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
517 lines
15 KiB
C
517 lines
15 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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/** \file
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* \ingroup edobj
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*
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* General utils to handle mode switching,
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* actual mode switching logic is per-object type.
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*/
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#include "DNA_gpencil_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_workspace_types.h"
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#include "BLI_kdopbvh.h"
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#include "BLI_math.h"
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#include "BLI_utildefines.h"
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#include "BKE_context.h"
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#include "BKE_gpencil_modifier.h"
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#include "BKE_layer.h"
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#include "BKE_main.h"
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#include "BKE_modifier.h"
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#include "BKE_object.h"
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#include "BKE_paint.h"
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#include "BKE_report.h"
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#include "BKE_scene.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "RNA_access.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_query.h"
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#include "ED_armature.h"
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#include "ED_gpencil.h"
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#include "ED_screen.h"
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#include "ED_transform_snap_object_context.h"
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#include "ED_view3d.h"
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#include "WM_toolsystem.h"
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#include "ED_object.h" /* own include */
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#include "object_intern.h"
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/* -------------------------------------------------------------------- */
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/** \name High Level Mode Operations
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*
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* \{ */
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static const char *object_mode_op_string(eObjectMode mode)
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{
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if (mode & OB_MODE_EDIT) {
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return "OBJECT_OT_editmode_toggle";
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}
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if (mode == OB_MODE_SCULPT) {
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return "SCULPT_OT_sculptmode_toggle";
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}
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if (mode == OB_MODE_VERTEX_PAINT) {
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return "PAINT_OT_vertex_paint_toggle";
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}
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if (mode == OB_MODE_WEIGHT_PAINT) {
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return "PAINT_OT_weight_paint_toggle";
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}
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if (mode == OB_MODE_TEXTURE_PAINT) {
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return "PAINT_OT_texture_paint_toggle";
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}
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if (mode == OB_MODE_PARTICLE_EDIT) {
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return "PARTICLE_OT_particle_edit_toggle";
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}
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if (mode == OB_MODE_POSE) {
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return "OBJECT_OT_posemode_toggle";
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}
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if (mode == OB_MODE_EDIT_GPENCIL) {
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return "GPENCIL_OT_editmode_toggle";
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}
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if (mode == OB_MODE_PAINT_GPENCIL) {
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return "GPENCIL_OT_paintmode_toggle";
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}
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if (mode == OB_MODE_SCULPT_GPENCIL) {
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return "GPENCIL_OT_sculptmode_toggle";
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}
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if (mode == OB_MODE_WEIGHT_GPENCIL) {
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return "GPENCIL_OT_weightmode_toggle";
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}
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if (mode == OB_MODE_VERTEX_GPENCIL) {
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return "GPENCIL_OT_vertexmode_toggle";
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}
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return NULL;
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}
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/**
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* Checks the mode to be set is compatible with the object
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* should be made into a generic function
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*/
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bool ED_object_mode_compat_test(const Object *ob, eObjectMode mode)
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{
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if (ob) {
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if (mode == OB_MODE_OBJECT) {
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return true;
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}
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switch (ob->type) {
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case OB_MESH:
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if (mode & (OB_MODE_EDIT | OB_MODE_SCULPT | OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT |
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OB_MODE_TEXTURE_PAINT | OB_MODE_PARTICLE_EDIT)) {
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return true;
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}
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break;
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case OB_CURVE:
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case OB_SURF:
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case OB_FONT:
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case OB_MBALL:
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if (mode & OB_MODE_EDIT) {
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return true;
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}
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break;
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case OB_LATTICE:
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if (mode & (OB_MODE_EDIT | OB_MODE_WEIGHT_PAINT)) {
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return true;
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}
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break;
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case OB_ARMATURE:
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if (mode & (OB_MODE_EDIT | OB_MODE_POSE)) {
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return true;
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}
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break;
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case OB_GPENCIL:
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if (mode & (OB_MODE_EDIT | OB_MODE_EDIT_GPENCIL | OB_MODE_PAINT_GPENCIL |
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OB_MODE_SCULPT_GPENCIL | OB_MODE_WEIGHT_GPENCIL | OB_MODE_VERTEX_GPENCIL)) {
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return true;
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}
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break;
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}
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}
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return false;
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}
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/**
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* Sets the mode to a compatible state (use before entering the mode).
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*
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* This is so each mode's exec function can call
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*/
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bool ED_object_mode_compat_set(bContext *C, Object *ob, eObjectMode mode, ReportList *reports)
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{
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bool ok;
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if (!ELEM(ob->mode, mode, OB_MODE_OBJECT)) {
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const char *opstring = object_mode_op_string(ob->mode);
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WM_operator_name_call(C, opstring, WM_OP_EXEC_REGION_WIN, NULL);
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ok = ELEM(ob->mode, mode, OB_MODE_OBJECT);
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if (!ok) {
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wmOperatorType *ot = WM_operatortype_find(opstring, false);
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BKE_reportf(reports, RPT_ERROR, "Unable to execute '%s', error changing modes", ot->name);
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}
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}
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else {
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ok = true;
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}
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return ok;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Generic Mode Enter/Exit
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*
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* Supports exiting a mode without it being in the current context.
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* This could be done for entering modes too if it's needed.
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*
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* \{ */
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bool ED_object_mode_set_ex(bContext *C, eObjectMode mode, bool use_undo, ReportList *reports)
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{
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wmWindowManager *wm = CTX_wm_manager(C);
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ViewLayer *view_layer = CTX_data_view_layer(C);
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Object *ob = OBACT(view_layer);
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if (ob == NULL) {
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return (mode == OB_MODE_OBJECT);
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}
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if ((ob->type == OB_GPENCIL) && (mode == OB_MODE_EDIT)) {
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mode = OB_MODE_EDIT_GPENCIL;
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}
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if (ob->mode == mode) {
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return true;
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}
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if (!ED_object_mode_compat_test(ob, mode)) {
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return false;
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}
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const char *opstring = object_mode_op_string((mode == OB_MODE_OBJECT) ? ob->mode : mode);
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wmOperatorType *ot = WM_operatortype_find(opstring, false);
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if (!use_undo) {
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wm->op_undo_depth++;
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}
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WM_operator_name_call_ptr(C, ot, WM_OP_EXEC_REGION_WIN, NULL);
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if (!use_undo) {
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wm->op_undo_depth--;
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}
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if (ob->mode != mode) {
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BKE_reportf(reports, RPT_ERROR, "Unable to execute '%s', error changing modes", ot->name);
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return false;
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}
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return true;
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}
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bool ED_object_mode_set(bContext *C, eObjectMode mode)
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{
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/* Don't do undo push by default, since this may be called by lower level code. */
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return ED_object_mode_set_ex(C, mode, true, NULL);
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}
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/**
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* Use for changing works-paces or changing active object.
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* Caller can check #OB_MODE_ALL_MODE_DATA to test if this needs to be run.
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*/
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static bool ed_object_mode_generic_exit_ex(struct Main *bmain,
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struct Depsgraph *depsgraph,
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struct Scene *scene,
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struct Object *ob,
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bool only_test)
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{
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BLI_assert((bmain == NULL) == only_test);
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if (ob->mode & OB_MODE_EDIT) {
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if (BKE_object_is_in_editmode(ob)) {
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if (only_test) {
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return true;
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}
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ED_object_editmode_exit_ex(bmain, scene, ob, EM_FREEDATA);
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}
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}
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else if (ob->mode & OB_MODE_VERTEX_PAINT) {
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if (ob->sculpt && (ob->sculpt->mode_type == OB_MODE_VERTEX_PAINT)) {
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if (only_test) {
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return true;
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}
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ED_object_vpaintmode_exit_ex(ob);
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}
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}
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else if (ob->mode & OB_MODE_WEIGHT_PAINT) {
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if (ob->sculpt && (ob->sculpt->mode_type == OB_MODE_WEIGHT_PAINT)) {
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if (only_test) {
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return true;
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}
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ED_object_wpaintmode_exit_ex(ob);
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}
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}
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else if (ob->mode & OB_MODE_SCULPT) {
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if (ob->sculpt && (ob->sculpt->mode_type == OB_MODE_SCULPT)) {
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if (only_test) {
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return true;
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}
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ED_object_sculptmode_exit_ex(bmain, depsgraph, scene, ob);
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}
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}
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else if (ob->mode & OB_MODE_POSE) {
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if (ob->pose != NULL) {
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if (only_test) {
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return true;
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}
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ED_object_posemode_exit_ex(bmain, ob);
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}
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}
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else if (ob->mode & OB_MODE_TEXTURE_PAINT) {
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if (only_test) {
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return true;
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}
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ED_object_texture_paint_mode_exit_ex(bmain, scene, ob);
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}
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else if (ob->mode & OB_MODE_PARTICLE_EDIT) {
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if (only_test) {
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return true;
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}
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ED_object_particle_edit_mode_exit_ex(scene, ob);
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}
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else if (ob->type == OB_GPENCIL) {
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/* Accounted for above. */
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BLI_assert((ob->mode & OB_MODE_OBJECT) == 0);
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if (only_test) {
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return true;
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}
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ED_object_gpencil_exit(bmain, ob);
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}
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else {
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if (only_test) {
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return false;
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}
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BLI_assert((ob->mode & OB_MODE_ALL_MODE_DATA) == 0);
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}
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return false;
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}
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/* When locked, it's almost impossible to select the pose-object
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* then the mesh-object to enter weight paint mode.
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* Even when the object mode is not locked this is inconvenient - so allow in either case.
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*
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* In this case move our pose object in/out of pose mode.
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* This is in fits with the convention of selecting multiple objects and entering a mode.
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*/
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static void ed_object_posemode_set_for_weight_paint_ex(bContext *C,
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Main *bmain,
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Object *ob_arm,
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const bool is_mode_set)
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{
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View3D *v3d = CTX_wm_view3d(C);
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ViewLayer *view_layer = CTX_data_view_layer(C);
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if (ob_arm != NULL) {
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const Base *base_arm = BKE_view_layer_base_find(view_layer, ob_arm);
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if (base_arm && BASE_VISIBLE(v3d, base_arm)) {
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if (is_mode_set) {
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if ((ob_arm->mode & OB_MODE_POSE) != 0) {
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ED_object_posemode_exit_ex(bmain, ob_arm);
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}
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}
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else {
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/* Only check selected status when entering weight-paint mode
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* because we may have multiple armature objects.
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* Selecting one will de-select the other, which would leave it in pose-mode
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* when exiting weight paint mode. While usable, this looks like inconsistent
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* behavior from a user perspective. */
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if (base_arm->flag & BASE_SELECTED) {
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if ((ob_arm->mode & OB_MODE_POSE) == 0) {
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ED_object_posemode_enter_ex(bmain, ob_arm);
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}
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}
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}
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}
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}
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}
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void ED_object_posemode_set_for_weight_paint(bContext *C,
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Main *bmain,
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Object *ob,
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const bool is_mode_set)
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{
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if (ob->type == OB_GPENCIL) {
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GpencilVirtualModifierData virtualModifierData;
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GpencilModifierData *md = BKE_gpencil_modifiers_get_virtual_modifierlist(ob,
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&virtualModifierData);
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for (; md; md = md->next) {
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if (md->type == eGpencilModifierType_Armature) {
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ArmatureGpencilModifierData *amd = (ArmatureGpencilModifierData *)md;
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Object *ob_arm = amd->object;
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ed_object_posemode_set_for_weight_paint_ex(C, bmain, ob_arm, is_mode_set);
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}
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}
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}
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else {
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VirtualModifierData virtualModifierData;
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ModifierData *md = BKE_modifiers_get_virtual_modifierlist(ob, &virtualModifierData);
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for (; md; md = md->next) {
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if (md->type == eModifierType_Armature) {
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ArmatureModifierData *amd = (ArmatureModifierData *)md;
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Object *ob_arm = amd->object;
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ed_object_posemode_set_for_weight_paint_ex(C, bmain, ob_arm, is_mode_set);
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}
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}
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}
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}
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void ED_object_mode_generic_exit(struct Main *bmain,
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struct Depsgraph *depsgraph,
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struct Scene *scene,
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struct Object *ob)
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{
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ed_object_mode_generic_exit_ex(bmain, depsgraph, scene, ob, false);
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}
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bool ED_object_mode_generic_has_data(struct Depsgraph *depsgraph, struct Object *ob)
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{
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return ed_object_mode_generic_exit_ex(NULL, depsgraph, NULL, ob, true);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Switch Object
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*
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* Enters the same mode of the current active object in another object,
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* leaving the mode of the current object.
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* \{ */
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static bool object_switch_object_poll(bContext *C)
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{
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if (!U.experimental.use_switch_object_operator) {
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return false;
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}
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if (!CTX_wm_region_view3d(C)) {
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return false;
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}
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const Object *ob = CTX_data_active_object(C);
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return ob && (ob->mode & (OB_MODE_EDIT | OB_MODE_SCULPT));
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}
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static int object_switch_object_invoke(bContext *C, wmOperator *UNUSED(op), const wmEvent *event)
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{
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Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
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ARegion *ar = CTX_wm_region(C);
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struct Main *bmain = CTX_data_main(C);
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Scene *scene = CTX_data_scene(C);
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ViewLayer *view_layer = CTX_data_view_layer(C);
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struct SnapObjectContext *sctx = ED_transform_snap_object_context_create(scene, 0);
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float global_normal[3], global_loc[3];
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float r_obmat[4][4];
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float mouse[2];
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mouse[0] = event->mval[0];
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mouse[1] = event->mval[1];
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float ray_co[3], ray_no[3];
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float ray_dist = BVH_RAYCAST_DIST_MAX;
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int index_dummy;
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ED_view3d_win_to_origin(ar, mouse, ray_co);
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ED_view3d_win_to_vector(ar, mouse, ray_no);
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Object *ob_dst = NULL;
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bool ret = ED_transform_snap_object_project_ray_ex(sctx,
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depsgraph,
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&(const struct SnapObjectParams){
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.snap_select = SNAP_NOT_ACTIVE,
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},
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ray_co,
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ray_no,
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&ray_dist,
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global_loc,
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global_normal,
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&index_dummy,
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&ob_dst,
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(float(*)[4])r_obmat);
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ED_transform_snap_object_context_destroy(sctx);
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if (!ret || ob_dst == NULL) {
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return OPERATOR_CANCELLED;
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}
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Object *ob_src = CTX_data_active_object(C);
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if (ob_dst == ob_src) {
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return OPERATOR_CANCELLED;
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}
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eObjectMode last_mode = (eObjectMode)ob_src->mode;
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if (!ED_object_mode_compat_test(ob_dst, last_mode)) {
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return OPERATOR_CANCELLED;
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}
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ED_object_mode_generic_exit(bmain, depsgraph, scene, ob_src);
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Object *ob_dst_orig = DEG_get_original_object(ob_dst);
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Base *base = BKE_view_layer_base_find(view_layer, ob_dst_orig);
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BKE_view_layer_base_deselect_all(view_layer);
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BKE_view_layer_base_select_and_set_active(view_layer, base);
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DEG_id_tag_update(&scene->id, ID_RECALC_SELECT);
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depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
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ob_dst_orig = DEG_get_original_object(ob_dst);
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ED_object_mode_set(C, last_mode);
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/* Update the viewport rotation origin to the mouse cursor. */
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UnifiedPaintSettings *ups = &CTX_data_tool_settings(C)->unified_paint_settings;
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copy_v3_v3(ups->average_stroke_accum, global_loc);
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ups->average_stroke_counter = 1;
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ups->last_stroke_valid = true;
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WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
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WM_toolsystem_update_from_context_view3d(C);
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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;
|
|
}
|
|
|
|
/** \} */
|