This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/editors/object/object_ops.c
Hans Goudey 3b6ee8cee7 Refactor: Move vertex group names to object data
This commit moves the storage of `bDeformGroup` and the active index
to `Mesh`, `Lattice`, and `bGPdata` instead of `Object`. Utility
functions are added to allow easy access to the vertex groups given
an object or an ID.

As explained in T88951, the list of vertex group names is currently
stored separately per object, even though vertex group data is stored
on the geometry. This tends to complicate code and cause bugs,
especially as geometry is created procedurally and tied less closely
to an object.

The "Copy Vertex Groups to Linked" operator is removed, since they
are stored on the geometry anyway.

This patch leaves the object-level python API for vertex groups in
place. Creating a geometry-level RNA API can be a separate step;
the changes in this commit are invasive enough as it is.

Note that opening a file saved in 3.0 in an earlier version means
the vertex groups will not be available.

Differential Revision: https://developer.blender.org/D11689
2021-07-13 12:10:34 -04:00

328 lines
14 KiB
C

/*
* 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,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup edobj
*/
#include <math.h>
#include <stdlib.h>
#include "DNA_object_types.h"
#include "BKE_context.h"
#include "RNA_access.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_object.h"
#include "object_intern.h"
#include "MOD_gpencil_lineart.h"
/* ************************** registration **********************************/
void ED_operatortypes_object(void)
{
WM_operatortype_append(OBJECT_OT_location_clear);
WM_operatortype_append(OBJECT_OT_rotation_clear);
WM_operatortype_append(OBJECT_OT_scale_clear);
WM_operatortype_append(OBJECT_OT_origin_clear);
WM_operatortype_append(OBJECT_OT_visual_transform_apply);
WM_operatortype_append(OBJECT_OT_transform_apply);
WM_operatortype_append(OBJECT_OT_transform_axis_target);
WM_operatortype_append(OBJECT_OT_origin_set);
WM_operatortype_append(OBJECT_OT_mode_set);
WM_operatortype_append(OBJECT_OT_mode_set_with_submode);
WM_operatortype_append(OBJECT_OT_editmode_toggle);
WM_operatortype_append(OBJECT_OT_posemode_toggle);
WM_operatortype_append(OBJECT_OT_proxy_make);
WM_operatortype_append(OBJECT_OT_shade_smooth);
WM_operatortype_append(OBJECT_OT_shade_flat);
WM_operatortype_append(OBJECT_OT_paths_calculate);
WM_operatortype_append(OBJECT_OT_paths_update);
WM_operatortype_append(OBJECT_OT_paths_clear);
WM_operatortype_append(OBJECT_OT_paths_range_update);
WM_operatortype_append(OBJECT_OT_forcefield_toggle);
WM_operatortype_append(OBJECT_OT_transfer_mode);
WM_operatortype_append(OBJECT_OT_parent_set);
WM_operatortype_append(OBJECT_OT_parent_no_inverse_set);
WM_operatortype_append(OBJECT_OT_parent_clear);
WM_operatortype_append(OBJECT_OT_vertex_parent_set);
WM_operatortype_append(OBJECT_OT_track_set);
WM_operatortype_append(OBJECT_OT_track_clear);
WM_operatortype_append(OBJECT_OT_make_local);
WM_operatortype_append(OBJECT_OT_make_override_library);
WM_operatortype_append(OBJECT_OT_convert_proxy_to_override);
WM_operatortype_append(OBJECT_OT_make_single_user);
WM_operatortype_append(OBJECT_OT_make_links_scene);
WM_operatortype_append(OBJECT_OT_make_links_data);
WM_operatortype_append(OBJECT_OT_select_random);
WM_operatortype_append(OBJECT_OT_select_all);
WM_operatortype_append(OBJECT_OT_select_same_collection);
WM_operatortype_append(OBJECT_OT_select_by_type);
WM_operatortype_append(OBJECT_OT_select_linked);
WM_operatortype_append(OBJECT_OT_select_grouped);
WM_operatortype_append(OBJECT_OT_select_mirror);
WM_operatortype_append(OBJECT_OT_select_more);
WM_operatortype_append(OBJECT_OT_select_less);
WM_operatortype_append(COLLECTION_OT_create);
WM_operatortype_append(COLLECTION_OT_objects_remove_all);
WM_operatortype_append(COLLECTION_OT_objects_remove);
WM_operatortype_append(COLLECTION_OT_objects_add_active);
WM_operatortype_append(COLLECTION_OT_objects_remove_active);
WM_operatortype_append(OBJECT_OT_delete);
WM_operatortype_append(OBJECT_OT_text_add);
WM_operatortype_append(OBJECT_OT_armature_add);
WM_operatortype_append(OBJECT_OT_empty_add);
WM_operatortype_append(OBJECT_OT_lightprobe_add);
WM_operatortype_append(OBJECT_OT_drop_named_image);
WM_operatortype_append(OBJECT_OT_gpencil_add);
WM_operatortype_append(OBJECT_OT_light_add);
WM_operatortype_append(OBJECT_OT_camera_add);
WM_operatortype_append(OBJECT_OT_speaker_add);
WM_operatortype_append(OBJECT_OT_hair_add);
WM_operatortype_append(OBJECT_OT_pointcloud_add);
WM_operatortype_append(OBJECT_OT_volume_add);
WM_operatortype_append(OBJECT_OT_volume_import);
WM_operatortype_append(OBJECT_OT_add);
WM_operatortype_append(OBJECT_OT_add_named);
WM_operatortype_append(OBJECT_OT_effector_add);
WM_operatortype_append(OBJECT_OT_collection_instance_add);
WM_operatortype_append(OBJECT_OT_data_instance_add);
WM_operatortype_append(OBJECT_OT_metaball_add);
WM_operatortype_append(OBJECT_OT_duplicates_make_real);
WM_operatortype_append(OBJECT_OT_duplicate);
WM_operatortype_append(OBJECT_OT_join);
WM_operatortype_append(OBJECT_OT_join_shapes);
WM_operatortype_append(OBJECT_OT_convert);
WM_operatortype_append(OBJECT_OT_modifier_add);
WM_operatortype_append(OBJECT_OT_modifier_remove);
WM_operatortype_append(OBJECT_OT_modifier_move_up);
WM_operatortype_append(OBJECT_OT_modifier_move_down);
WM_operatortype_append(OBJECT_OT_modifier_move_to_index);
WM_operatortype_append(OBJECT_OT_modifier_apply);
WM_operatortype_append(OBJECT_OT_modifier_apply_as_shapekey);
WM_operatortype_append(OBJECT_OT_modifier_convert);
WM_operatortype_append(OBJECT_OT_modifier_copy);
WM_operatortype_append(OBJECT_OT_modifier_copy_to_selected);
WM_operatortype_append(OBJECT_OT_modifier_set_active);
WM_operatortype_append(OBJECT_OT_multires_subdivide);
WM_operatortype_append(OBJECT_OT_multires_reshape);
WM_operatortype_append(OBJECT_OT_multires_higher_levels_delete);
WM_operatortype_append(OBJECT_OT_multires_base_apply);
WM_operatortype_append(OBJECT_OT_multires_unsubdivide);
WM_operatortype_append(OBJECT_OT_multires_rebuild_subdiv);
WM_operatortype_append(OBJECT_OT_multires_external_save);
WM_operatortype_append(OBJECT_OT_multires_external_pack);
WM_operatortype_append(OBJECT_OT_skin_root_mark);
WM_operatortype_append(OBJECT_OT_skin_loose_mark_clear);
WM_operatortype_append(OBJECT_OT_skin_radii_equalize);
WM_operatortype_append(OBJECT_OT_skin_armature_create);
/* grease pencil modifiers */
WM_operatortype_append(OBJECT_OT_gpencil_modifier_add);
WM_operatortype_append(OBJECT_OT_gpencil_modifier_remove);
WM_operatortype_append(OBJECT_OT_gpencil_modifier_move_up);
WM_operatortype_append(OBJECT_OT_gpencil_modifier_move_down);
WM_operatortype_append(OBJECT_OT_gpencil_modifier_move_to_index);
WM_operatortype_append(OBJECT_OT_gpencil_modifier_apply);
WM_operatortype_append(OBJECT_OT_gpencil_modifier_copy);
WM_operatortype_append(OBJECT_OT_gpencil_modifier_copy_to_selected);
/* grease pencil line art */
WM_operatortypes_lineart();
/* Shader FX. */
WM_operatortype_append(OBJECT_OT_shaderfx_add);
WM_operatortype_append(OBJECT_OT_shaderfx_remove);
WM_operatortype_append(OBJECT_OT_shaderfx_move_up);
WM_operatortype_append(OBJECT_OT_shaderfx_move_down);
WM_operatortype_append(OBJECT_OT_shaderfx_move_to_index);
WM_operatortype_append(OBJECT_OT_shaderfx_copy);
WM_operatortype_append(OBJECT_OT_correctivesmooth_bind);
WM_operatortype_append(OBJECT_OT_meshdeform_bind);
WM_operatortype_append(OBJECT_OT_explode_refresh);
WM_operatortype_append(OBJECT_OT_ocean_bake);
WM_operatortype_append(OBJECT_OT_constraint_add);
WM_operatortype_append(OBJECT_OT_constraint_add_with_targets);
WM_operatortype_append(POSE_OT_constraint_add);
WM_operatortype_append(POSE_OT_constraint_add_with_targets);
WM_operatortype_append(OBJECT_OT_constraints_copy);
WM_operatortype_append(POSE_OT_constraints_copy);
WM_operatortype_append(OBJECT_OT_constraints_clear);
WM_operatortype_append(POSE_OT_constraints_clear);
WM_operatortype_append(POSE_OT_ik_add);
WM_operatortype_append(POSE_OT_ik_clear);
WM_operatortype_append(CONSTRAINT_OT_delete);
WM_operatortype_append(CONSTRAINT_OT_move_up);
WM_operatortype_append(CONSTRAINT_OT_move_down);
WM_operatortype_append(CONSTRAINT_OT_move_to_index);
WM_operatortype_append(CONSTRAINT_OT_stretchto_reset);
WM_operatortype_append(CONSTRAINT_OT_limitdistance_reset);
WM_operatortype_append(CONSTRAINT_OT_childof_set_inverse);
WM_operatortype_append(CONSTRAINT_OT_childof_clear_inverse);
WM_operatortype_append(CONSTRAINT_OT_objectsolver_set_inverse);
WM_operatortype_append(CONSTRAINT_OT_objectsolver_clear_inverse);
WM_operatortype_append(CONSTRAINT_OT_followpath_path_animate);
WM_operatortype_append(OBJECT_OT_vertex_group_add);
WM_operatortype_append(OBJECT_OT_vertex_group_remove);
WM_operatortype_append(OBJECT_OT_vertex_group_assign);
WM_operatortype_append(OBJECT_OT_vertex_group_assign_new);
WM_operatortype_append(OBJECT_OT_vertex_group_remove_from);
WM_operatortype_append(OBJECT_OT_vertex_group_select);
WM_operatortype_append(OBJECT_OT_vertex_group_deselect);
WM_operatortype_append(OBJECT_OT_vertex_group_copy_to_selected);
WM_operatortype_append(OBJECT_OT_vertex_group_copy);
WM_operatortype_append(OBJECT_OT_vertex_group_normalize);
WM_operatortype_append(OBJECT_OT_vertex_group_normalize_all);
WM_operatortype_append(OBJECT_OT_vertex_group_lock);
WM_operatortype_append(OBJECT_OT_vertex_group_fix);
WM_operatortype_append(OBJECT_OT_vertex_group_invert);
WM_operatortype_append(OBJECT_OT_vertex_group_levels);
WM_operatortype_append(OBJECT_OT_vertex_group_smooth);
WM_operatortype_append(OBJECT_OT_vertex_group_clean);
WM_operatortype_append(OBJECT_OT_vertex_group_quantize);
WM_operatortype_append(OBJECT_OT_vertex_group_limit_total);
WM_operatortype_append(OBJECT_OT_vertex_group_mirror);
WM_operatortype_append(OBJECT_OT_vertex_group_set_active);
WM_operatortype_append(OBJECT_OT_vertex_group_sort);
WM_operatortype_append(OBJECT_OT_vertex_group_move);
WM_operatortype_append(OBJECT_OT_vertex_weight_paste);
WM_operatortype_append(OBJECT_OT_vertex_weight_delete);
WM_operatortype_append(OBJECT_OT_vertex_weight_set_active);
WM_operatortype_append(OBJECT_OT_vertex_weight_normalize_active_vertex);
WM_operatortype_append(OBJECT_OT_vertex_weight_copy);
WM_operatortype_append(OBJECT_OT_face_map_add);
WM_operatortype_append(OBJECT_OT_face_map_remove);
WM_operatortype_append(OBJECT_OT_face_map_assign);
WM_operatortype_append(OBJECT_OT_face_map_remove_from);
WM_operatortype_append(OBJECT_OT_face_map_select);
WM_operatortype_append(OBJECT_OT_face_map_deselect);
WM_operatortype_append(OBJECT_OT_face_map_move);
WM_operatortype_append(TRANSFORM_OT_vertex_warp);
WM_operatortype_append(OBJECT_OT_move_to_collection);
WM_operatortype_append(OBJECT_OT_link_to_collection);
WM_operatortype_append(OBJECT_OT_shape_key_add);
WM_operatortype_append(OBJECT_OT_shape_key_remove);
WM_operatortype_append(OBJECT_OT_shape_key_clear);
WM_operatortype_append(OBJECT_OT_shape_key_retime);
WM_operatortype_append(OBJECT_OT_shape_key_mirror);
WM_operatortype_append(OBJECT_OT_shape_key_move);
WM_operatortype_append(OBJECT_OT_collection_add);
WM_operatortype_append(OBJECT_OT_collection_link);
WM_operatortype_append(OBJECT_OT_collection_remove);
WM_operatortype_append(OBJECT_OT_collection_unlink);
WM_operatortype_append(OBJECT_OT_collection_objects_select);
WM_operatortype_append(OBJECT_OT_hook_add_selob);
WM_operatortype_append(OBJECT_OT_hook_add_newob);
WM_operatortype_append(OBJECT_OT_hook_remove);
WM_operatortype_append(OBJECT_OT_hook_select);
WM_operatortype_append(OBJECT_OT_hook_assign);
WM_operatortype_append(OBJECT_OT_hook_reset);
WM_operatortype_append(OBJECT_OT_hook_recenter);
WM_operatortype_append(OBJECT_OT_bake_image);
WM_operatortype_append(OBJECT_OT_bake);
WM_operatortype_append(OBJECT_OT_drop_named_material);
WM_operatortype_append(OBJECT_OT_unlink_data);
WM_operatortype_append(OBJECT_OT_laplaciandeform_bind);
WM_operatortype_append(TRANSFORM_OT_vertex_random);
WM_operatortype_append(OBJECT_OT_data_transfer);
WM_operatortype_append(OBJECT_OT_datalayout_transfer);
WM_operatortype_append(OBJECT_OT_surfacedeform_bind);
WM_operatortype_append(OBJECT_OT_hide_view_clear);
WM_operatortype_append(OBJECT_OT_hide_view_set);
WM_operatortype_append(OBJECT_OT_hide_collection);
WM_operatortype_append(OBJECT_OT_voxel_remesh);
WM_operatortype_append(OBJECT_OT_voxel_size_edit);
WM_operatortype_append(OBJECT_OT_quadriflow_remesh);
}
void ED_operatormacros_object(void)
{
wmOperatorType *ot;
wmOperatorTypeMacro *otmacro;
ot = WM_operatortype_append_macro("OBJECT_OT_duplicate_move",
"Duplicate Objects",
"Duplicate selected objects and move them",
OPTYPE_UNDO | OPTYPE_REGISTER);
if (ot) {
WM_operatortype_macro_define(ot, "OBJECT_OT_duplicate");
otmacro = WM_operatortype_macro_define(ot, "TRANSFORM_OT_translate");
RNA_boolean_set(otmacro->ptr, "use_proportional_edit", false);
}
/* grr, should be able to pass options on... */
ot = WM_operatortype_append_macro("OBJECT_OT_duplicate_move_linked",
"Duplicate Linked",
"Duplicate selected objects and move them",
OPTYPE_UNDO | OPTYPE_REGISTER);
if (ot) {
otmacro = WM_operatortype_macro_define(ot, "OBJECT_OT_duplicate");
RNA_boolean_set(otmacro->ptr, "linked", true);
otmacro = WM_operatortype_macro_define(ot, "TRANSFORM_OT_translate");
RNA_boolean_set(otmacro->ptr, "use_proportional_edit", false);
}
}
static bool object_mode_poll(bContext *C)
{
Object *ob = CTX_data_active_object(C);
return (!ob || ob->mode == OB_MODE_OBJECT);
}
void ED_keymap_object(wmKeyConfig *keyconf)
{
wmKeyMap *keymap;
/* Objects, Regardless of Mode -------------------------------------------------- */
keymap = WM_keymap_ensure(keyconf, "Object Non-modal", 0, 0);
/* Object Mode ---------------------------------------------------------------- */
/* NOTE: this keymap gets disabled in non-objectmode. */
keymap = WM_keymap_ensure(keyconf, "Object Mode", 0, 0);
keymap->poll = object_mode_poll;
}