
#include "RNA_define.h"
#include "RNA_access.h"
#include "RNA_enum_types.h"
#include "ED_curve.h"
#include "ED_mesh.h"
#include "ED_screen.h"
#include "WM_types.h"
#include "WM_api.h"
#include "UI_resources.h"
#include "object_intern.h"
static int return_editmesh_indexar(
BMEditMesh *em,
int *r_tot, int **r_indexar, float r_cent[3])
{
BMVert *eve;
BMIter iter;
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int *index, nr, totvert = 0;
BM_ITER_MESH (eve, &iter, em->bm, BM_VERTS_OF_MESH) {
if (BM_elem_flag_test(eve, BM_ELEM_SELECT)) totvert++;
}
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if (totvert == 0) return 0;
*r_indexar = index = MEM_mallocN(4 * totvert, "hook indexar");
*r_tot = totvert;
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nr = 0;
zero_v3(r_cent);
BM_ITER_MESH (eve, &iter, em->bm, BM_VERTS_OF_MESH) {
if (BM_elem_flag_test(eve, BM_ELEM_SELECT)) {
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*index = nr; index++;
add_v3_v3(r_cent, eve->co);
}
nr++;
}
mul_v3_fl(r_cent, 1.0f / (float)totvert);
return totvert;
}
static bool return_editmesh_vgroup(Object *obedit, BMEditMesh *em, char *r_name, float r_cent[3])
{
const int cd_dvert_offset = obedit->actdef ? CustomData_get_offset(&em->bm->vdata, CD_MDEFORMVERT) : -1;
zero_v3(r_cent);
if (cd_dvert_offset != -1) {
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const int defgrp_index = obedit->actdef - 1;
int totvert = 0;
MDeformVert *dvert;
BMVert *eve;
BMIter iter;
/* find the vertices */
BM_ITER_MESH (eve, &iter, em->bm, BM_VERTS_OF_MESH) {
dvert = BM_ELEM_CD_GET_VOID_P(eve, cd_dvert_offset);
if (defvert_find_weight(dvert, defgrp_index) > 0.0f) {
add_v3_v3(r_cent, eve->co);
totvert++;
}
}
if (totvert) {
bDeformGroup *dg = BLI_findlink(&obedit->defbase, defgrp_index);
BLI_strncpy(r_name, dg->name, sizeof(dg->name));
mul_v3_fl(r_cent, 1.0f / (float)totvert);
return true;
}
}
return false;
}
static void select_editbmesh_hook(Object *ob, HookModifierData *hmd)
{
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Mesh *me = ob->data;
BMEditMesh *em = me->edit_btmesh;
BMVert *eve;
BMIter iter;
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int index = 0, nr = 0;
if (hmd->indexar == NULL)
return;
BM_ITER_MESH (eve, &iter, em->bm, BM_VERTS_OF_MESH) {
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if (nr == hmd->indexar[index]) {
BM_vert_select_set(em->bm, eve, true);
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if (index < hmd->totindex - 1) index++;
}
nr++;
}
EDBM_select_flush(em);
}
static int return_editlattice_indexar(
Lattice *editlatt,
int *r_tot, int **r_indexar, float r_cent[3])
{
BPoint *bp;
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int *index, nr, totvert = 0, a;
/* count */
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a = editlatt->pntsu * editlatt->pntsv * editlatt->pntsw;
bp = editlatt->def;
while (a--) {
if (bp->f1 & SELECT) {
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if (bp->hide == 0) totvert++;
}
bp++;
}
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if (totvert == 0) return 0;
*r_indexar = index = MEM_mallocN(4 * totvert, "hook indexar");
*r_tot = totvert;
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nr = 0;
zero_v3(r_cent);
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a = editlatt->pntsu * editlatt->pntsv * editlatt->pntsw;
bp = editlatt->def;
while (a--) {
if (bp->f1 & SELECT) {
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if (bp->hide == 0) {
*index = nr; index++;
add_v3_v3(r_cent, bp->vec);
}
}
bp++;
nr++;
}
mul_v3_fl(r_cent, 1.0f / (float)totvert);
return totvert;
}
static void select_editlattice_hook(Object *obedit, HookModifierData *hmd)
{
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Lattice *lt = obedit->data, *editlt;
BPoint *bp;
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int index = 0, nr = 0, a;
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editlt = lt->editlatt->latt;
/* count */
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a = editlt->pntsu * editlt->pntsv * editlt->pntsw;
bp = editlt->def;
while (a--) {
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if (hmd->indexar[index] == nr) {
bp->f1 |= SELECT;
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if (index < hmd->totindex - 1) index++;
}
nr++;
bp++;
}
}
static int return_editcurve_indexar(
Object *obedit,
int *r_tot, int **r_indexar, float r_cent[3])
{
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ListBase *editnurb = object_editcurve_get(obedit);
Nurb *nu;
BPoint *bp;
BezTriple *bezt;
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int *index, a, nr, totvert = 0;
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for (nu = editnurb->first; nu; nu = nu->next) {
if (nu->type == CU_BEZIER) {
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bezt = nu->bezt;
a = nu->pntsu;
while (a--) {
if (bezt->f1 & SELECT) totvert++;
if (bezt->f2 & SELECT) totvert++;
if (bezt->f3 & SELECT) totvert++;
bezt++;
}
}
else {
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bp = nu->bp;
a = nu->pntsu * nu->pntsv;
while (a--) {
if (bp->f1 & SELECT) totvert++;
bp++;
}
}
}
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if (totvert == 0) return 0;
*r_indexar = index = MEM_mallocN(sizeof(*index) * totvert, "hook indexar");
*r_tot = totvert;
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nr = 0;
zero_v3(r_cent);
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for (nu = editnurb->first; nu; nu = nu->next) {
if (nu->type == CU_BEZIER) {
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bezt = nu->bezt;
a = nu->pntsu;
while (a--) {
if (bezt->f1 & SELECT) {
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*index = nr; index++;
add_v3_v3(r_cent, bezt->vec[0]);
}
nr++;
if (bezt->f2 & SELECT) {
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*index = nr; index++;
add_v3_v3(r_cent, bezt->vec[1]);
}
nr++;
if (bezt->f3 & SELECT) {
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*index = nr; index++;
add_v3_v3(r_cent, bezt->vec[2]);
}
nr++;
bezt++;
}
}
else {
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bp = nu->bp;
a = nu->pntsu * nu->pntsv;
while (a--) {
if (bp->f1 & SELECT) {
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*index = nr; index++;
add_v3_v3(r_cent, bp->vec);
}
nr++;
bp++;
}
}
}
mul_v3_fl(r_cent, 1.0f / (float)totvert);
return totvert;
}
static bool object_hook_index_array(Scene *scene, Object *obedit,
int *r_tot, int **r_indexar, char *r_name, float r_cent[3])
{
*r_indexar = NULL;
*r_tot = 0;
r_name[0] = 0;
switch (obedit->type) {
case OB_MESH:
{
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Mesh *me = obedit->data;
BMEditMesh *em;
EDBM_mesh_load(obedit);
EDBM_mesh_make(scene->toolsettings, obedit, true);
DAG_id_tag_update(obedit->data, 0);
em = me->edit_btmesh;
EDBM_mesh_normals_update(em);
BKE_editmesh_tessface_calc(em);
/* check selected vertices first */
if (return_editmesh_indexar(em, r_tot, r_indexar, r_cent) == 0) {
return return_editmesh_vgroup(obedit, em, r_name, r_cent);
}
return true;
}
case OB_CURVE:
case OB_SURF:
ED_curve_editnurb_load(obedit);
ED_curve_editnurb_make(obedit);
return return_editcurve_indexar(obedit, r_tot, r_indexar, r_cent);
case OB_LATTICE:
{
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Lattice *lt = obedit->data;
return return_editlattice_indexar(lt->editlatt->latt, r_tot, r_indexar, r_cent);
}
default:
return false;
}
}
static void select_editcurve_hook(Object *obedit, HookModifierData *hmd)
{
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ListBase *editnurb = object_editcurve_get(obedit);
Nurb *nu;
BPoint *bp;
BezTriple *bezt;
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int index = 0, a, nr = 0;
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for (nu = editnurb->first; nu; nu = nu->next) {
if (nu->type == CU_BEZIER) {
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bezt = nu->bezt;
a = nu->pntsu;
while (a--) {
if (nr == hmd->indexar[index]) {
bezt->f1 |= SELECT;
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if (index < hmd->totindex - 1) index++;
}
nr++;
if (nr == hmd->indexar[index]) {
bezt->f2 |= SELECT;
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if (index < hmd->totindex - 1) index++;
}
nr++;
if (nr == hmd->indexar[index]) {
bezt->f3 |= SELECT;
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if (index < hmd->totindex - 1) index++;
}
nr++;
bezt++;
}
}
else {
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bp = nu->bp;
a = nu->pntsu * nu->pntsv;
while (a--) {
if (nr == hmd->indexar[index]) {
bp->f1 |= SELECT;
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if (index < hmd->totindex - 1) index++;
}
nr++;
bp++;
}
}
}
}
static void object_hook_from_context(bContext *C, PointerRNA *ptr, const int num,
Object **r_ob, HookModifierData **r_hmd)
{
Object *ob;
HookModifierData *hmd;
if (ptr->data) { /* if modifier context is available, use that */
ob = ptr->id.data;
hmd = ptr->data;
}
else { /* use the provided property */
ob = CTX_data_edit_object(C);
hmd = (HookModifierData *)BLI_findlink(&ob->modifiers, num);
}
if (ob && hmd && (hmd->modifier.type == eModifierType_Hook)) {
*r_ob = ob;
*r_hmd = hmd;
}
else {
*r_ob = NULL;
*r_hmd = NULL;
}
}
static void object_hook_select(Object *ob, HookModifierData *hmd)
{
if (hmd->indexar == NULL)
return;
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if (ob->type == OB_MESH) select_editbmesh_hook(ob, hmd);
else if (ob->type == OB_LATTICE) select_editlattice_hook(ob, hmd);
else if (ob->type == OB_CURVE) select_editcurve_hook(ob, hmd);
else if (ob->type == OB_SURF) select_editcurve_hook(ob, hmd);
}
/* special poll operators for hook operators */
/* TODO: check for properties window modifier context too as alternative? */
static int hook_op_edit_poll(bContext *C)
{
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Object *obedit = CTX_data_edit_object(C);
if (obedit) {
if (ED_operator_editmesh(C)) return 1;
if (ED_operator_editsurfcurve(C)) return 1;
if (ED_operator_editlattice(C)) return 1;
//if (ED_operator_editmball(C)) return 1;
}
return 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
static Object *add_hook_object_new(Main *bmain, Scene *scene, SceneLayer *sl, Object *obedit)
{
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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BaseLegacy *base, *basedit;
Object *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 ```
2017-02-07 10:18:38 +01:00
ob = BKE_object_add(bmain, scene, sl, OB_EMPTY, NULL);
basedit = BKE_scene_base_find(scene, obedit);
base = scene->basact;
base->lay = ob->lay = obedit->lay;
BLI_assert(scene->basact->object == ob);
/* icky, BKE_object_add sets new base as active.
* so set it back to the original edit object */
scene->basact = basedit;
return 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 ```
2017-02-07 10:18:38 +01:00
static int add_hook_object(Main *bmain, Scene *scene, SceneLayer *sl, Object *obedit, Object *ob, int mode, ReportList *reports)
{
2012-04-28 15:42:27 +00:00
ModifierData *md = NULL;
HookModifierData *hmd = NULL;
float cent[3];
float pose_mat[4][4];
int tot, ok, *indexar;
char name[MAX_NAME];
ok = object_hook_index_array(scene, obedit, &tot, &indexar, name, cent);
if (!ok) {
BKE_report(reports, RPT_ERROR, "Requires selected vertices or active vertex group");
return false;
}
2012-04-28 15:42:27 +00:00
if (mode == OBJECT_ADDHOOK_NEWOB && !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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ob = add_hook_object_new(bmain, scene, sl, obedit);
/* transform cent to global coords for loc */
mul_v3_m4v3(ob->loc, obedit->obmat, cent);
}
md = obedit->modifiers.first;
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while (md && modifierType_getInfo(md->type)->type == eModifierTypeType_OnlyDeform) {
md = md->next;
}
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hmd = (HookModifierData *) modifier_new(eModifierType_Hook);
BLI_insertlinkbefore(&obedit->modifiers, md, hmd);
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BLI_snprintf(hmd->modifier.name, sizeof(hmd->modifier.name), "Hook-%s", ob->id.name + 2);
modifier_unique_name(&obedit->modifiers, (ModifierData *)hmd);
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hmd->object = ob;
hmd->indexar = indexar;
copy_v3_v3(hmd->cent, cent);
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hmd->totindex = tot;
BLI_strncpy(hmd->name, name, sizeof(hmd->name));
unit_m4(pose_mat);
invert_m4_m4(obedit->imat, obedit->obmat);
if (mode == OBJECT_ADDHOOK_NEWOB) {
/* pass */
}
else {
/* may overwrite with pose-bone location, below */
mul_v3_m4v3(cent, obedit->imat, ob->obmat[3]);
}
if (mode == OBJECT_ADDHOOK_SELOB_BONE) {
bArmature *arm = ob->data;
BLI_assert(ob->type == OB_ARMATURE);
if (arm->act_bone) {
bPoseChannel *pchan_act;
BLI_strncpy(hmd->subtarget, arm->act_bone->name, sizeof(hmd->subtarget));
pchan_act = BKE_pose_channel_active(ob);
if (LIKELY(pchan_act)) {
invert_m4_m4(pose_mat, pchan_act->pose_mat);
mul_v3_m4v3(cent, ob->obmat, pchan_act->pose_mat[3]);
mul_v3_m4v3(cent, obedit->imat, cent);
}
}
else {
BKE_report(reports, RPT_WARNING, "Armature has no active object bone");
}
}
copy_v3_v3(hmd->cent, cent);
/* matrix calculus */
/* vert x (obmat x hook->imat) x hook->obmat x ob->imat */
/* (parentinv ) */
BKE_object_where_is_calc(scene, ob);
invert_m4_m4(ob->imat, ob->obmat);
/* apparently this call goes from right to left... */
mul_m4_series(hmd->parentinv, pose_mat, ob->imat, obedit->obmat);
DAG_relations_tag_update(bmain);
return true;
}
static int object_add_hook_selob_exec(bContext *C, wmOperator *op)
{
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Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
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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SceneLayer *sl = CTX_data_scene_layer(C);
Object *obedit = CTX_data_edit_object(C);
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Object *obsel = NULL;
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const bool use_bone = RNA_boolean_get(op->ptr, "use_bone");
const int mode = use_bone ? OBJECT_ADDHOOK_SELOB_BONE : OBJECT_ADDHOOK_SELOB;
CTX_DATA_BEGIN (C, Object *, ob, selected_objects)
{
if (ob != obedit) {
obsel = ob;
break;
}
}
CTX_DATA_END;
if (!obsel) {
BKE_report(op->reports, RPT_ERROR, "Cannot add hook with no other selected objects");
return OPERATOR_CANCELLED;
}
if (use_bone && obsel->type != OB_ARMATURE) {
BKE_report(op->reports, RPT_ERROR, "Cannot add hook bone for a non armature object");
return OPERATOR_CANCELLED;
}
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
if (add_hook_object(bmain, scene, sl, obedit, obsel, mode, op->reports)) {
WM_event_add_notifier(C, NC_OBJECT | ND_MODIFIER, obedit);
return OPERATOR_FINISHED;
}
else {
return OPERATOR_CANCELLED;
}
}
void OBJECT_OT_hook_add_selob(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Hook to Selected Object";
ot->description = "Hook selected vertices to the first selected object";
ot->idname = "OBJECT_OT_hook_add_selob";
/* api callbacks */
ot->exec = object_add_hook_selob_exec;
ot->poll = hook_op_edit_poll;
/* flags */
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ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
RNA_def_boolean(ot->srna, "use_bone", false, "Active Bone",
"Assign the hook to the hook objects active bone");
}
static int object_add_hook_newob_exec(bContext *C, wmOperator *op)
{
2012-04-28 15:42:27 +00:00
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
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
SceneLayer *sl = CTX_data_scene_layer(C);
Object *obedit = CTX_data_edit_object(C);
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
if (add_hook_object(bmain, scene, sl, obedit, NULL, OBJECT_ADDHOOK_NEWOB, op->reports)) {
WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
WM_event_add_notifier(C, NC_OBJECT | ND_MODIFIER, obedit);
return OPERATOR_FINISHED;
}
else {
return OPERATOR_CANCELLED;
}
}
void OBJECT_OT_hook_add_newob(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Hook to New Object";
ot->description = "Hook selected vertices to a newly created object";
ot->idname = "OBJECT_OT_hook_add_newob";
/* api callbacks */
ot->exec = object_add_hook_newob_exec;
ot->poll = hook_op_edit_poll;
/* flags */
2012-04-28 15:42:27 +00:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
static int object_hook_remove_exec(bContext *C, wmOperator *op)
{
2012-04-28 15:42:27 +00:00
int num = RNA_enum_get(op->ptr, "modifier");
Object *ob = CTX_data_edit_object(C);
2012-04-28 15:42:27 +00:00
HookModifierData *hmd = NULL;
hmd = (HookModifierData *)BLI_findlink(&ob->modifiers, num);
if (!hmd) {
BKE_report(op->reports, RPT_ERROR, "Could not find hook modifier");
return OPERATOR_CANCELLED;
}
/* remove functionality */
BLI_remlink(&ob->modifiers, (ModifierData *)hmd);
modifier_free((ModifierData *)hmd);
DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
2012-04-28 15:42:27 +00:00
WM_event_add_notifier(C, NC_OBJECT | ND_MODIFIER, ob);
return OPERATOR_FINISHED;
}
static EnumPropertyItem *hook_mod_itemf(bContext *C, PointerRNA *UNUSED(ptr), PropertyRNA *UNUSED(prop), bool *r_free)
{
Object *ob = CTX_data_edit_object(C);
EnumPropertyItem tmp = {0, "", 0, "", ""};
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EnumPropertyItem *item = NULL;
ModifierData *md = NULL;
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int a, totitem = 0;
if (!ob)
return DummyRNA_NULL_items;
2012-04-28 15:42:27 +00:00
for (a = 0, md = ob->modifiers.first; md; md = md->next, a++) {
if (md->type == eModifierType_Hook) {
tmp.value = a;
tmp.icon = ICON_HOOK;
2012-04-28 15:42:27 +00:00
tmp.identifier = md->name;
tmp.name = md->name;
RNA_enum_item_add(&item, &totitem, &tmp);
}
}
RNA_enum_item_end(&item, &totitem);
*r_free = true;
return item;
}
void OBJECT_OT_hook_remove(wmOperatorType *ot)
{
PropertyRNA *prop;
/* identifiers */
ot->name = "Remove Hook";
ot->idname = "OBJECT_OT_hook_remove";
ot->description = "Remove a hook from the active object";
/* api callbacks */
ot->exec = object_hook_remove_exec;
ot->invoke = WM_menu_invoke;
ot->poll = hook_op_edit_poll;
/* flags */
/* this operator removes modifier which isn't stored in local undo stack,
* so redoing it from redo panel gives totally weird results */
2012-04-28 15:42:27 +00:00
ot->flag = /*OPTYPE_REGISTER|*/ OPTYPE_UNDO;
/* properties */
2012-04-28 15:42:27 +00:00
prop = RNA_def_enum(ot->srna, "modifier", DummyRNA_NULL_items, 0, "Modifier", "Modifier number to remove");
RNA_def_enum_funcs(prop, hook_mod_itemf);
RNA_def_property_flag(prop, PROP_ENUM_NO_TRANSLATE);
ot->prop = prop;
}
static int object_hook_reset_exec(bContext *C, wmOperator *op)
{
PointerRNA ptr = CTX_data_pointer_get_type(C, "modifier", &RNA_HookModifier);
int num = RNA_enum_get(op->ptr, "modifier");
Object *ob = NULL;
HookModifierData *hmd = NULL;
object_hook_from_context(C, &ptr, num, &ob, &hmd);
if (hmd == NULL) {
BKE_report(op->reports, RPT_ERROR, "Could not find hook modifier");
return OPERATOR_CANCELLED;
}
BKE_object_modifier_hook_reset(ob, hmd);
DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
2012-04-28 15:42:27 +00:00
WM_event_add_notifier(C, NC_OBJECT | ND_MODIFIER, ob);
return OPERATOR_FINISHED;
}
void OBJECT_OT_hook_reset(wmOperatorType *ot)
{
PropertyRNA *prop;
/* identifiers */
ot->name = "Reset Hook";
ot->description = "Recalculate and clear offset transformation";
ot->idname = "OBJECT_OT_hook_reset";
/* callbacks */
ot->exec = object_hook_reset_exec;
ot->poll = hook_op_edit_poll;
/* flags */
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ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* properties */
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prop = RNA_def_enum(ot->srna, "modifier", DummyRNA_NULL_items, 0, "Modifier", "Modifier number to assign to");
RNA_def_enum_funcs(prop, hook_mod_itemf);
RNA_def_property_flag(prop, PROP_ENUM_NO_TRANSLATE);
}
static int object_hook_recenter_exec(bContext *C, wmOperator *op)
{
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PointerRNA ptr = CTX_data_pointer_get_type(C, "modifier", &RNA_HookModifier);
int num = RNA_enum_get(op->ptr, "modifier");
Object *ob = NULL;
HookModifierData *hmd = NULL;
Scene *scene = CTX_data_scene(C);
float bmat[3][3], imat[3][3];
object_hook_from_context(C, &ptr, num, &ob, &hmd);
if (hmd == NULL) {
BKE_report(op->reports, RPT_ERROR, "Could not find hook modifier");
return OPERATOR_CANCELLED;
}
/* recenter functionality */
copy_m3_m4(bmat, ob->obmat);
invert_m3_m3(imat, bmat);
sub_v3_v3v3(hmd->cent, scene->cursor, ob->obmat[3]);
mul_m3_v3(imat, hmd->cent);
DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
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WM_event_add_notifier(C, NC_OBJECT | ND_MODIFIER, ob);
return OPERATOR_FINISHED;
}
void OBJECT_OT_hook_recenter(wmOperatorType *ot)
{
PropertyRNA *prop;
/* identifiers */
ot->name = "Recenter Hook";
ot->description = "Set hook center to cursor position";
ot->idname = "OBJECT_OT_hook_recenter";
/* callbacks */
ot->exec = object_hook_recenter_exec;
ot->poll = hook_op_edit_poll;
/* flags */
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ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* properties */
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prop = RNA_def_enum(ot->srna, "modifier", DummyRNA_NULL_items, 0, "Modifier", "Modifier number to assign to");
RNA_def_enum_funcs(prop, hook_mod_itemf);
RNA_def_property_flag(prop, PROP_ENUM_NO_TRANSLATE);
}
static int object_hook_assign_exec(bContext *C, wmOperator *op)
{
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Scene *scene = CTX_data_scene(C);
PointerRNA ptr = CTX_data_pointer_get_type(C, "modifier", &RNA_HookModifier);
int num = RNA_enum_get(op->ptr, "modifier");
Object *ob = NULL;
HookModifierData *hmd = NULL;
float cent[3];
char name[MAX_NAME];
int *indexar, tot;
object_hook_from_context(C, &ptr, num, &ob, &hmd);
if (hmd == NULL) {
BKE_report(op->reports, RPT_ERROR, "Could not find hook modifier");
return OPERATOR_CANCELLED;
}
/* assign functionality */
if (!object_hook_index_array(scene, ob, &tot, &indexar, name, cent)) {
BKE_report(op->reports, RPT_WARNING, "Requires selected vertices or active vertex group");
return OPERATOR_CANCELLED;
}
if (hmd->indexar)
MEM_freeN(hmd->indexar);
copy_v3_v3(hmd->cent, cent);
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hmd->indexar = indexar;
hmd->totindex = tot;
DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
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WM_event_add_notifier(C, NC_OBJECT | ND_MODIFIER, ob);
return OPERATOR_FINISHED;
}
void OBJECT_OT_hook_assign(wmOperatorType *ot)
{
PropertyRNA *prop;
/* identifiers */
ot->name = "Assign to Hook";
ot->description = "Assign the selected vertices to a hook";
ot->idname = "OBJECT_OT_hook_assign";
/* callbacks */
ot->exec = object_hook_assign_exec;
ot->poll = hook_op_edit_poll;
/* flags */
/* this operator changes data stored in modifier which doesn't get pushed to undo stack,
* so redoing it from redo panel gives totally weird results */
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ot->flag = /*OPTYPE_REGISTER|*/ OPTYPE_UNDO;
/* properties */
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prop = RNA_def_enum(ot->srna, "modifier", DummyRNA_NULL_items, 0, "Modifier", "Modifier number to assign to");
RNA_def_enum_funcs(prop, hook_mod_itemf);
RNA_def_property_flag(prop, PROP_ENUM_NO_TRANSLATE);
}
static int object_hook_select_exec(bContext *C, wmOperator *op)
{
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PointerRNA ptr = CTX_data_pointer_get_type(C, "modifier", &RNA_HookModifier);
int num = RNA_enum_get(op->ptr, "modifier");
Object *ob = NULL;
HookModifierData *hmd = NULL;
object_hook_from_context(C, &ptr, num, &ob, &hmd);
if (hmd == NULL) {
BKE_report(op->reports, RPT_ERROR, "Could not find hook modifier");
return OPERATOR_CANCELLED;
}
/* select functionality */
object_hook_select(ob, hmd);
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WM_event_add_notifier(C, NC_GEOM | ND_SELECT, ob->data);
return OPERATOR_FINISHED;
}
void OBJECT_OT_hook_select(wmOperatorType *ot)
{
PropertyRNA *prop;
/* identifiers */
ot->name = "Select Hook";
ot->description = "Select affected vertices on mesh";
ot->idname = "OBJECT_OT_hook_select";
/* callbacks */
ot->exec = object_hook_select_exec;
ot->poll = hook_op_edit_poll;
/* flags */
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ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* properties */
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prop = RNA_def_enum(ot->srna, "modifier", DummyRNA_NULL_items, 0, "Modifier", "Modifier number to remove");
RNA_def_enum_funcs(prop, hook_mod_itemf);
RNA_def_property_flag(prop, PROP_ENUM_NO_TRANSLATE);
}