tornavis/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,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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_action_types.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"
#include "DNA_object_types.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 :).
2009-10-01 00:10:14 +02:00
#include "DNA_object_force.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_userdef_types.h"
#include "DNA_view3d_types.h"
#include "DNA_vfont_types.h"
#include "BLI_arithb.h"
#include "BLI_listbase.h"
#include "BKE_anim.h"
#include "BKE_armature.h"
#include "BKE_constraint.h"
#include "BKE_context.h"
#include "BKE_curve.h"
#include "BKE_customdata.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 :).
2009-10-01 00:10:14 +02:00
#include "BKE_effect.h"
#include "BKE_global.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_scene.h"
#include "BKE_texture.h"
#include "BKE_utildefines.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "RNA_enum_types.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_anim_api.h"
#include "ED_armature.h"
#include "ED_curve.h"
#include "ED_mball.h"
#include "ED_mesh.h"
#include "ED_object.h"
#include "ED_screen.h"
#include "ED_transform.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "object_intern.h"
/************************** Exported *****************************/
void ED_object_base_init_from_view(bContext *C, Base *base)
{
View3D *v3d= CTX_wm_view3d(C);
Scene *scene= CTX_data_scene(C);
Object *ob= base->object;
if (scene==NULL)
return;
if (v3d==NULL) {
base->lay = scene->lay;
VECCOPY(ob->loc, scene->cursor);
}
else {
if (v3d->localvd) {
base->lay= ob->lay= v3d->layact | v3d->lay;
VECCOPY(ob->loc, v3d->cursor);
}
else {
base->lay= ob->lay= v3d->layact;
VECCOPY(ob->loc, scene->cursor);
}
if (U.flag & USER_ADD_VIEWALIGNED) {
RegionView3D *rv3d = CTX_wm_region_view3d(C);
if(rv3d) {
rv3d->viewquat[0]= -rv3d->viewquat[0];
QuatToEul(rv3d->viewquat, ob->rot);
rv3d->viewquat[0]= -rv3d->viewquat[0];
}
}
}
where_is_object(scene, ob);
}
/********************* Add Object Operator ********************/
void add_object_draw(Scene *scene, View3D *v3d, int type) /* for toolbox or menus, only non-editmode stuff */
{
/* keep here to get things compile, remove later */
}
/* for object add primitive operators */
Object *ED_object_add_type(bContext *C, int type)
{
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);
/* editor level activate, notifiers */
ED_base_object_activate(C, BASACT);
/* more editor stuff */
ED_object_base_init_from_view(C, BASACT);
DAG_scene_sort(scene);
return ob;
}
/* for object add operator */
static int object_add_exec(bContext *C, wmOperator *op)
{
ED_object_add_type(C, RNA_enum_get(op->ptr, "type"));
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= WM_menu_invoke;
ot->exec= object_add_exec;
ot->poll= ED_operator_scene_editable;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
RNA_def_enum(ot->srna, "type", object_type_items, 0, "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 :).
2009-10-01 00:10:14 +02:00
/********************* Add Effector Operator ********************/
/* copy from rna_object_force.c*/
static EnumPropertyItem field_type_items[] = {
{0, "NONE", 0, "None", ""},
{PFIELD_FORCE, "FORCE", 0, "Force", ""},
{PFIELD_WIND, "WIND", 0, "Wind", ""},
{PFIELD_VORTEX, "VORTEX", 0, "Vortex", ""},
{PFIELD_MAGNET, "MAGNET", 0, "Magnetic", ""},
{PFIELD_HARMONIC, "HARMONIC", 0, "Harmonic", ""},
{PFIELD_CHARGE, "CHARGE", 0, "Charge", ""},
{PFIELD_LENNARDJ, "LENNARDJ", 0, "Lennard-Jones", ""},
{PFIELD_TEXTURE, "TEXTURE", 0, "Texture", ""},
{PFIELD_GUIDE, "GUIDE", 0, "Curve Guide", ""},
{PFIELD_BOID, "BOID", 0, "Boid", ""},
{PFIELD_TURBULENCE, "TURBULENCE", 0, "Turbulence", ""},
{PFIELD_DRAG, "DRAG", 0, "Drag", ""},
{0, NULL, 0, NULL, NULL}};
void add_effector_draw(Scene *scene, View3D *v3d, int type) /* for toolbox or menus, only non-editmode stuff */
{
/* keep here to get things compile, remove later */
}
/* for effector add primitive operators */
static Object *effector_add_type(bContext *C, int type)
{
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 */
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 :).
2009-10-01 00:10:14 +02:00
/* deselects all, sets scene->basact */
if(type==PFIELD_GUIDE) {
ob = add_object(scene, OB_CURVE);
((Curve*)ob->data)->flag |= CU_PATH|CU_3D;
ED_object_enter_editmode(C, 0);
BLI_addtail(curve_get_editcurve(ob), add_nurbs_primitive(C, CU_NURBS|CU_PRIM_PATH, 1));
ED_object_exit_editmode(C, EM_FREEDATA|EM_DO_UNDO);
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 :).
2009-10-01 00:10:14 +02:00
}
else {
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 :).
2009-10-01 00:10:14 +02:00
ob= add_object(scene, OB_EMPTY);
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 :).
2009-10-01 00:10:14 +02:00
ob->pd= object_add_collision_fields(type);
/* editor level activate, notifiers */
ED_base_object_activate(C, BASACT);
/* more editor stuff */
ED_object_base_init_from_view(C, BASACT);
DAG_scene_sort(scene);
return ob;
}
/* for object add operator */
static int effector_add_exec(bContext *C, wmOperator *op)
{
effector_add_type(C, RNA_int_get(op->ptr, "type"));
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.";
ot->idname= "OBJECT_OT_effector_add";
/* api callbacks */
ot->invoke= WM_menu_invoke;
ot->exec= effector_add_exec;
ot->poll= ED_operator_scene_editable;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
RNA_def_enum(ot->srna, "type", field_type_items, 0, "Type", "");
}
/* ***************** add primitives *************** */
static EnumPropertyItem prop_curve_types[] = {
{CU_BEZIER|CU_PRIM_CURVE, "BEZIER_CURVE", ICON_CURVE_BEZCURVE, "Bezier Curve", ""},
{CU_BEZIER|CU_PRIM_CIRCLE, "BEZIER_CIRCLE", ICON_CURVE_BEZCIRCLE, "Bezier Circle", ""},
{CU_NURBS|CU_PRIM_CURVE, "NURBS_CURVE", ICON_CURVE_NCURVE, "NURBS Curve", ""},
{CU_NURBS|CU_PRIM_CIRCLE, "NURBS_CIRCLE", ICON_CURVE_NCIRCLE, "NURBS Circle", ""},
{CU_NURBS|CU_PRIM_PATH, "PATH", ICON_CURVE_PATH, "Path", ""},
{0, NULL, 0, NULL, NULL}
};
static int object_add_curve_exec(bContext *C, wmOperator *op)
{
Object *obedit= CTX_data_edit_object(C);
ListBase *editnurb;
Nurb *nu;
int newob= 0, type= RNA_enum_get(op->ptr, "type");
if(obedit==NULL || obedit->type!=OB_CURVE) {
ED_object_add_type(C, OB_CURVE);
ED_object_enter_editmode(C, 0);
newob = 1;
obedit= CTX_data_edit_object(C);
if(type & CU_PRIM_PATH)
((Curve*)obedit->data)->flag |= CU_PATH|CU_3D;
}
else DAG_id_flush_update(&obedit->id, OB_RECALC_DATA);
nu= add_nurbs_primitive(C, type, newob);
editnurb= curve_get_editcurve(obedit);
BLI_addtail(editnurb, nu);
/* userdef */
if (newob && (U.flag & USER_ADD_EDITMODE)==0) {
ED_object_exit_editmode(C, EM_FREEDATA|EM_DO_UNDO);
}
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, obedit);
return OPERATOR_FINISHED;
}
static int object_add_curve_invoke(bContext *C, wmOperator *op, wmEvent *event)
{
Object *obedit= CTX_data_edit_object(C);
uiPopupMenu *pup;
uiLayout *layout;
pup= uiPupMenuBegin(C, op->type->name, 0);
layout= uiPupMenuLayout(pup);
if(!obedit || obedit->type == OB_CURVE)
uiItemsEnumO(layout, op->type->idname, "type");
else
uiItemsEnumO(layout, "OBJECT_OT_surface_add", "type");
uiPupMenuEnd(C, pup);
return OPERATOR_CANCELLED;
}
void OBJECT_OT_curve_add(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Add Curve";
ot->description = "Add a curve object to the scene.";
ot->idname= "OBJECT_OT_curve_add";
/* api callbacks */
ot->invoke= object_add_curve_invoke;
ot->exec= object_add_curve_exec;
ot->poll= ED_operator_scene_editable;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
RNA_def_enum(ot->srna, "type", prop_curve_types, 0, "Primitive", "");
}
static EnumPropertyItem prop_surface_types[]= {
{CU_PRIM_CURVE|CU_NURBS, "NURBS_CURVE", ICON_SURFACE_NCURVE, "NURBS Curve", ""},
{CU_PRIM_CIRCLE|CU_NURBS, "NURBS_CIRCLE", ICON_SURFACE_NCIRCLE, "NURBS Circle", ""},
{CU_PRIM_PATCH|CU_NURBS, "NURBS_SURFACE", ICON_SURFACE_NSURFACE, "NURBS Surface", ""},
{CU_PRIM_TUBE|CU_NURBS, "NURBS_TUBE", ICON_SURFACE_NTUBE, "NURBS Tube", ""},
{CU_PRIM_SPHERE|CU_NURBS, "NURBS_SPHERE", ICON_SURFACE_NSPHERE, "NURBS Sphere", ""},
{CU_PRIM_DONUT|CU_NURBS, "NURBS_DONUT", ICON_SURFACE_NDONUT, "NURBS Donut", ""},
{0, NULL, 0, NULL, NULL}
};
static int object_add_surface_exec(bContext *C, wmOperator *op)
{
Object *obedit= CTX_data_edit_object(C);
ListBase *editnurb;
Nurb *nu;
int newob= 0;
if(obedit==NULL || obedit->type!=OB_SURF) {
ED_object_add_type(C, OB_SURF);
ED_object_enter_editmode(C, 0);
newob = 1;
}
else DAG_id_flush_update(&obedit->id, OB_RECALC_DATA);
obedit= CTX_data_edit_object(C);
nu= add_nurbs_primitive(C, RNA_enum_get(op->ptr, "type"), newob);
editnurb= curve_get_editcurve(obedit);
BLI_addtail(editnurb, nu);
/* userdef */
if (newob && (U.flag & USER_ADD_EDITMODE)==0) {
ED_object_exit_editmode(C, EM_FREEDATA|EM_DO_UNDO);
}
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, obedit);
return OPERATOR_FINISHED;
}
void OBJECT_OT_surface_add(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Add Surface";
ot->description = "Add a surface object to the scene.";
ot->idname= "OBJECT_OT_surface_add";
/* api callbacks */
ot->invoke= WM_menu_invoke;
ot->exec= object_add_surface_exec;
ot->poll= ED_operator_scene_editable;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
RNA_def_enum(ot->srna, "type", prop_surface_types, 0, "Primitive", "");
}
static EnumPropertyItem prop_metaball_types[]= {
{MB_BALL, "MBALL_BALL", ICON_META_BALL, "Meta Ball", ""},
{MB_TUBE, "MBALL_TUBE", ICON_META_TUBE, "Meta Tube", ""},
{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);
MetaBall *mball;
MetaElem *elem;
int newob= 0;
if(obedit==NULL || obedit->type!=OB_MBALL) {
ED_object_add_type(C, OB_MBALL);
ED_object_enter_editmode(C, 0);
newob = 1;
}
else DAG_id_flush_update(&obedit->id, OB_RECALC_DATA);
obedit= CTX_data_edit_object(C);
elem= (MetaElem*)add_metaball_primitive(C, RNA_enum_get(op->ptr, "type"), newob);
mball= (MetaBall*)obedit->data;
BLI_addtail(mball->editelems, elem);
/* userdef */
if (newob && (U.flag & USER_ADD_EDITMODE)==0) {
ED_object_exit_editmode(C, EM_FREEDATA|EM_DO_UNDO);
}
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, obedit);
return OPERATOR_FINISHED;
}
static int object_metaball_add_invoke(bContext *C, wmOperator *op, wmEvent *event)
{
Object *obedit= CTX_data_edit_object(C);
uiPopupMenu *pup;
uiLayout *layout;
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_scene_editable;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
RNA_def_enum(ot->srna, "type", prop_metaball_types, 0, "Primitive", "");
}
static int object_add_text_exec(bContext *C, wmOperator *op)
{
Object *obedit= CTX_data_edit_object(C);
if(obedit && obedit->type==OB_FONT)
return OPERATOR_CANCELLED;
ED_object_add_type(C, OB_FONT);
obedit= CTX_data_active_object(C);
if(U.flag & USER_ADD_EDITMODE)
ED_object_enter_editmode(C, 0);
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->exec= object_add_text_exec;
ot->poll= ED_operator_scene_editable;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
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= NULL;
int newob= 0;
if ((obedit==NULL) || (obedit->type != OB_ARMATURE)) {
obedit= ED_object_add_type(C, OB_ARMATURE);
ED_object_enter_editmode(C, 0);
obedit= CTX_data_edit_object(C);
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;
}
if(v3d)
rv3d= CTX_wm_region(C)->regiondata;
/* v3d and rv3d are allowed to be NULL */
add_primitive_bone(CTX_data_scene(C), v3d, rv3d);
/* userdef */
if (newob && (U.flag & USER_ADD_EDITMODE)==0) {
ED_object_exit_editmode(C, EM_FREEDATA|EM_DO_UNDO);
}
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->exec= object_armature_add_exec;
ot->poll= ED_operator_scene_editable;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
static int object_lamp_add_exec(bContext *C, wmOperator *op)
{
Object *ob;
int type= RNA_enum_get(op->ptr, "type");
ob= ED_object_add_type(C, OB_LAMP);
if(ob && ob->data)
((Lamp*)ob->data)->type= type;
return OPERATOR_FINISHED;
}
void OBJECT_OT_lamp_add(wmOperatorType *ot)
{
static EnumPropertyItem lamp_type_items[] = {
{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_scene_editable;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
/* properties */
RNA_def_enum(ot->srna, "type", lamp_type_items, 0, "Type", "");
}
/* add dupligroup */
static EnumPropertyItem *add_dupligroup_itemf(bContext *C, PointerRNA *ptr, int *free)
{
EnumPropertyItem *item= NULL, item_tmp;
int totitem= 0;
int i= 0;
Group *group;
memset(&item_tmp, 0, sizeof(item_tmp));
for(group= CTX_data_main(C)->group.first; group; group= group->id.next) {
item_tmp.identifier= item_tmp.name= group->id.name+2;
item_tmp.value= i++;
RNA_enum_item_add(&item, &totitem, &item_tmp);
}
RNA_enum_item_end(&item, &totitem);
*free= 1;
return item;
}
static int group_instance_add_exec(bContext *C, wmOperator *op)
{
/* XXX, using an enum for library lookups is a bit dodgy */
Group *group= BLI_findlink(&CTX_data_main(C)->group, RNA_enum_get(op->ptr, "type"));
if(group) {
Object *ob= ED_object_add_type(C, OB_EMPTY);
rename_id(&ob->id, group->id.name+2);
ob->dup_group= group;
ob->transflag |= OB_DUPLIGROUP;
id_us_plus(&group->id);
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob);
return OPERATOR_FINISHED;
}
return OPERATOR_CANCELLED;
}
/* only used as menu */
void OBJECT_OT_group_instance_add(wmOperatorType *ot)
{
PropertyRNA *prop;
static EnumPropertyItem prop_group_dummy_types[] = {
{0, NULL, 0, NULL, NULL}
};
/* identifiers */
ot->name= "Add Group Instance";
ot->description = "Add a dupligroup instance.";
ot->idname= "OBJECT_OT_group_instance_add";
/* api callbacks */
ot->exec= group_instance_add_exec;
ot->poll= ED_operator_scene_editable;
/* flags */
ot->flag= 0;
/* properties */
prop= RNA_def_enum(ot->srna, "type", prop_group_dummy_types, 0, "Type", "");
RNA_def_enum_funcs(prop, add_dupligroup_itemf);
}
/**************************** Delete Object *************************/
/* remove base from a specific scene */
/* note: now unlinks constraints as well */
void ED_base_object_free_and_unlink(Scene *scene, Base *base)
{
BLI_remlink(&scene->base, base);
free_libblock_us(&G.main->object, base->object);
if(scene->basact==base) scene->basact= NULL;
MEM_freeN(base);
}
static int object_delete_exec(bContext *C, wmOperator *op)
{
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_editable_bases) {
if(base->object->type==OB_LAMP) islamp= 1;
/* remove from current scene only */
ED_base_object_free_and_unlink(scene, base);
}
CTX_DATA_END;
if(islamp) reshadeall_displist(scene); /* only frees displist */
DAG_scene_sort(scene);
ED_anim_dag_flush_update(C);
WM_event_add_notifier(C, NC_SCENE|ND_OB_ACTIVE, CTX_data_scene(C));
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_scene_editable;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/**************************** Copy Utilities ******************************/
static void copy_object__forwardModifierLinks(void *userData, Object *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)
{
Material *ma, *mao;
ID *id;
#if 0 // XXX old animation system
Ipo *ipo;
bActionStrip *strip;
#endif // XXX old animation system
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->track);
ID_NEW(ob->proxy);
ID_NEW(ob->proxy_group);
#if 0 // XXX old animation system
for(strip= ob->nlastrips.first; strip; strip= strip->next) {
bActionModifier *amod;
for(amod= strip->modifiers.first; amod; amod= amod->next)
ID_NEW(amod->ob);
}
#endif // XXX old animation system
}
CTX_DATA_END;
/* materials */
if( dupflag & USER_DUP_MAT) {
mao= G.main->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= G.main->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= G.main->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;
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;
Mat4CpyMat4(ob->obmat, dob->mat);
ED_object_apply_obmat(ob);
}
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 *op)
{
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);
}
CTX_DATA_END;
DAG_scene_sort(scene);
ED_anim_dag_flush_update(C);
WM_event_add_notifier(C, NC_SCENE, scene);
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->invoke= WM_operator_confirm;
ot->exec= object_duplicates_make_real_exec;
ot->poll= ED_operator_scene_editable;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/**************************** Convert **************************/
static EnumPropertyItem convert_target_items[]= {
{OB_CURVE, "CURVE", ICON_OUTLINER_OB_CURVE, "Curve from Mesh/Text", ""},
{OB_MESH, "MESH", ICON_OUTLINER_OB_MESH, "Mesh from Curve/Meta/Surf/Mesh", ""},
{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));
}
static int convert_exec(bContext *C, wmOperator *op)
{
Scene *scene= CTX_data_scene(C);
Base *basen=NULL, *basact=NULL, *basedel=NULL;
Object *ob, *ob1, *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;
/* 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)
continue;
else if (ob->type==OB_MESH && target == OB_CURVE) {
ob->flag |= OB_DONE;
ob1= copy_object(ob);
ob1->recalc |= OB_RECALC;
basen= MEM_mallocN(sizeof(Base), "duplibase");
*basen= *base;
BLI_addhead(&scene->base, basen); /* addhead: otherwise eternal loop */
basen->object= ob1;
basen->flag |= SELECT;
base->flag &= ~SELECT;
ob->flag &= ~SELECT;
mesh_to_curve(scene, ob1);
if(ob1->type==OB_CURVE)
object_free_modifiers(ob1); /* 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;
basedel = base;
ob1= copy_object(ob);
ob1->recalc |= OB_RECALC;
basen= MEM_mallocN(sizeof(Base), "duplibase");
*basen= *base;
BLI_addhead(&scene->base, basen); /* addhead: otherwise eternal loop */
basen->object= ob1;
basen->flag |= SELECT;
base->flag &= ~SELECT;
ob->flag &= ~SELECT;
/* decrement original mesh's usage count */
me= ob1->data;
me->id.us--;
/* make a new copy of the mesh */
ob1->data= copy_mesh(me);
/* make new mesh data from the original copy */
dm= mesh_get_derived_final(scene, ob1, 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, ob1->data);
dm->release(dm);
object_free_modifiers(ob1); /* after derivedmesh calls! */
}
else if(ob->type==OB_FONT) {
ob->flag |= OB_DONE;
ob->type= OB_CURVE;
cu= ob->data;
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;
}
/* other users */
if(cu->id.us>1) {
for(ob1= G.main->object.first; ob1; ob1=ob1->id.next) {
if(ob1->data==cu) {
ob1->type= OB_CURVE;
ob1->recalc |= OB_RECALC;
}
}
}
for(nu=cu->nurb.first; nu; nu=nu->next)
nu->charidx= 0;
if(target == OB_MESH)
curvetomesh(scene, ob);
}
else if(ELEM(ob->type, OB_CURVE, OB_SURF)) {
ob->flag |= OB_DONE;
if(target == OB_MESH)
curvetomesh(scene, ob);
}
else if(ob->type==OB_MBALL) {
ob= find_basis_mball(scene, ob);
if(ob->disp.first && !(ob->flag & OB_DONE)) {
ob->flag |= OB_DONE;
basedel = base;
ob1= copy_object(ob);
ob1->recalc |= OB_RECALC;
basen= MEM_mallocN(sizeof(Base), "duplibase");
*basen= *base;
BLI_addhead(&scene->base, basen); /* addhead: otherwise eternal loop */
basen->object= ob1;
basen->flag |= SELECT;
basedel->flag &= ~SELECT;
ob->flag &= ~SELECT;
mb= ob1->data;
mb->id.us--;
ob1->data= add_mesh("Mesh");
ob1->type= OB_MESH;
me= ob1->data;
me->totcol= mb->totcol;
if(ob1->totcol) {
me->mat= MEM_dupallocN(mb->mat);
for(a=0; a<ob1->totcol; a++) id_us_plus((ID *)me->mat[a]);
}
mball_to_mesh(&ob->disp, ob1->data);
/* So we can see the wireframe */
BASACT= basen; // XXX hm
}
else
continue;
}
else
continue;
/* If the original object is active then make this object active */
if(basen) {
if(ob == obact) {
ED_base_object_activate(C, basen);
basact = basen;
}
basen= NULL;
}
/* delete original if needed */
if(basedel) {
if(!keep_original)
ED_base_object_free_and_unlink(scene, basedel);
basedel = NULL;
}
}
CTX_DATA_END;
/* delete object should renew depsgraph */
if(!keep_original)
DAG_scene_sort(scene);
/* texspace and normals */
if(!basen) BASACT= NULL; // XXX base;
// XXX ED_object_enter_editmode(C, 0);
// XXX exit_editmode(C, EM_FREEDATA|EM_WAITCURSOR); /* freedata, but no undo */
BASACT= basact;
DAG_scene_sort(scene);
WM_event_add_notifier(C, NC_SCENE|NC_OBJECT|ND_DRAW, scene); /* is NC_SCENE needed ? */
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 */
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(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;
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= G.main->group.first; group; group= group->id.next) {
if(object_in_group(ob, group))
add_to_group(group, obn);
}
obn->flag |= OB_FROMGROUP; /* this flag is unset with copy_object() */
}
/* 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--;
}
}
}
if(dupflag & USER_DUP_ACT){ /* Not buttons in the UI to modify this, add later? */
id= (ID *)obn->action;
if (id){
ID_NEW_US(obn->action)
else{
obn->action= copy_action(obn->action);
}
id->us--;
}
}
#endif // XXX old animation system
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_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);
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);
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);
id->us--;
}
break;
case OB_CAMERA:
if(dupflag!=0) {
ID_NEW_US2(obn->data )
else obn->data= copy_camera(obn->data);
id->us--;
}
break;
}
if(dupflag & USER_DUP_MAT) {
matarar= give_matarar(obn);
if(didit && 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(Scene *scene, Base *base, int dupflag)
{
Base *basen;
clear_id_newpoins();
clear_sca_new_poins(); /* sensor/contr/act */
basen= object_add_duplicate_internal(scene, base, dupflag);
DAG_scene_sort(scene);
return basen;
}
/* contextual operator dupli */
static int duplicate_exec(bContext *C, wmOperator *op)
{
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(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);
/* new object becomes active */
if(BASACT==base)
ED_base_object_activate(C, basen);
}
CTX_DATA_END;
copy_object_set_idnew(C, dupflag);
DAG_scene_sort(scene);
ED_anim_dag_flush_update(C);
WM_event_add_notifier(C, NC_SCENE|ND_OB_SELECT, scene);
return OPERATOR_FINISHED;
}
void OBJECT_OT_duplicate(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Duplicate";
ot->description = "Duplicate selected objects.";
ot->idname= "OBJECT_OT_duplicate";
/* api callbacks */
ot->exec= duplicate_exec;
ot->poll= ED_operator_scene_editable;
/* 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.");
RNA_def_int(ot->srna, "mode", TFM_TRANSLATION, 0, INT_MAX, "Mode", "", 0, INT_MAX);
}
/**************************** Join *************************/
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(!ob) {
BKE_report(op->reports, RPT_ERROR, "Can't join unless there is an active object.");
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);
BKE_report(op->reports, RPT_ERROR, "This object type doesn't support joining.");
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= ED_operator_scene_editable;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}