This repository has been archived on 2023-10-09.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_modes.c
Monique Dewanchand 68589a31eb ViewLayer: Lazy sync of scene data.
When a change happens which invalidates view layers the syncing will be postponed until the first usage.
This will improve importing or adding many objects in a single operation/script.

`BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing
`BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection`
or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`.

Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a
view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be
reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out.

This patch has been added to discuss the details and consequences of the current approach. For clarity
the call to BKE_view_layer_ensure_sync is placed close to the getters.
In the future this could be placed in more strategical places to reduce the number of calls or improve
performance. Finding those strategical places isn't that clear. When multiple operations are grouped
in a single script you might want to always check for resync.

Some areas found that can be improved. This list isn't complete.
These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer.
The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce
performance compared to master, but will be fixed by the additional patches.

**Object duplication**
During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled
the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate
and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}).

**Object add**
`BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the
view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`).
We should make the selection and activation optional. This would make it possible to add multiple objects
without having to resync per object.

**Postpone Activate Base**
Setting the basact is done in many locations. They follow a rule as after an action find the base and set
the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which
base will be set in the basact during the next sync, reducing the times resyncing needs to happen.

Reviewed By: mont29

Maniphest Tasks: T73411

Differential Revision: https://developer.blender.org/D15885
2022-09-14 21:34:38 +02:00

540 lines
15 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \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 "PIL_time.h"
#include "BLT_translation.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 "BKE_screen.h"
#include "WM_api.h"
#include "WM_types.h"
#include "RNA_access.h"
#include "RNA_define.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_undo.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";
}
if (mode == OB_MODE_SCULPT_CURVES) {
return "CURVES_OT_sculptmode_toggle";
}
return NULL;
}
bool ED_object_mode_compat_test(const Object *ob, eObjectMode mode)
{
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)) {
return true;
}
if (mode & OB_MODE_PARTICLE_EDIT) {
if (ED_object_particle_edit_mode_supported(ob)) {
return true;
}
}
break;
case OB_CURVES_LEGACY:
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_GPENCIL | OB_MODE_PAINT_GPENCIL | OB_MODE_SCULPT_GPENCIL |
OB_MODE_WEIGHT_GPENCIL | OB_MODE_VERTEX_GPENCIL)) {
return true;
}
break;
case OB_CURVES:
if (U.experimental.use_new_curves_tools) {
if (mode & OB_MODE_EDIT) {
return true;
}
}
if (mode & OB_MODE_SCULPT_CURVES) {
return true;
}
break;
}
return false;
}
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, 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);
const Scene *scene = CTX_data_scene(C);
ViewLayer *view_layer = CTX_data_view_layer(C);
BKE_view_layer_synced_ensure(scene, view_layer);
Object *ob = BKE_view_layer_active_object_get(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, 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);
const Scene *scene = CTX_data_scene(C);
ViewLayer *view_layer = CTX_data_view_layer(C);
if (ob_arm != NULL) {
BKE_view_layer_synced_ensure(scene, view_layer);
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, const struct Object *ob)
{
return ed_object_mode_generic_exit_ex(NULL, depsgraph, NULL, (Object *)ob, true);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Transfer Mode
*
* Enters the same mode of the current active object in another object,
* leaving the mode of the current object.
* \{ */
static bool object_transfer_mode_poll(bContext *C)
{
if (!CTX_wm_region_view3d(C)) {
return false;
}
const Object *ob = CTX_data_active_object(C);
return ob && (ob->mode != OB_MODE_OBJECT);
}
/* Update the viewport rotation origin to the mouse cursor. */
static void object_transfer_mode_reposition_view_pivot(bContext *C, const int mval[2])
{
ARegion *region = CTX_wm_region(C);
Scene *scene = CTX_data_scene(C);
float global_loc[3];
if (!ED_view3d_autodist_simple(region, mval, global_loc, 0, NULL)) {
return;
}
UnifiedPaintSettings *ups = &scene->toolsettings->unified_paint_settings;
copy_v3_v3(ups->average_stroke_accum, global_loc);
ups->average_stroke_counter = 1;
ups->last_stroke_valid = true;
}
static void object_overlay_mode_transfer_animation_start(bContext *C, Object *ob_dst)
{
Depsgraph *depsgraph = CTX_data_depsgraph_pointer(C);
Object *ob_dst_eval = DEG_get_evaluated_object(depsgraph, ob_dst);
ob_dst_eval->runtime.overlay_mode_transfer_start_time = PIL_check_seconds_timer();
}
static bool object_transfer_mode_to_base(bContext *C, wmOperator *op, Base *base_dst)
{
Scene *scene = CTX_data_scene(C);
ViewLayer *view_layer = CTX_data_view_layer(C);
if (base_dst == NULL) {
return false;
}
Object *ob_dst = base_dst->object;
Object *ob_src = CTX_data_active_object(C);
if (ob_dst == ob_src) {
return false;
}
const eObjectMode last_mode = (eObjectMode)ob_src->mode;
if (!ED_object_mode_compat_test(ob_dst, last_mode)) {
return false;
}
bool mode_transferred = false;
ED_undo_group_begin(C);
if (ED_object_mode_set_ex(C, OB_MODE_OBJECT, true, op->reports)) {
Object *ob_dst_orig = DEG_get_original_object(ob_dst);
BKE_view_layer_synced_ensure(scene, view_layer);
Base *base = BKE_view_layer_base_find(view_layer, ob_dst_orig);
BKE_view_layer_base_deselect_all(scene, view_layer);
BKE_view_layer_base_select_and_set_active(view_layer, base);
DEG_id_tag_update(&scene->id, ID_RECALC_SELECT);
ED_undo_push(C, "Change Active");
ob_dst_orig = DEG_get_original_object(ob_dst);
ED_object_mode_set_ex(C, last_mode, true, op->reports);
if (RNA_boolean_get(op->ptr, "use_flash_on_transfer")) {
object_overlay_mode_transfer_animation_start(C, ob_dst);
}
WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
WM_toolsystem_update_from_context_view3d(C);
mode_transferred = true;
}
ED_undo_group_end(C);
return mode_transferred;
}
static int object_transfer_mode_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
Object *ob_src = CTX_data_active_object(C);
const eObjectMode src_mode = (eObjectMode)ob_src->mode;
Base *base_dst = ED_view3d_give_base_under_cursor(C, event->mval);
const bool mode_transferred = object_transfer_mode_to_base(C, op, base_dst);
if (!mode_transferred) {
return OPERATOR_CANCELLED;
}
if (src_mode & OB_MODE_ALL_PAINT) {
object_transfer_mode_reposition_view_pivot(C, event->mval);
}
return OPERATOR_FINISHED;
}
void OBJECT_OT_transfer_mode(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Transfer Mode";
ot->idname = "OBJECT_OT_transfer_mode";
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_transfer_mode_invoke;
ot->poll = object_transfer_mode_poll;
/* Undo push is handled by the operator. */
ot->flag = OPTYPE_REGISTER | OPTYPE_DEPENDS_ON_CURSOR;
ot->cursor_pending = WM_CURSOR_EYEDROPPER;
RNA_def_boolean(ot->srna,
"use_flash_on_transfer",
true,
"Flash On Transfer",
"Flash the target object when transferring the mode");
}
/** \} */