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

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/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
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 *****
*/
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_curve_types.h"
#include "DNA_group_types.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meta_types.h"
#include "DNA_object_fluidsim.h"
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
#include "DNA_object_force.h"
#include "DNA_scene_types.h"
#include "DNA_vfont_types.h"
#include "BLI_math.h"
#include "BLI_listbase.h"
#include "BKE_anim.h"
#include "BKE_animsys.h"
#include "BKE_armature.h"
#include "BKE_constraint.h"
#include "BKE_context.h"
#include "BKE_curve.h"
#include "BKE_depsgraph.h"
#include "BKE_DerivedMesh.h"
#include "BKE_displist.h"
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
#include "BKE_effect.h"
#include "BKE_group.h"
#include "BKE_lattice.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_mball.h"
#include "BKE_mesh.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_particle.h"
#include "BKE_report.h"
#include "BKE_sca.h"
#include "BKE_texture.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "RNA_enum_types.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_armature.h"
#include "ED_curve.h"
#include "ED_mball.h"
#include "ED_mesh.h"
#include "ED_object.h"
#include "ED_render.h"
#include "ED_screen.h"
#include "ED_transform.h"
#include "ED_view3d.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "object_intern.h"
/************************** Exported *****************************/
void ED_object_location_from_view(bContext *C, float *loc)
{
View3D *v3d= CTX_wm_view3d(C);
Scene *scene= CTX_data_scene(C);
float *cursor;
cursor = give_cursor(scene, v3d);
copy_v3_v3(loc, cursor);
}
void ED_object_rotation_from_view(bContext *C, float *rot)
{
RegionView3D *rv3d= CTX_wm_region_view3d(C);
if(rv3d) {
float quat[4];
copy_qt_qt(quat, rv3d->viewquat);
quat[0]= -quat[0];
quat_to_eul(rot, quat);
}
else {
zero_v3(rot);
}
}
void ED_object_base_init_transform(bContext *C, Base *base, float *loc, float *rot)
{
Object *ob= base->object;
Scene *scene= CTX_data_scene(C);
if (!scene) return;
if (loc)
copy_v3_v3(ob->loc, loc);
if (rot)
copy_v3_v3(ob->rot, rot);
where_is_object(scene, ob);
}
/* uses context to figure out transform for primitive */
/* returns standard diameter */
float ED_object_new_primitive_matrix(bContext *C, Object *obedit, float *loc, float *rot, float primmat[][4])
{
View3D *v3d =CTX_wm_view3d(C);
float mat[3][3], rmat[3][3], cmat[3][3], imat[3][3];
unit_m4(primmat);
eul_to_mat3(rmat, rot);
invert_m3(rmat);
/* inverse transform for initial rotation and object */
copy_m3_m4(mat, obedit->obmat);
mul_m3_m3m3(cmat, rmat, mat);
invert_m3_m3(imat, cmat);
copy_m4_m3(primmat, imat);
/* center */
copy_v3_v3(primmat[3], loc);
sub_v3_v3v3(primmat[3], primmat[3], obedit->obmat[3]);
invert_m3_m3(imat, mat);
mul_m3_v3(imat, primmat[3]);
if(v3d) return v3d->grid;
return 1.0f;
}
/********************* Add Object Operator ********************/
void ED_object_add_generic_props(wmOperatorType *ot, int do_editmode)
{
PropertyRNA *prop;
RNA_def_boolean(ot->srna, "view_align", 0, "Align to View", "Align the new object to the view.");
if(do_editmode) {
prop= RNA_def_boolean(ot->srna, "enter_editmode", 0, "Enter Editmode", "Enter editmode when adding this object.");
RNA_def_property_flag(prop, PROP_HIDDEN);
}
RNA_def_float_vector_xyz(ot->srna, "location", 3, NULL, -FLT_MAX, FLT_MAX, "Location", "Location for the newly added object.", -FLT_MAX, FLT_MAX);
RNA_def_float_rotation(ot->srna, "rotation", 3, NULL, -FLT_MAX, FLT_MAX, "Rotation", "Rotation for the newly added object", -FLT_MAX, FLT_MAX);
2010-08-18 07:45:32 +00:00
prop = RNA_def_boolean_layer_member(ot->srna, "layers", 20, NULL, "Layer", "");
RNA_def_property_flag(prop, PROP_HIDDEN);
}
static void object_add_generic_invoke_options(bContext *C, wmOperator *op)
{
if(RNA_struct_find_property(op->ptr, "enter_editmode")) /* optional */
if (!RNA_property_is_set(op->ptr, "enter_editmode"))
RNA_boolean_set(op->ptr, "enter_editmode", U.flag & USER_ADD_EDITMODE);
if(!RNA_property_is_set(op->ptr, "location")) {
float loc[3];
ED_object_location_from_view(C, loc);
RNA_float_set_array(op->ptr, "location", loc);
}
2010-08-18 07:45:32 +00:00
if(!RNA_property_is_set(op->ptr, "layers")) {
View3D *v3d = CTX_wm_view3d(C);
Scene *scene = CTX_data_scene(C);
int a, values[20], layer;
if(v3d) {
layer = (v3d->scenelock && !v3d->localvd)? scene->layact: v3d->layact;
for(a=0; a<20; a++)
values[a]= (layer & (1<<a));
}
else {
layer = scene->layact;
for(a=0; a<20; a++)
values[a]= (layer & (1<<a));
}
2010-08-18 07:45:32 +00:00
RNA_boolean_set_array(op->ptr, "layers", values);
}
}
int ED_object_add_generic_invoke(bContext *C, wmOperator *op, wmEvent *UNUSED(event))
{
object_add_generic_invoke_options(C, op);
return op->type->exec(C, op);
}
int ED_object_add_generic_get_opts(bContext *C, wmOperator *op, float *loc, float *rot, int *enter_editmode, unsigned int *layer)
{
View3D *v3d = CTX_wm_view3d(C);
int a, layer_values[20];
int view_align;
*enter_editmode = FALSE;
if(RNA_struct_find_property(op->ptr, "enter_editmode") && RNA_boolean_get(op->ptr, "enter_editmode")) {
*enter_editmode = TRUE;
}
2010-08-18 07:45:32 +00:00
if(RNA_property_is_set(op->ptr, "layers")) {
RNA_boolean_get_array(op->ptr, "layers", layer_values);
*layer= 0;
for(a=0; a<20; a++) {
if(layer_values[a])
*layer |= (1 << a);
else
*layer &= ~(1 << a);
}
}
else {
/* not set, use the scenes layers */
Scene *scene = CTX_data_scene(C);
*layer = scene->layact;
}
/* in local view we additionally add local view layers,
not part of operator properties */
if(v3d && v3d->localvd)
*layer |= v3d->lay;
if(RNA_property_is_set(op->ptr, "rotation"))
view_align = FALSE;
else if (RNA_property_is_set(op->ptr, "view_align"))
view_align = RNA_boolean_get(op->ptr, "view_align");
else {
view_align = U.flag & USER_ADD_VIEWALIGNED;
RNA_boolean_set(op->ptr, "view_align", view_align);
}
if (view_align)
ED_object_rotation_from_view(C, rot);
else
RNA_float_get_array(op->ptr, "rotation", rot);
RNA_float_get_array(op->ptr, "location", loc);
if(*layer == 0) {
BKE_report(op->reports, RPT_ERROR, "Property 'layer' has no values set");
return 0;
}
return 1;
}
/* for object add primitive operators */
Object *ED_object_add_type(bContext *C, int type, float *loc, float *rot, int enter_editmode, unsigned int layer)
{
Main *bmain= CTX_data_main(C);
Scene *scene= CTX_data_scene(C);
Object *ob;
/* for as long scene has editmode... */
if (CTX_data_edit_object(C))
ED_object_exit_editmode(C, EM_FREEDATA|EM_FREEUNDO|EM_WAITCURSOR|EM_DO_UNDO); /* freedata, and undo */
/* deselects all, sets scene->basact */
ob= add_object(scene, type);
BASACT->lay = ob->lay = layer;
/* editor level activate, notifiers */
ED_base_object_activate(C, BASACT);
/* more editor stuff */
ED_object_base_init_transform(C, BASACT, loc, rot);
DAG_scene_sort(bmain, scene);
ED_render_id_flush_update(bmain, ob->data);
if(enter_editmode)
ED_object_enter_editmode(C, EM_IGNORE_LAYER);
WM_event_add_notifier(C, NC_SCENE|ND_LAYER_CONTENT, scene);
return ob;
}
/* for object add operator */
static int object_add_exec(bContext *C, wmOperator *op)
{
int enter_editmode;
unsigned int layer;
float loc[3], rot[3];
if(!ED_object_add_generic_get_opts(C, op, loc, rot, &enter_editmode, &layer))
return OPERATOR_CANCELLED;
ED_object_add_type(C, RNA_enum_get(op->ptr, "type"), loc, rot, enter_editmode, layer);
return OPERATOR_FINISHED;
}
void OBJECT_OT_add(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Add Object";
ot->description = "Add an object to the scene";
ot->idname= "OBJECT_OT_add";
/* api callbacks */
ot->invoke= ED_object_add_generic_invoke;
ot->exec= object_add_exec;
ot->poll= ED_operator_objectmode;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
RNA_def_enum(ot->srna, "type", object_type_items, 0, "Type", "");
ED_object_add_generic_props(ot, TRUE);
}
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
/********************* Add Effector Operator ********************/
/* copy from rna_object_force.c*/
static EnumPropertyItem field_type_items[] = {
{PFIELD_FORCE, "FORCE", ICON_FORCE_FORCE, "Force", ""},
{PFIELD_WIND, "WIND", ICON_FORCE_WIND, "Wind", ""},
{PFIELD_VORTEX, "VORTEX", ICON_FORCE_VORTEX, "Vortex", ""},
{PFIELD_MAGNET, "MAGNET", ICON_FORCE_MAGNETIC, "Magnetic", ""},
{PFIELD_HARMONIC, "HARMONIC", ICON_FORCE_HARMONIC, "Harmonic", ""},
{PFIELD_CHARGE, "CHARGE", ICON_FORCE_CHARGE, "Charge", ""},
{PFIELD_LENNARDJ, "LENNARDJ", ICON_FORCE_LENNARDJONES, "Lennard-Jones", ""},
{PFIELD_TEXTURE, "TEXTURE", ICON_FORCE_TEXTURE, "Texture", ""},
{PFIELD_GUIDE, "GUIDE", ICON_FORCE_CURVE, "Curve Guide", ""},
{PFIELD_BOID, "BOID", ICON_FORCE_BOID, "Boid", ""},
{PFIELD_TURBULENCE, "TURBULENCE", ICON_FORCE_TURBULENCE, "Turbulence", ""},
{PFIELD_DRAG, "DRAG", ICON_FORCE_DRAG, "Drag", ""},
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
{0, NULL, 0, NULL, NULL}};
/* for effector add primitive operators */
static Object *effector_add_type(bContext *C, wmOperator *op, int type)
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
{
Object *ob;
int enter_editmode;
unsigned int layer;
float loc[3], rot[3];
float mat[4][4];
object_add_generic_invoke_options(C, op);
if(!ED_object_add_generic_get_opts(C, op, loc, rot, &enter_editmode, &layer))
return NULL;
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
if(type==PFIELD_GUIDE) {
ob= ED_object_add_type(C, OB_CURVE, loc, rot, FALSE, layer);
rename_id(&ob->id, "CurveGuide");
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
((Curve*)ob->data)->flag |= CU_PATH|CU_3D;
ED_object_enter_editmode(C, 0);
ED_object_new_primitive_matrix(C, ob, loc, rot, mat);
BLI_addtail(curve_get_editcurve(ob), add_nurbs_primitive(C, mat, CU_NURBS|CU_PRIM_PATH, 1));
if(!enter_editmode)
ED_object_exit_editmode(C, EM_FREEDATA);
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
}
else {
ob= ED_object_add_type(C, OB_EMPTY, loc, rot, FALSE, layer);
rename_id(&ob->id, "Field");
switch(type) {
case PFIELD_WIND:
case PFIELD_VORTEX:
ob->empty_drawtype = OB_SINGLE_ARROW;
break;
}
}
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
ob->pd= object_add_collision_fields(type);
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
return ob;
}
/* for object add operator */
static int effector_add_exec(bContext *C, wmOperator *op)
{
if(effector_add_type(C, op, RNA_int_get(op->ptr, "type")) == NULL)
return OPERATOR_CANCELLED;
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
return OPERATOR_FINISHED;
}
void OBJECT_OT_effector_add(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Add Effector";
ot->description = "Add an empty object with a physics effector to the scene";
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
ot->idname= "OBJECT_OT_effector_add";
/* api callbacks */
ot->invoke= WM_menu_invoke;
ot->exec= effector_add_exec;
ot->poll= ED_operator_objectmode;
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
ot->prop= RNA_def_enum(ot->srna, "type", field_type_items, 0, "Type", "");
ED_object_add_generic_props(ot, TRUE);
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
}
/* ***************** Add Camera *************** */
static int object_camera_add_exec(bContext *C, wmOperator *op)
{
View3D *v3d = CTX_wm_view3d(C);
Scene *scene= CTX_data_scene(C);
Object *ob;
int enter_editmode;
unsigned int layer;
float loc[3], rot[3];
/* force view align for cameras */
RNA_boolean_set(op->ptr, "view_align", 1);
object_add_generic_invoke_options(C, op);
if(!ED_object_add_generic_get_opts(C, op, loc, rot, &enter_editmode, &layer))
return OPERATOR_CANCELLED;
ob= ED_object_add_type(C, OB_CAMERA, loc, rot, FALSE, layer);
if (v3d) {
if (v3d->camera == NULL)
v3d->camera = ob;
if (v3d->scenelock && scene->camera==NULL) {
scene->camera = ob;
}
}
return OPERATOR_FINISHED;
}
void OBJECT_OT_camera_add(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Add Camera";
ot->description = "Add a camera object to the scene";
ot->idname= "OBJECT_OT_camera_add";
/* api callbacks */
ot->exec= object_camera_add_exec;
ot->poll= ED_operator_objectmode;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
ED_object_add_generic_props(ot, TRUE);
}
/* ***************** add primitives *************** */
static EnumPropertyItem prop_metaball_types[]= {
{MB_BALL, "MBALL_BALL", ICON_META_BALL, "Meta Ball", ""},
{MB_TUBE, "MBALL_CAPSULE", ICON_META_CAPSULE, "Meta Capsule", ""},
{MB_PLANE, "MBALL_PLANE", ICON_META_PLANE, "Meta Plane", ""},
{MB_CUBE, "MBALL_CUBE", ICON_META_CUBE, "Meta Cube", ""},
{MB_ELIPSOID, "MBALL_ELLIPSOID", ICON_META_ELLIPSOID, "Meta Ellipsoid", ""},
{0, NULL, 0, NULL, NULL}
};
static int object_metaball_add_exec(bContext *C, wmOperator *op)
{
Object *obedit= CTX_data_edit_object(C);
MetaElem *elem;
int newob= 0;
int enter_editmode;
unsigned int layer;
float loc[3], rot[3];
float mat[4][4];
object_add_generic_invoke_options(C, op); // XXX these props don't get set right when only exec() is called
if(!ED_object_add_generic_get_opts(C, op, loc, rot, &enter_editmode, &layer))
return OPERATOR_CANCELLED;
if(obedit==NULL || obedit->type!=OB_MBALL) {
obedit= ED_object_add_type(C, OB_MBALL, loc, rot, TRUE, layer);
newob = 1;
}
else DAG_id_flush_update(&obedit->id, OB_RECALC_DATA);
ED_object_new_primitive_matrix(C, obedit, loc, rot, mat);
elem= (MetaElem*)add_metaball_primitive(C, mat, RNA_enum_get(op->ptr, "type"), newob);
/* userdef */
if (newob && !enter_editmode) {
ED_object_exit_editmode(C, EM_FREEDATA);
}
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, obedit);
return OPERATOR_FINISHED;
}
static int object_metaball_add_invoke(bContext *C, wmOperator *op, wmEvent *UNUSED(event))
{
Object *obedit= CTX_data_edit_object(C);
uiPopupMenu *pup;
uiLayout *layout;
object_add_generic_invoke_options(C, op);
pup= uiPupMenuBegin(C, op->type->name, 0);
layout= uiPupMenuLayout(pup);
if(!obedit || obedit->type == OB_MBALL)
uiItemsEnumO(layout, op->type->idname, "type");
else
uiItemsEnumO(layout, "OBJECT_OT_metaball_add", "type");
uiPupMenuEnd(C, pup);
return OPERATOR_CANCELLED;
}
void OBJECT_OT_metaball_add(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Add Metaball";
ot->description= "Add an metaball object to the scene";
ot->idname= "OBJECT_OT_metaball_add";
/* api callbacks */
ot->invoke= object_metaball_add_invoke;
ot->exec= object_metaball_add_exec;
ot->poll= ED_operator_objectmode;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
RNA_def_enum(ot->srna, "type", prop_metaball_types, 0, "Primitive", "");
ED_object_add_generic_props(ot, TRUE);
}
static int object_add_text_exec(bContext *C, wmOperator *op)
{
Object *obedit= CTX_data_edit_object(C);
int enter_editmode;
unsigned int layer;
float loc[3], rot[3];
object_add_generic_invoke_options(C, op); // XXX these props don't get set right when only exec() is called
if(!ED_object_add_generic_get_opts(C, op, loc, rot, &enter_editmode, &layer))
return OPERATOR_CANCELLED;
if(obedit && obedit->type==OB_FONT)
return OPERATOR_CANCELLED;
obedit= ED_object_add_type(C, OB_FONT, loc, rot, enter_editmode, layer);
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, obedit);
return OPERATOR_FINISHED;
}
void OBJECT_OT_text_add(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Add Text";
ot->description = "Add a text object to the scene";
ot->idname= "OBJECT_OT_text_add";
/* api callbacks */
ot->invoke= ED_object_add_generic_invoke;
ot->exec= object_add_text_exec;
ot->poll= ED_operator_objectmode;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
ED_object_add_generic_props(ot, TRUE);
}
static int object_armature_add_exec(bContext *C, wmOperator *op)
{
Object *obedit= CTX_data_edit_object(C);
View3D *v3d= CTX_wm_view3d(C);
RegionView3D *rv3d= CTX_wm_region_view3d(C);
int newob= 0;
int enter_editmode;
unsigned int layer;
float loc[3], rot[3];
object_add_generic_invoke_options(C, op); // XXX these props don't get set right when only exec() is called
if(!ED_object_add_generic_get_opts(C, op, loc, rot, &enter_editmode, &layer))
return OPERATOR_CANCELLED;
if ((obedit==NULL) || (obedit->type != OB_ARMATURE)) {
obedit= ED_object_add_type(C, OB_ARMATURE, loc, rot, TRUE, layer);
ED_object_enter_editmode(C, 0);
newob = 1;
}
else DAG_id_flush_update(&obedit->id, OB_RECALC_DATA);
if(obedit==NULL) {
BKE_report(op->reports, RPT_ERROR, "Cannot create editmode armature.");
return OPERATOR_CANCELLED;
}
/* v3d and rv3d are allowed to be NULL */
add_primitive_bone(CTX_data_scene(C), v3d, rv3d);
/* userdef */
if (newob && !enter_editmode)
ED_object_exit_editmode(C, EM_FREEDATA);
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, obedit);
return OPERATOR_FINISHED;
}
void OBJECT_OT_armature_add(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Add Armature";
ot->description = "Add an armature object to the scene";
ot->idname= "OBJECT_OT_armature_add";
/* api callbacks */
ot->invoke= ED_object_add_generic_invoke;
ot->exec= object_armature_add_exec;
ot->poll= ED_operator_objectmode;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
ED_object_add_generic_props(ot, TRUE);
}
static char *get_lamp_defname(int type)
{
switch (type) {
case LA_LOCAL: return "Point";
case LA_SUN: return "Sun";
case LA_SPOT: return "Spot";
case LA_HEMI: return "Hemi";
case LA_AREA: return "Area";
default:
return "Lamp";
}
}
static int object_lamp_add_exec(bContext *C, wmOperator *op)
{
Object *ob;
int type= RNA_enum_get(op->ptr, "type");
int enter_editmode;
unsigned int layer;
float loc[3], rot[3];
object_add_generic_invoke_options(C, op);
if(!ED_object_add_generic_get_opts(C, op, loc, rot, &enter_editmode, &layer))
return OPERATOR_CANCELLED;
ob= ED_object_add_type(C, OB_LAMP, loc, rot, FALSE, layer);
if(ob && ob->data)
((Lamp*)ob->data)->type= type;
rename_id((ID *)ob, get_lamp_defname(type));
rename_id((ID *)ob->data, get_lamp_defname(type));
return OPERATOR_FINISHED;
}
void OBJECT_OT_lamp_add(wmOperatorType *ot)
{
static EnumPropertyItem lamp_type_items[] = {
2010-02-11 02:03:18 +00:00
{LA_LOCAL, "POINT", ICON_LAMP_POINT, "Point", "Omnidirectional point light source"},
{LA_SUN, "SUN", ICON_LAMP_SUN, "Sun", "Constant direction parallel ray light source"},
{LA_SPOT, "SPOT", ICON_LAMP_SPOT, "Spot", "Directional cone light source"},
{LA_HEMI, "HEMI", ICON_LAMP_HEMI, "Hemi", "180 degree constant light source"},
{LA_AREA, "AREA", ICON_LAMP_AREA, "Area", "Directional area light source"},
{0, NULL, 0, NULL, NULL}};
/* identifiers */
ot->name= "Add Lamp";
ot->description = "Add a lamp object to the scene";
ot->idname= "OBJECT_OT_lamp_add";
/* api callbacks */
ot->invoke= WM_menu_invoke;
ot->exec= object_lamp_add_exec;
ot->poll= ED_operator_objectmode;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
/* properties */
ot->prop= RNA_def_enum(ot->srna, "type", lamp_type_items, 0, "Type", "");
ED_object_add_generic_props(ot, FALSE);
}
static int group_instance_add_exec(bContext *C, wmOperator *op)
{
Group *group= BLI_findlink(&CTX_data_main(C)->group, RNA_enum_get(op->ptr, "group"));
int enter_editmode;
unsigned int layer;
float loc[3], rot[3];
object_add_generic_invoke_options(C, op);
if(!ED_object_add_generic_get_opts(C, op, loc, rot, &enter_editmode, &layer))
return OPERATOR_CANCELLED;
if(group) {
Main *bmain= CTX_data_main(C);
Scene *scene= CTX_data_scene(C);
Object *ob= ED_object_add_type(C, OB_EMPTY, loc, rot, FALSE, layer);
rename_id(&ob->id, group->id.name+2);
ob->dup_group= group;
ob->transflag |= OB_DUPLIGROUP;
id_lib_extern(&group->id);
/* works without this except if you try render right after, see: 22027 */
DAG_scene_sort(bmain, scene);
WM_event_add_notifier(C, NC_SCENE|ND_OB_ACTIVE, CTX_data_scene(C));
return OPERATOR_FINISHED;
}
return OPERATOR_CANCELLED;
}
/* only used as menu */
void OBJECT_OT_group_instance_add(wmOperatorType *ot)
{
PropertyRNA *prop;
/* identifiers */
ot->name= "Add Group Instance";
ot->description = "Add a dupligroup instance";
ot->idname= "OBJECT_OT_group_instance_add";
/* api callbacks */
ot->invoke= WM_enum_search_invoke;
ot->exec= group_instance_add_exec;
ot->poll= ED_operator_objectmode;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
/* properties */
prop= RNA_def_enum(ot->srna, "group", DummyRNA_NULL_items, 0, "Group", "");
RNA_def_enum_funcs(prop, RNA_group_itemf);
ot->prop= prop;
ED_object_add_generic_props(ot, FALSE);
}
/**************************** Delete Object *************************/
/* remove base from a specific scene */
/* note: now unlinks constraints as well */
void ED_base_object_free_and_unlink(Main *bmain, Scene *scene, Base *base)
{
BLI_remlink(&scene->base, base);
free_libblock_us(&bmain->object, base->object);
if(scene->basact==base) scene->basact= NULL;
MEM_freeN(base);
}
static int object_delete_exec(bContext *C, wmOperator *UNUSED(op))
{
Main *bmain= CTX_data_main(C);
Scene *scene= CTX_data_scene(C);
int islamp= 0;
if(CTX_data_edit_object(C))
return OPERATOR_CANCELLED;
CTX_DATA_BEGIN(C, Base*, base, selected_bases) {
if(base->object->type==OB_LAMP) islamp= 1;
/* deselect object -- it could be used in other scenes */
base->object->flag &= ~SELECT;
/* remove from current scene only */
ED_base_object_free_and_unlink(bmain, scene, base);
}
CTX_DATA_END;
if(islamp) reshadeall_displist(scene); /* only frees displist */
DAG_scene_sort(bmain, scene);
DAG_ids_flush_update(bmain, 0);
WM_event_add_notifier(C, NC_SCENE|ND_OB_ACTIVE, scene);
WM_event_add_notifier(C, NC_SCENE|ND_LAYER_CONTENT, scene);
return OPERATOR_FINISHED;
}
void OBJECT_OT_delete(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Delete";
ot->description = "Delete selected objects";
ot->idname= "OBJECT_OT_delete";
/* api callbacks */
ot->invoke= WM_operator_confirm;
ot->exec= object_delete_exec;
ot->poll= ED_operator_objectmode;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/**************************** Copy Utilities ******************************/
static void copy_object__forwardModifierLinks(void *UNUSED(userData), Object *UNUSED(ob),
ID **idpoin)
{
/* this is copied from ID_NEW; it might be better to have a macro */
if(*idpoin && (*idpoin)->newid) *idpoin = (*idpoin)->newid;
}
/* after copying objects, copied data should get new pointers */
static void copy_object_set_idnew(bContext *C, int dupflag)
{
Main *bmain= CTX_data_main(C);
Material *ma, *mao;
ID *id;
int a;
/* XXX check object pointers */
CTX_DATA_BEGIN(C, Object*, ob, selected_editable_objects) {
relink_constraints(&ob->constraints);
if (ob->pose){
bPoseChannel *chan;
for (chan = ob->pose->chanbase.first; chan; chan=chan->next){
relink_constraints(&chan->constraints);
}
}
modifiers_foreachIDLink(ob, copy_object__forwardModifierLinks, NULL);
ID_NEW(ob->parent);
ID_NEW(ob->proxy);
ID_NEW(ob->proxy_group);
}
CTX_DATA_END;
/* materials */
if( dupflag & USER_DUP_MAT) {
mao= bmain->mat.first;
while(mao) {
if(mao->id.newid) {
ma= (Material *)mao->id.newid;
if(dupflag & USER_DUP_TEX) {
for(a=0; a<MAX_MTEX; a++) {
if(ma->mtex[a]) {
id= (ID *)ma->mtex[a]->tex;
if(id) {
ID_NEW_US(ma->mtex[a]->tex)
else ma->mtex[a]->tex= copy_texture(ma->mtex[a]->tex);
id->us--;
}
}
}
}
#if 0 // XXX old animation system
id= (ID *)ma->ipo;
if(id) {
ID_NEW_US(ma->ipo)
else ma->ipo= copy_ipo(ma->ipo);
id->us--;
}
#endif // XXX old animation system
}
mao= mao->id.next;
}
}
#if 0 // XXX old animation system
/* lamps */
if( dupflag & USER_DUP_IPO) {
Lamp *la= bmain->lamp.first;
while(la) {
if(la->id.newid) {
Lamp *lan= (Lamp *)la->id.newid;
id= (ID *)lan->ipo;
if(id) {
ID_NEW_US(lan->ipo)
else lan->ipo= copy_ipo(lan->ipo);
id->us--;
}
}
la= la->id.next;
}
}
/* ipos */
ipo= bmain->ipo.first;
while(ipo) {
if(ipo->id.lib==NULL && ipo->id.newid) {
Ipo *ipon= (Ipo *)ipo->id.newid;
IpoCurve *icu;
for(icu= ipon->curve.first; icu; icu= icu->next) {
if(icu->driver) {
ID_NEW(icu->driver->ob);
}
}
}
ipo= ipo->id.next;
}
#endif // XXX old animation system
set_sca_new_poins();
clear_id_newpoins();
}
/********************* Make Duplicates Real ************************/
static void make_object_duplilist_real(bContext *C, Scene *scene, Base *base)
{
Base *basen;
Object *ob;
ListBase *lb;
DupliObject *dob;
if(!base && !(base = BASACT))
return;
if(!(base->object->transflag & OB_DUPLI))
return;
lb= object_duplilist(scene, base->object);
for(dob= lb->first; dob; dob= dob->next) {
ob= copy_object(dob->ob);
/* font duplis can have a totcol without material, we get them from parent
* should be implemented better...
*/
if(ob->mat==NULL) ob->totcol= 0;
basen= MEM_dupallocN(base);
basen->flag &= ~(OB_FROMDUPLI|OB_FROMGROUP);
ob->flag= basen->flag;
basen->lay= base->lay;
BLI_addhead(&scene->base, basen); /* addhead: othwise eternal loop */
basen->object= ob;
ob->ipo= NULL; /* make sure apply works */
ob->parent= ob->track= NULL;
ob->disp.first= ob->disp.last= NULL;
ob->transflag &= ~OB_DUPLI;
ob->lay= base->lay;
copy_m4_m4(ob->obmat, dob->mat);
object_apply_mat4(ob, ob->obmat, FALSE, FALSE);
}
copy_object_set_idnew(C, 0);
free_object_duplilist(lb);
base->object->transflag &= ~OB_DUPLI;
}
static int object_duplicates_make_real_exec(bContext *C, wmOperator *UNUSED(op))
{
Main *bmain= CTX_data_main(C);
Scene *scene= CTX_data_scene(C);
clear_id_newpoins();
CTX_DATA_BEGIN(C, Base*, base, selected_editable_bases) {
make_object_duplilist_real(C, scene, base);
/* dependencies were changed */
WM_event_add_notifier(C, NC_OBJECT|ND_PARENT, base->object);
}
CTX_DATA_END;
DAG_scene_sort(bmain, scene);
DAG_ids_flush_update(bmain, 0);
WM_event_add_notifier(C, NC_SCENE, scene);
WM_main_add_notifier(NC_OBJECT|ND_DRAW, NULL);
return OPERATOR_FINISHED;
}
void OBJECT_OT_duplicates_make_real(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Make Duplicates Real";
ot->description = "Make dupli objects attached to this object real";
ot->idname= "OBJECT_OT_duplicates_make_real";
/* api callbacks */
ot->exec= object_duplicates_make_real_exec;
ot->poll= ED_operator_objectmode;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/**************************** Convert **************************/
static EnumPropertyItem convert_target_items[]= {
{OB_CURVE, "CURVE", ICON_OUTLINER_OB_CURVE, "Curve from Mesh/Text", ""},
2010-06-04 16:21:04 +00:00
{OB_MESH, "MESH", ICON_OUTLINER_OB_MESH, "Mesh from Curve/Meta/Surf/Text", ""},
{0, NULL, 0, NULL, NULL}};
static void curvetomesh(Scene *scene, Object *ob)
{
Curve *cu= ob->data;
if(cu->disp.first==0)
makeDispListCurveTypes(scene, ob, 0); /* force creation */
nurbs_to_mesh(ob); /* also does users */
if(ob->type == OB_MESH)
object_free_modifiers(ob);
}
static int convert_poll(bContext *C)
{
Object *obact= CTX_data_active_object(C);
Scene *scene= CTX_data_scene(C);
return (!scene->id.lib && obact && scene->obedit != obact && (obact->flag & SELECT) && !(obact->id.lib));
}
/* Helper for convert_exec */
static Base *duplibase_for_convert(Scene *scene, Base *base, Object *ob)
{
Object *obn;
Base *basen;
if (ob == NULL) {
ob= base->object;
}
obn= copy_object(ob);
obn->recalc |= OB_RECALC_ALL;
basen= MEM_mallocN(sizeof(Base), "duplibase");
*basen= *base;
BLI_addhead(&scene->base, basen); /* addhead: otherwise eternal loop */
basen->object= obn;
basen->flag |= SELECT;
obn->flag |= SELECT;
base->flag &= ~SELECT;
ob->flag &= ~SELECT;
return basen;
}
static int convert_exec(bContext *C, wmOperator *op)
{
Main *bmain= CTX_data_main(C);
Scene *scene= CTX_data_scene(C);
Base *basen=NULL, *basact=NULL, *basedel=NULL;
Object *ob, *ob1, *newob, *obact= CTX_data_active_object(C);
DerivedMesh *dm;
Curve *cu;
Nurb *nu;
MetaBall *mb;
Mesh *me;
int target= RNA_enum_get(op->ptr, "target");
int keep_original= RNA_boolean_get(op->ptr, "keep_original");
int a, mballConverted= 0;
/* don't forget multiple users! */
/* reset flags */
CTX_DATA_BEGIN(C, Base*, base, selected_editable_bases) {
ob= base->object;
ob->flag &= ~OB_DONE;
}
CTX_DATA_END;
CTX_DATA_BEGIN(C, Base*, base, selected_editable_bases) {
ob= base->object;
if(ob->flag & OB_DONE) {
if (ob->type != target) {
base->flag &= ~SELECT;
ob->flag &= ~SELECT;
}
}
else if (ob->type==OB_MESH && target == OB_CURVE) {
ob->flag |= OB_DONE;
if (keep_original) {
basen= duplibase_for_convert(scene, base, NULL);
newob= basen->object;
/* decrement original mesh's usage count */
me= newob->data;
me->id.us--;
/* make a new copy of the mesh */
newob->data= copy_mesh(me);
} else {
newob = ob;
}
mesh_to_curve(scene, newob);
if(newob->type==OB_CURVE)
object_free_modifiers(newob); /* after derivedmesh calls! */
}
else if(ob->type==OB_MESH && ob->modifiers.first) { /* converting a mesh with no modifiers causes a segfault */
ob->flag |= OB_DONE;
if (keep_original) {
basen= duplibase_for_convert(scene, base, NULL);
newob= basen->object;
/* decrement original mesh's usage count */
me= newob->data;
me->id.us--;
/* make a new copy of the mesh */
newob->data= copy_mesh(me);
} else {
newob = ob;
ob->recalc |= OB_RECALC_ALL;
}
/* make new mesh data from the original copy */
/* note: get the mesh from the original, not from the copy in some
* cases this doesnt give correct results (when MDEF is used for eg)
*/
dm= mesh_get_derived_final(scene, newob, CD_MASK_MESH);
/* dm= mesh_create_derived_no_deform(ob1, NULL); this was called original (instead of get_derived). man o man why! (ton) */
DM_to_mesh(dm, newob->data);
dm->release(dm);
object_free_modifiers(newob); /* after derivedmesh calls! */
}
else if(ob->type==OB_FONT) {
ob->flag |= OB_DONE;
if (keep_original) {
basen= duplibase_for_convert(scene, base, NULL);
newob= basen->object;
/* decrement original curve's usage count */
((Curve *)newob->data)->id.us--;
/* make a new copy of the curve */
newob->data= copy_curve(ob->data);
} else {
newob= ob;
}
cu= newob->data;
if (!cu->disp.first)
makeDispListCurveTypes(scene, newob, 0);
newob->type= OB_CURVE;
if(cu->vfont) {
cu->vfont->id.us--;
cu->vfont= 0;
}
if(cu->vfontb) {
cu->vfontb->id.us--;
cu->vfontb= 0;
}
if(cu->vfonti) {
cu->vfonti->id.us--;
cu->vfonti= 0;
}
if(cu->vfontbi) {
cu->vfontbi->id.us--;
cu->vfontbi= 0;
}
if (!keep_original) {
/* other users */
if(cu->id.us>1) {
for(ob1= bmain->object.first; ob1; ob1=ob1->id.next) {
if(ob1->data==ob->data) {
ob1->type= OB_CURVE;
ob1->recalc |= OB_RECALC_ALL;
}
}
}
}
for(nu=cu->nurb.first; nu; nu=nu->next)
nu->charidx= 0;
if(target == OB_MESH)
curvetomesh(scene, newob);
}
else if(ELEM(ob->type, OB_CURVE, OB_SURF)) {
ob->flag |= OB_DONE;
if(target == OB_MESH) {
if (keep_original) {
basen= duplibase_for_convert(scene, base, NULL);
newob= basen->object;
/* decrement original curve's usage count */
((Curve *)newob->data)->id.us--;
/* make a new copy of the curve */
newob->data= copy_curve(ob->data);
} else {
newob= ob;
}
curvetomesh(scene, newob);
}
}
else if(ob->type==OB_MBALL) {
Object *baseob;
if (target != OB_MESH) {
ob->flag |= OB_DONE;
continue;
}
base->flag &= ~SELECT;
ob->flag &= ~SELECT;
baseob= find_basis_mball(scene, ob);
if (ob != baseob) {
/* if motherball is converting it would be marked as done later */
ob->flag |= OB_DONE;
}
if (!baseob->disp.first) {
makeDispListMBall(scene, baseob);
}
if(!(baseob->flag & OB_DONE)) {
baseob->flag |= OB_DONE;
basen= duplibase_for_convert(scene, base, baseob);
newob= basen->object;
mb= newob->data;
mb->id.us--;
newob->data= add_mesh("Mesh");
newob->type= OB_MESH;
me= newob->data;
me->totcol= mb->totcol;
if(newob->totcol) {
me->mat= MEM_dupallocN(mb->mat);
for(a=0; a<newob->totcol; a++) id_us_plus((ID *)me->mat[a]);
}
mball_to_mesh(&baseob->disp, newob->data);
if (obact->type == OB_MBALL) {
basact= basen;
}
mballConverted= 1;
}
else
continue;
}
else
continue;
/* If the original object is active then make this object active */
if(basen) {
if(ob == obact) {
/* store new active base to update BASACT */
basact= basen;
}
basen= NULL;
}
if (!keep_original) {
DAG_id_flush_update(&ob->id, OB_RECALC_DATA);
}
/* delete original if needed */
if(basedel) {
if(!keep_original)
ED_base_object_free_and_unlink(bmain, scene, basedel);
basedel = NULL;
}
}
CTX_DATA_END;
if(!keep_original) {
if (mballConverted) {
Base *base= scene->base.first, *tmpbase;
while (base) {
ob= base->object;
tmpbase= base;
base= base->next;
if (ob->type == OB_MBALL) {
ED_base_object_free_and_unlink(bmain, scene, tmpbase);
}
}
}
/* delete object should renew depsgraph */
DAG_scene_sort(bmain, scene);
}
// XXX ED_object_enter_editmode(C, 0);
// XXX exit_editmode(C, EM_FREEDATA|EM_WAITCURSOR); /* freedata, but no undo */
if (basact) {
/* active base was changed */
ED_base_object_activate(C, basact);
BASACT= basact;
} else if (BASACT->object->flag & OB_DONE) {
WM_event_add_notifier(C, NC_OBJECT|ND_MODIFIER, BASACT->object);
WM_event_add_notifier(C, NC_OBJECT|ND_DATA, BASACT->object);
}
DAG_scene_sort(bmain, scene);
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, scene);
WM_event_add_notifier(C, NC_SCENE|ND_OB_SELECT, scene);
return OPERATOR_FINISHED;
}
void OBJECT_OT_convert(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Convert";
ot->description = "Convert selected objects to another type";
ot->idname= "OBJECT_OT_convert";
/* api callbacks */
ot->invoke= WM_menu_invoke;
ot->exec= convert_exec;
ot->poll= convert_poll;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
/* properties */
ot->prop= RNA_def_enum(ot->srna, "target", convert_target_items, OB_MESH, "Target", "Type of object to convert to.");
RNA_def_boolean(ot->srna, "keep_original", 0, "Keep Original", "Keep original objects instead of replacing them.");
}
/**************************** Duplicate ************************/
/*
dupflag: a flag made from constants declared in DNA_userdef_types.h
The flag tells adduplicate() weather to copy data linked to the object, or to reference the existing data.
U.dupflag for default operations or you can construct a flag as python does
if the dupflag is 0 then no data will be copied (linked duplicate) */
/* used below, assumes id.new is correct */
/* leaves selection of base/object unaltered */
static Base *object_add_duplicate_internal(Main *bmain, Scene *scene, Base *base, int dupflag)
{
Base *basen= NULL;
Material ***matarar;
Object *ob, *obn;
ID *id;
int a, didit;
ob= base->object;
if(ob->mode & OB_MODE_POSE) {
; /* nothing? */
}
else {
obn= copy_object(ob);
obn->recalc |= OB_RECALC_ALL;
basen= MEM_mallocN(sizeof(Base), "duplibase");
*basen= *base;
BLI_addhead(&scene->base, basen); /* addhead: prevent eternal loop */
basen->object= obn;
if(basen->flag & OB_FROMGROUP) {
Group *group;
for(group= bmain->group.first; group; group= group->id.next) {
if(object_in_group(ob, group))
add_to_group(group, obn, scene, basen);
}
}
/* duplicates using userflags */
#if 0 // XXX old animation system
if(dupflag & USER_DUP_IPO) {
bConstraintChannel *chan;
id= (ID *)obn->ipo;
if(id) {
ID_NEW_US( obn->ipo)
else obn->ipo= copy_ipo(obn->ipo);
id->us--;
}
/* Handle constraint ipos */
for (chan=obn->constraintChannels.first; chan; chan=chan->next){
id= (ID *)chan->ipo;
if(id) {
ID_NEW_US( chan->ipo)
else chan->ipo= copy_ipo(chan->ipo);
id->us--;
}
}
}
#endif // XXX old animation system
if(dupflag & USER_DUP_ACT) {
BKE_copy_animdata_id_action(&obn->id);
}
if(dupflag & USER_DUP_MAT) {
for(a=0; a<obn->totcol; a++) {
id= (ID *)obn->mat[a];
if(id) {
ID_NEW_US(obn->mat[a])
else obn->mat[a]= copy_material(obn->mat[a]);
id->us--;
if(dupflag & USER_DUP_ACT) {
BKE_copy_animdata_id_action(&obn->mat[a]->id);
}
}
}
}
if(dupflag & USER_DUP_PSYS) {
ParticleSystem *psys;
for(psys=obn->particlesystem.first; psys; psys=psys->next) {
id= (ID*) psys->part;
if(id) {
ID_NEW_US(psys->part)
else psys->part= psys_copy_settings(psys->part);
if(dupflag & USER_DUP_ACT) {
BKE_copy_animdata_id_action(&psys->part->id);
}
id->us--;
}
}
}
id= obn->data;
didit= 0;
switch(obn->type) {
case OB_MESH:
if(dupflag & USER_DUP_MESH) {
ID_NEW_US2( obn->data )
else {
obn->data= copy_mesh(obn->data);
if(obn->fluidsimSettings) {
obn->fluidsimSettings->orgMesh = (Mesh *)obn->data;
}
didit= 1;
}
id->us--;
}
break;
case OB_CURVE:
if(dupflag & USER_DUP_CURVE) {
ID_NEW_US2(obn->data )
else {
obn->data= copy_curve(obn->data);
didit= 1;
}
id->us--;
}
break;
case OB_SURF:
if(dupflag & USER_DUP_SURF) {
ID_NEW_US2( obn->data )
else {
obn->data= copy_curve(obn->data);
didit= 1;
}
id->us--;
}
break;
case OB_FONT:
if(dupflag & USER_DUP_FONT) {
ID_NEW_US2( obn->data )
else {
obn->data= copy_curve(obn->data);
didit= 1;
}
id->us--;
}
break;
case OB_MBALL:
if(dupflag & USER_DUP_MBALL) {
ID_NEW_US2(obn->data )
else {
obn->data= copy_mball(obn->data);
didit= 1;
}
id->us--;
}
break;
case OB_LAMP:
if(dupflag & USER_DUP_LAMP) {
ID_NEW_US2(obn->data )
else {
obn->data= copy_lamp(obn->data);
didit= 1;
}
id->us--;
}
break;
case OB_ARMATURE:
obn->recalc |= OB_RECALC_DATA;
if(obn->pose) obn->pose->flag |= POSE_RECALC;
if(dupflag & USER_DUP_ARM) {
ID_NEW_US2(obn->data )
else {
obn->data= copy_armature(obn->data);
armature_rebuild_pose(obn, obn->data);
didit= 1;
}
id->us--;
}
break;
case OB_LATTICE:
if(dupflag!=0) {
ID_NEW_US2(obn->data )
else {
obn->data= copy_lattice(obn->data);
didit= 1;
}
id->us--;
}
break;
case OB_CAMERA:
if(dupflag!=0) {
ID_NEW_US2(obn->data )
else {
obn->data= copy_camera(obn->data);
didit= 1;
}
id->us--;
}
break;
}
/* check if obdata is copied */
if(didit) {
if(dupflag & USER_DUP_ACT) {
BKE_copy_animdata_id_action((ID *)obn->data);
}
if(dupflag & USER_DUP_MAT) {
matarar= give_matarar(obn);
if(matarar) {
for(a=0; a<obn->totcol; a++) {
id= (ID *)(*matarar)[a];
if(id) {
ID_NEW_US( (*matarar)[a] )
else (*matarar)[a]= copy_material((*matarar)[a]);
id->us--;
}
}
}
}
}
}
return basen;
}
/* single object duplicate, if dupflag==0, fully linked, else it uses the flags given */
/* leaves selection of base/object unaltered */
Base *ED_object_add_duplicate(Main *bmain, Scene *scene, Base *base, int dupflag)
{
Base *basen;
Object *ob;
clear_id_newpoins();
clear_sca_new_poins(); /* sensor/contr/act */
basen= object_add_duplicate_internal(bmain, scene, base, dupflag);
if (basen == NULL) {
return NULL;
}
ob= basen->object;
DAG_scene_sort(bmain, scene);
ED_render_id_flush_update(bmain, ob->data);
return basen;
}
/* contextual operator dupli */
static int duplicate_exec(bContext *C, wmOperator *op)
{
Main *bmain= CTX_data_main(C);
Scene *scene= CTX_data_scene(C);
int linked= RNA_boolean_get(op->ptr, "linked");
int dupflag= (linked)? 0: U.dupflag;
clear_id_newpoins();
clear_sca_new_poins(); /* sensor/contr/act */
CTX_DATA_BEGIN(C, Base*, base, selected_editable_bases) {
Base *basen= object_add_duplicate_internal(bmain, scene, base, dupflag);
/* note that this is safe to do with this context iterator,
the list is made in advance */
ED_base_object_select(base, BA_DESELECT);
if (basen == NULL) {
continue;
}
/* new object becomes active */
if(BASACT==base)
ED_base_object_activate(C, basen);
DAG_id_flush_update(base->object->data, 0);
}
CTX_DATA_END;
copy_object_set_idnew(C, dupflag);
DAG_scene_sort(bmain, scene);
DAG_ids_flush_update(bmain, 0);
WM_event_add_notifier(C, NC_SCENE|ND_OB_SELECT, scene);
return OPERATOR_FINISHED;
}
void OBJECT_OT_duplicate(wmOperatorType *ot)
{
PropertyRNA *prop;
/* identifiers */
ot->name= "Duplicate";
ot->description = "Duplicate selected objects";
ot->idname= "OBJECT_OT_duplicate";
/* api callbacks */
ot->exec= duplicate_exec;
ot->poll= ED_operator_objectmode;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
/* to give to transform */
RNA_def_boolean(ot->srna, "linked", 0, "Linked", "Duplicate object but not object data, linking to the original data.");
prop= RNA_def_int(ot->srna, "mode", TFM_TRANSLATION, 0, INT_MAX, "Mode", "", 0, INT_MAX);
RNA_def_property_flag(prop, PROP_HIDDEN);
}
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
/* **************** add named object, for dragdrop ************* */
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
static int add_named_exec(bContext *C, wmOperator *op)
{
Main *bmain= CTX_data_main(C);
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
Scene *scene= CTX_data_scene(C);
Base *basen, *base;
Object *ob;
int linked= RNA_boolean_get(op->ptr, "linked");
int dupflag= (linked)? 0: U.dupflag;
char name[32];
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
/* find object, create fake base */
RNA_string_get(op->ptr, "name", name);
ob= (Object *)find_id("OB", name);
if(ob==NULL)
return OPERATOR_CANCELLED;
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
base= MEM_callocN(sizeof(Base), "duplibase");
base->object= ob;
base->flag= ob->flag;
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
/* prepare dupli */
clear_id_newpoins();
clear_sca_new_poins(); /* sensor/contr/act */
basen= object_add_duplicate_internal(bmain, scene, base, dupflag);
if (basen == NULL) {
MEM_freeN(base);
return OPERATOR_CANCELLED;
}
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
basen->lay= basen->object->lay= scene->lay;
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
ED_object_location_from_view(C, basen->object->loc);
ED_base_object_activate(C, basen);
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
copy_object_set_idnew(C, dupflag);
DAG_scene_sort(bmain, scene);
DAG_ids_flush_update(bmain, 0);
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
MEM_freeN(base);
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
WM_event_add_notifier(C, NC_SCENE|ND_OB_SELECT, scene);
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
return OPERATOR_FINISHED;
}
void OBJECT_OT_add_named(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Add Named Object";
ot->description = "Add named object";
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
ot->idname= "OBJECT_OT_add_named";
/* api callbacks */
ot->exec= add_named_exec;
ot->poll= ED_operator_objectmode;
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
RNA_def_boolean(ot->srna, "linked", 0, "Linked", "Duplicate object but not object data, linking to the original data.");
RNA_def_string(ot->srna, "name", "Cube", 24, "Name", "Object name to add.");
}
/**************************** Join *************************/
static int join_poll(bContext *C)
{
Object *ob= CTX_data_active_object(C);
if (!ob || ob->id.lib) return 0;
if (ELEM4(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_ARMATURE))
return ED_operator_screenactive(C);
else
return 0;
}
static int join_exec(bContext *C, wmOperator *op)
{
Scene *scene= CTX_data_scene(C);
Object *ob= CTX_data_active_object(C);
if(scene->obedit) {
BKE_report(op->reports, RPT_ERROR, "This data does not support joining in editmode.");
return OPERATOR_CANCELLED;
}
else if(object_data_is_libdata(ob)) {
BKE_report(op->reports, RPT_ERROR, "Can't edit external libdata.");
return OPERATOR_CANCELLED;
}
if(ob->type == OB_MESH)
return join_mesh_exec(C, op);
else if(ELEM(ob->type, OB_CURVE, OB_SURF))
return join_curve_exec(C, op);
else if(ob->type == OB_ARMATURE)
return join_armature_exec(C, op);
return OPERATOR_CANCELLED;
}
void OBJECT_OT_join(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Join";
ot->description = "Join selected objects into active object";
ot->idname= "OBJECT_OT_join";
/* api callbacks */
ot->exec= join_exec;
ot->poll= join_poll;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/**************************** Join as Shape Key*************************/
static int join_shapes_poll(bContext *C)
{
Object *ob= CTX_data_active_object(C);
if (!ob || ob->id.lib) return 0;
/* only meshes supported at the moment */
if (ob->type == OB_MESH)
return ED_operator_screenactive(C);
else
return 0;
}
static int join_shapes_exec(bContext *C, wmOperator *op)
{
Scene *scene= CTX_data_scene(C);
Object *ob= CTX_data_active_object(C);
if(scene->obedit) {
BKE_report(op->reports, RPT_ERROR, "This data does not support joining in editmode.");
return OPERATOR_CANCELLED;
}
else if(object_data_is_libdata(ob)) {
BKE_report(op->reports, RPT_ERROR, "Can't edit external libdata.");
return OPERATOR_CANCELLED;
}
if(ob->type == OB_MESH)
return join_mesh_shapes_exec(C, op);
return OPERATOR_CANCELLED;
}
void OBJECT_OT_join_shapes(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Join as Shapes";
ot->description = "Merge selected objects to shapes of active object";
ot->idname= "OBJECT_OT_join_shapes";
/* api callbacks */
ot->exec= join_shapes_exec;
ot->poll= join_shapes_poll;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}