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blender-archive/source/blender/editors/object/object_modes.c
Pablo Dobarro c79b913624 Object: Move Switch Active Objects to experimental
The operator has some problems with Undo, so better put it in
experimental for now.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D9007
2020-09-25 02:51:31 +02:00

517 lines
15 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.
*/
/** \file
* \ingroup edobj
*
* General utils to handle mode switching,
* actual mode switching logic is per-object type.
*/
#include "DNA_gpencil_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_workspace_types.h"
#include "BLI_kdopbvh.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BKE_context.h"
#include "BKE_gpencil_modifier.h"
#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_report.h"
#include "BKE_scene.h"
#include "WM_api.h"
#include "WM_types.h"
#include "RNA_access.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "ED_armature.h"
#include "ED_gpencil.h"
#include "ED_screen.h"
#include "ED_transform_snap_object_context.h"
#include "ED_view3d.h"
#include "WM_toolsystem.h"
#include "ED_object.h" /* own include */
#include "object_intern.h"
/* -------------------------------------------------------------------- */
/** \name High Level Mode Operations
*
* \{ */
static const char *object_mode_op_string(eObjectMode mode)
{
if (mode & OB_MODE_EDIT) {
return "OBJECT_OT_editmode_toggle";
}
if (mode == OB_MODE_SCULPT) {
return "SCULPT_OT_sculptmode_toggle";
}
if (mode == OB_MODE_VERTEX_PAINT) {
return "PAINT_OT_vertex_paint_toggle";
}
if (mode == OB_MODE_WEIGHT_PAINT) {
return "PAINT_OT_weight_paint_toggle";
}
if (mode == OB_MODE_TEXTURE_PAINT) {
return "PAINT_OT_texture_paint_toggle";
}
if (mode == OB_MODE_PARTICLE_EDIT) {
return "PARTICLE_OT_particle_edit_toggle";
}
if (mode == OB_MODE_POSE) {
return "OBJECT_OT_posemode_toggle";
}
if (mode == OB_MODE_EDIT_GPENCIL) {
return "GPENCIL_OT_editmode_toggle";
}
if (mode == OB_MODE_PAINT_GPENCIL) {
return "GPENCIL_OT_paintmode_toggle";
}
if (mode == OB_MODE_SCULPT_GPENCIL) {
return "GPENCIL_OT_sculptmode_toggle";
}
if (mode == OB_MODE_WEIGHT_GPENCIL) {
return "GPENCIL_OT_weightmode_toggle";
}
if (mode == OB_MODE_VERTEX_GPENCIL) {
return "GPENCIL_OT_vertexmode_toggle";
}
return NULL;
}
/**
* Checks the mode to be set is compatible with the object
* should be made into a generic function
*/
bool ED_object_mode_compat_test(const Object *ob, eObjectMode mode)
{
if (ob) {
if (mode == OB_MODE_OBJECT) {
return true;
}
switch (ob->type) {
case OB_MESH:
if (mode & (OB_MODE_EDIT | OB_MODE_SCULPT | OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT |
OB_MODE_TEXTURE_PAINT | OB_MODE_PARTICLE_EDIT)) {
return true;
}
break;
case OB_CURVE:
case OB_SURF:
case OB_FONT:
case OB_MBALL:
if (mode & OB_MODE_EDIT) {
return true;
}
break;
case OB_LATTICE:
if (mode & (OB_MODE_EDIT | OB_MODE_WEIGHT_PAINT)) {
return true;
}
break;
case OB_ARMATURE:
if (mode & (OB_MODE_EDIT | OB_MODE_POSE)) {
return true;
}
break;
case OB_GPENCIL:
if (mode & (OB_MODE_EDIT | OB_MODE_EDIT_GPENCIL | OB_MODE_PAINT_GPENCIL |
OB_MODE_SCULPT_GPENCIL | OB_MODE_WEIGHT_GPENCIL | OB_MODE_VERTEX_GPENCIL)) {
return true;
}
break;
}
}
return false;
}
/**
* Sets the mode to a compatible state (use before entering the mode).
*
* This is so each mode's exec function can call
*/
bool ED_object_mode_compat_set(bContext *C, Object *ob, eObjectMode mode, ReportList *reports)
{
bool ok;
if (!ELEM(ob->mode, mode, OB_MODE_OBJECT)) {
const char *opstring = object_mode_op_string(ob->mode);
WM_operator_name_call(C, opstring, WM_OP_EXEC_REGION_WIN, NULL);
ok = ELEM(ob->mode, mode, OB_MODE_OBJECT);
if (!ok) {
wmOperatorType *ot = WM_operatortype_find(opstring, false);
BKE_reportf(reports, RPT_ERROR, "Unable to execute '%s', error changing modes", ot->name);
}
}
else {
ok = true;
}
return ok;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Generic Mode Enter/Exit
*
* Supports exiting a mode without it being in the current context.
* This could be done for entering modes too if it's needed.
*
* \{ */
bool ED_object_mode_set_ex(bContext *C, eObjectMode mode, bool use_undo, ReportList *reports)
{
wmWindowManager *wm = CTX_wm_manager(C);
ViewLayer *view_layer = CTX_data_view_layer(C);
Object *ob = OBACT(view_layer);
if (ob == NULL) {
return (mode == OB_MODE_OBJECT);
}
if ((ob->type == OB_GPENCIL) && (mode == OB_MODE_EDIT)) {
mode = OB_MODE_EDIT_GPENCIL;
}
if (ob->mode == mode) {
return true;
}
if (!ED_object_mode_compat_test(ob, mode)) {
return false;
}
const char *opstring = object_mode_op_string((mode == OB_MODE_OBJECT) ? ob->mode : mode);
wmOperatorType *ot = WM_operatortype_find(opstring, false);
if (!use_undo) {
wm->op_undo_depth++;
}
WM_operator_name_call_ptr(C, ot, WM_OP_EXEC_REGION_WIN, NULL);
if (!use_undo) {
wm->op_undo_depth--;
}
if (ob->mode != mode) {
BKE_reportf(reports, RPT_ERROR, "Unable to execute '%s', error changing modes", ot->name);
return false;
}
return true;
}
bool ED_object_mode_set(bContext *C, eObjectMode mode)
{
/* Don't do undo push by default, since this may be called by lower level code. */
return ED_object_mode_set_ex(C, mode, true, NULL);
}
/**
* Use for changing works-paces or changing active object.
* Caller can check #OB_MODE_ALL_MODE_DATA to test if this needs to be run.
*/
static bool ed_object_mode_generic_exit_ex(struct Main *bmain,
struct Depsgraph *depsgraph,
struct Scene *scene,
struct Object *ob,
bool only_test)
{
BLI_assert((bmain == NULL) == only_test);
if (ob->mode & OB_MODE_EDIT) {
if (BKE_object_is_in_editmode(ob)) {
if (only_test) {
return true;
}
ED_object_editmode_exit_ex(bmain, scene, ob, EM_FREEDATA);
}
}
else if (ob->mode & OB_MODE_VERTEX_PAINT) {
if (ob->sculpt && (ob->sculpt->mode_type == OB_MODE_VERTEX_PAINT)) {
if (only_test) {
return true;
}
ED_object_vpaintmode_exit_ex(ob);
}
}
else if (ob->mode & OB_MODE_WEIGHT_PAINT) {
if (ob->sculpt && (ob->sculpt->mode_type == OB_MODE_WEIGHT_PAINT)) {
if (only_test) {
return true;
}
ED_object_wpaintmode_exit_ex(ob);
}
}
else if (ob->mode & OB_MODE_SCULPT) {
if (ob->sculpt && (ob->sculpt->mode_type == OB_MODE_SCULPT)) {
if (only_test) {
return true;
}
ED_object_sculptmode_exit_ex(bmain, depsgraph, scene, ob);
}
}
else if (ob->mode & OB_MODE_POSE) {
if (ob->pose != NULL) {
if (only_test) {
return true;
}
ED_object_posemode_exit_ex(bmain, ob);
}
}
else if (ob->mode & OB_MODE_TEXTURE_PAINT) {
if (only_test) {
return true;
}
ED_object_texture_paint_mode_exit_ex(bmain, scene, ob);
}
else if (ob->mode & OB_MODE_PARTICLE_EDIT) {
if (only_test) {
return true;
}
ED_object_particle_edit_mode_exit_ex(scene, ob);
}
else if (ob->type == OB_GPENCIL) {
/* Accounted for above. */
BLI_assert((ob->mode & OB_MODE_OBJECT) == 0);
if (only_test) {
return true;
}
ED_object_gpencil_exit(bmain, ob);
}
else {
if (only_test) {
return false;
}
BLI_assert((ob->mode & OB_MODE_ALL_MODE_DATA) == 0);
}
return false;
}
/* When locked, it's almost impossible to select the pose-object
* then the mesh-object to enter weight paint mode.
* Even when the object mode is not locked this is inconvenient - so allow in either case.
*
* In this case move our pose object in/out of pose mode.
* This is in fits with the convention of selecting multiple objects and entering a mode.
*/
static void ed_object_posemode_set_for_weight_paint_ex(bContext *C,
Main *bmain,
Object *ob_arm,
const bool is_mode_set)
{
View3D *v3d = CTX_wm_view3d(C);
ViewLayer *view_layer = CTX_data_view_layer(C);
if (ob_arm != NULL) {
const Base *base_arm = BKE_view_layer_base_find(view_layer, ob_arm);
if (base_arm && BASE_VISIBLE(v3d, base_arm)) {
if (is_mode_set) {
if ((ob_arm->mode & OB_MODE_POSE) != 0) {
ED_object_posemode_exit_ex(bmain, ob_arm);
}
}
else {
/* Only check selected status when entering weight-paint mode
* because we may have multiple armature objects.
* Selecting one will de-select the other, which would leave it in pose-mode
* when exiting weight paint mode. While usable, this looks like inconsistent
* behavior from a user perspective. */
if (base_arm->flag & BASE_SELECTED) {
if ((ob_arm->mode & OB_MODE_POSE) == 0) {
ED_object_posemode_enter_ex(bmain, ob_arm);
}
}
}
}
}
}
void ED_object_posemode_set_for_weight_paint(bContext *C,
Main *bmain,
Object *ob,
const bool is_mode_set)
{
if (ob->type == OB_GPENCIL) {
GpencilVirtualModifierData virtualModifierData;
GpencilModifierData *md = BKE_gpencil_modifiers_get_virtual_modifierlist(ob,
&virtualModifierData);
for (; md; md = md->next) {
if (md->type == eGpencilModifierType_Armature) {
ArmatureGpencilModifierData *amd = (ArmatureGpencilModifierData *)md;
Object *ob_arm = amd->object;
ed_object_posemode_set_for_weight_paint_ex(C, bmain, ob_arm, is_mode_set);
}
}
}
else {
VirtualModifierData virtualModifierData;
ModifierData *md = BKE_modifiers_get_virtual_modifierlist(ob, &virtualModifierData);
for (; md; md = md->next) {
if (md->type == eModifierType_Armature) {
ArmatureModifierData *amd = (ArmatureModifierData *)md;
Object *ob_arm = amd->object;
ed_object_posemode_set_for_weight_paint_ex(C, bmain, ob_arm, is_mode_set);
}
}
}
}
void ED_object_mode_generic_exit(struct Main *bmain,
struct Depsgraph *depsgraph,
struct Scene *scene,
struct Object *ob)
{
ed_object_mode_generic_exit_ex(bmain, depsgraph, scene, ob, false);
}
bool ED_object_mode_generic_has_data(struct Depsgraph *depsgraph, struct Object *ob)
{
return ed_object_mode_generic_exit_ex(NULL, depsgraph, NULL, ob, true);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Switch Object
*
* Enters the same mode of the current active object in another object,
* leaving the mode of the current object.
* \{ */
static bool object_switch_object_poll(bContext *C)
{
if (!U.experimental.use_switch_object_operator) {
return false;
}
if (!CTX_wm_region_view3d(C)) {
return false;
}
const Object *ob = CTX_data_active_object(C);
return ob && (ob->mode & (OB_MODE_EDIT | OB_MODE_SCULPT));
}
static int object_switch_object_invoke(bContext *C, wmOperator *UNUSED(op), const wmEvent *event)
{
Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
ARegion *ar = CTX_wm_region(C);
struct Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
ViewLayer *view_layer = CTX_data_view_layer(C);
struct SnapObjectContext *sctx = ED_transform_snap_object_context_create(scene, 0);
float global_normal[3], global_loc[3];
float r_obmat[4][4];
float mouse[2];
mouse[0] = event->mval[0];
mouse[1] = event->mval[1];
float ray_co[3], ray_no[3];
float ray_dist = BVH_RAYCAST_DIST_MAX;
int index_dummy;
ED_view3d_win_to_origin(ar, mouse, ray_co);
ED_view3d_win_to_vector(ar, mouse, ray_no);
Object *ob_dst = NULL;
bool ret = ED_transform_snap_object_project_ray_ex(sctx,
depsgraph,
&(const struct SnapObjectParams){
.snap_select = SNAP_NOT_ACTIVE,
},
ray_co,
ray_no,
&ray_dist,
global_loc,
global_normal,
&index_dummy,
&ob_dst,
(float(*)[4])r_obmat);
ED_transform_snap_object_context_destroy(sctx);
if (!ret || ob_dst == NULL) {
return OPERATOR_CANCELLED;
}
Object *ob_src = CTX_data_active_object(C);
if (ob_dst == ob_src) {
return OPERATOR_CANCELLED;
}
eObjectMode last_mode = (eObjectMode)ob_src->mode;
if (!ED_object_mode_compat_test(ob_dst, last_mode)) {
return OPERATOR_CANCELLED;
}
ED_object_mode_generic_exit(bmain, depsgraph, scene, ob_src);
Object *ob_dst_orig = DEG_get_original_object(ob_dst);
Base *base = BKE_view_layer_base_find(view_layer, ob_dst_orig);
BKE_view_layer_base_deselect_all(view_layer);
BKE_view_layer_base_select_and_set_active(view_layer, base);
DEG_id_tag_update(&scene->id, ID_RECALC_SELECT);
depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
ob_dst_orig = DEG_get_original_object(ob_dst);
ED_object_mode_set(C, last_mode);
/* Update the viewport rotation origin to the mouse cursor. */
UnifiedPaintSettings *ups = &CTX_data_tool_settings(C)->unified_paint_settings;
copy_v3_v3(ups->average_stroke_accum, global_loc);
ups->average_stroke_counter = 1;
ups->last_stroke_valid = true;
WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
WM_toolsystem_update_from_context_view3d(C);
return OPERATOR_FINISHED;
}
void OBJECT_OT_switch_object(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Switch Object";
ot->idname = "OBJECT_OT_switch_object";
ot->description =
"Switches the active object and assigns the same mode to a new one under the mouse cursor, "
"leaving the active mode in the current one";
/* api callbacks */
ot->invoke = object_switch_object_invoke;
ot->poll = object_switch_object_poll;
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/** \} */