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test/source/blender/editors/object/object_group.c

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/*
* ***** 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,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
2011-02-27 20:29:51 +00:00
/** \file blender/editors/object/object_group.c
* \ingroup edobj
*/
#include <string.h>
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "DNA_group_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_group.h"
#include "BKE_library.h"
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
#include "BKE_library_remap.h"
#include "BKE_main.h"
#include "BKE_report.h"
#include "BKE_object.h"
#include "ED_screen.h"
#include "ED_object.h"
#include "WM_api.h"
#include "WM_types.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "RNA_enum_types.h"
#include "object_intern.h"
/********************* 3d view operators ***********************/
/* can be called with C == NULL */
static EnumPropertyItem *group_object_active_itemf(bContext *C, PointerRNA *UNUSED(ptr), PropertyRNA *UNUSED(prop), bool *r_free)
{
Object *ob;
EnumPropertyItem *item = NULL, item_tmp = {0};
int totitem = 0;
if (C == NULL) {
return DummyRNA_NULL_items;
}
ob = ED_object_context(C);
/* check that the object exists */
if (ob) {
Group *group;
int i = 0, count = 0;
/* if 2 or more groups, add option to add to all groups */
group = NULL;
while ((group = BKE_group_object_find(group, ob)))
count++;
if (count >= 2) {
item_tmp.identifier = item_tmp.name = "All Groups";
item_tmp.value = INT_MAX; /* this will give NULL on lookup */
RNA_enum_item_add(&item, &totitem, &item_tmp);
RNA_enum_item_add_separator(&item, &totitem);
}
/* add groups */
group = NULL;
while ((group = BKE_group_object_find(group, ob))) {
item_tmp.identifier = item_tmp.name = group->id.name + 2;
/* item_tmp.icon = ICON_ARMATURE_DATA; */
item_tmp.value = i;
RNA_enum_item_add(&item, &totitem, &item_tmp);
i++;
}
}
RNA_enum_item_end(&item, &totitem);
*r_free = true;
return item;
}
/* get the group back from the enum index, quite awkward and UI specific */
static Group *group_object_active_find_index(Object *ob, const int group_object_index)
{
Group *group = NULL;
int i = 0;
while ((group = BKE_group_object_find(group, ob))) {
if (i == group_object_index) {
break;
}
i++;
}
return group;
}
static int objects_add_active_exec(bContext *C, wmOperator *op)
{
Object *ob = ED_object_context(C);
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Main *bmain = CTX_data_main(C);
int single_group_index = RNA_enum_get(op->ptr, "group");
Group *single_group = group_object_active_find_index(ob, single_group_index);
Group *group;
bool is_cycle = false;
bool updated = false;
if (ob == NULL)
return OPERATOR_CANCELLED;
/* now add all selected objects to the group(s) */
for (group = bmain->group.first; group; group = group->id.next) {
if (single_group && group != single_group)
continue;
if (!BKE_group_object_exists(group, ob))
continue;
CTX_DATA_BEGIN (C, Base *, base, selected_editable_bases)
{
if (BKE_group_object_exists(group, base->object))
continue;
if (!BKE_group_object_cyclic_check(bmain, base->object, group)) {
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
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BKE_group_object_add(group, base->object);
updated = true;
}
else {
is_cycle = true;
}
}
CTX_DATA_END;
}
if (is_cycle)
BKE_report(op->reports, RPT_WARNING, "Skipped some groups because of cycle detected");
if (!updated)
return OPERATOR_CANCELLED;
DAG_relations_tag_update(bmain);
WM_event_add_notifier(C, NC_GROUP | NA_EDITED, NULL);
return OPERATOR_FINISHED;
}
void GROUP_OT_objects_add_active(wmOperatorType *ot)
{
PropertyRNA *prop;
/* identifiers */
ot->name = "Add Selected To Active Group";
ot->description = "Add the object to an object group that contains the active object";
ot->idname = "GROUP_OT_objects_add_active";
/* api callbacks */
ot->exec = objects_add_active_exec;
ot->invoke = WM_menu_invoke;
ot->poll = ED_operator_objectmode;
/* flags */
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ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* properties */
prop = RNA_def_enum(ot->srna, "group", DummyRNA_NULL_items, 0, "Group", "The group to add other selected objects to");
RNA_def_enum_funcs(prop, group_object_active_itemf);
RNA_def_property_flag(prop, PROP_ENUM_NO_TRANSLATE);
ot->prop = prop;
}
static int objects_remove_active_exec(bContext *C, wmOperator *op)
{
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Main *bmain = CTX_data_main(C);
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
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SceneLayer *sl = CTX_data_scene_layer(C);
Object *ob = OBACT_NEW;
int single_group_index = RNA_enum_get(op->ptr, "group");
Group *single_group = group_object_active_find_index(ob, single_group_index);
Group *group;
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bool ok = false;
if (ob == NULL)
return OPERATOR_CANCELLED;
/* linking to same group requires its own loop so we can avoid
* looking up the active objects groups each time */
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for (group = bmain->group.first; group; group = group->id.next) {
if (single_group && group != single_group)
continue;
if (BKE_group_object_exists(group, ob)) {
/* Remove groups from selected objects */
CTX_DATA_BEGIN (C, Base *, base, selected_editable_bases)
{
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
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BKE_group_object_unlink(group, base->object);
ok = 1;
}
CTX_DATA_END;
}
}
if (!ok)
BKE_report(op->reports, RPT_ERROR, "Active object contains no groups");
DAG_relations_tag_update(bmain);
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WM_event_add_notifier(C, NC_GROUP | NA_EDITED, NULL);
return OPERATOR_FINISHED;
}
void GROUP_OT_objects_remove_active(wmOperatorType *ot)
{
PropertyRNA *prop;
/* identifiers */
ot->name = "Remove Selected From Active Group";
ot->description = "Remove the object from an object group that contains the active object";
ot->idname = "GROUP_OT_objects_remove_active";
/* api callbacks */
ot->exec = objects_remove_active_exec;
ot->invoke = WM_menu_invoke;
ot->poll = ED_operator_objectmode;
/* flags */
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ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* properties */
prop = RNA_def_enum(ot->srna, "group", DummyRNA_NULL_items, 0, "Group", "The group to remove other selected objects from");
RNA_def_enum_funcs(prop, group_object_active_itemf);
RNA_def_property_flag(prop, PROP_ENUM_NO_TRANSLATE);
ot->prop = prop;
}
static int group_objects_remove_all_exec(bContext *C, wmOperator *UNUSED(op))
{
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Main *bmain = CTX_data_main(C);
CTX_DATA_BEGIN (C, Base *, base, selected_editable_bases)
{
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
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BKE_object_groups_clear(base->object);
}
CTX_DATA_END;
DAG_relations_tag_update(bmain);
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WM_event_add_notifier(C, NC_GROUP | NA_EDITED, NULL);
return OPERATOR_FINISHED;
}
void GROUP_OT_objects_remove_all(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Remove From All Groups";
ot->description = "Remove selected objects from all groups";
ot->idname = "GROUP_OT_objects_remove_all";
/* api callbacks */
ot->exec = group_objects_remove_all_exec;
ot->poll = ED_operator_objectmode;
/* flags */
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ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
static int group_objects_remove_exec(bContext *C, wmOperator *op)
{
Object *ob = ED_object_context(C);
Main *bmain = CTX_data_main(C);
int single_group_index = RNA_enum_get(op->ptr, "group");
Group *single_group = group_object_active_find_index(ob, single_group_index);
Group *group;
bool updated = false;
if (ob == NULL)
return OPERATOR_CANCELLED;
for (group = bmain->group.first; group; group = group->id.next) {
if (single_group && group != single_group)
continue;
if (!BKE_group_object_exists(group, ob))
continue;
/* now remove all selected objects from the group */
CTX_DATA_BEGIN (C, Base *, base, selected_editable_bases)
{
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
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BKE_group_object_unlink(group, base->object);
updated = true;
}
CTX_DATA_END;
}
if (!updated)
return OPERATOR_CANCELLED;
DAG_relations_tag_update(bmain);
WM_event_add_notifier(C, NC_GROUP | NA_EDITED, NULL);
return OPERATOR_FINISHED;
}
void GROUP_OT_objects_remove(wmOperatorType *ot)
{
PropertyRNA *prop;
/* identifiers */
ot->name = "Remove From Group";
ot->description = "Remove selected objects from a group";
ot->idname = "GROUP_OT_objects_remove";
/* api callbacks */
ot->exec = group_objects_remove_exec;
ot->invoke = WM_menu_invoke;
ot->poll = ED_operator_objectmode;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* properties */
prop = RNA_def_enum(ot->srna, "group", DummyRNA_NULL_items, 0, "Group", "The group to remove this object from");
RNA_def_enum_funcs(prop, group_object_active_itemf);
RNA_def_property_flag(prop, PROP_ENUM_NO_TRANSLATE);
ot->prop = prop;
}
static int group_create_exec(bContext *C, wmOperator *op)
{
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Main *bmain = CTX_data_main(C);
Group *group = NULL;
char name[MAX_ID_NAME - 2]; /* id name */
RNA_string_get(op->ptr, "name", name);
group = BKE_group_add(bmain, name);
CTX_DATA_BEGIN (C, Base *, base, selected_bases)
{
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
BKE_group_object_add(group, base->object);
}
CTX_DATA_END;
DAG_relations_tag_update(bmain);
2012-04-28 15:42:27 +00:00
WM_event_add_notifier(C, NC_GROUP | NA_EDITED, NULL);
return OPERATOR_FINISHED;
}
void GROUP_OT_create(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Create New Group";
ot->description = "Create an object group from selected objects";
ot->idname = "GROUP_OT_create";
/* api callbacks */
ot->exec = group_create_exec;
ot->poll = ED_operator_objectmode;
/* flags */
2012-04-28 15:42:27 +00:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
2012-04-28 15:42:27 +00:00
RNA_def_string(ot->srna, "name", "Group", MAX_ID_NAME - 2, "Name", "Name of the new group");
}
/****************** properties window operators *********************/
static int group_add_exec(bContext *C, wmOperator *UNUSED(op))
{
2012-04-28 15:42:27 +00:00
Object *ob = ED_object_context(C);
Main *bmain = CTX_data_main(C);
Group *group;
if (ob == NULL)
return OPERATOR_CANCELLED;
group = BKE_group_add(bmain, "Group");
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
BKE_group_object_add(group, ob);
2012-04-28 15:42:27 +00:00
WM_event_add_notifier(C, NC_OBJECT | ND_DRAW, ob);
return OPERATOR_FINISHED;
}
void OBJECT_OT_group_add(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Add to Group";
ot->idname = "OBJECT_OT_group_add";
ot->description = "Add an object to a new group";
/* api callbacks */
ot->exec = group_add_exec;
ot->poll = ED_operator_objectmode;
/* flags */
2012-04-28 15:42:27 +00:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
static int group_link_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
2012-04-28 15:42:27 +00:00
Object *ob = ED_object_context(C);
Group *group = BLI_findlink(&bmain->group, RNA_enum_get(op->ptr, "group"));
if (ELEM(NULL, ob, group))
return OPERATOR_CANCELLED;
/* Early return check, if the object is already in group
2016-07-16 17:48:57 +10:00
* we could skip all the dependency check and just consider
* operator is finished.
*/
if (BKE_group_object_exists(group, ob)) {
return OPERATOR_FINISHED;
}
/* Adding object to group which is used as dupligroup for self is bad idea.
*
* It is also bad idea to add object to group which is in group which
* contains our current object.
*/
if (BKE_group_object_cyclic_check(bmain, ob, group)) {
BKE_report(op->reports, RPT_ERROR, "Could not add the group because of dependency cycle detected");
return OPERATOR_CANCELLED;
}
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
BKE_group_object_add(group, ob);
2012-04-28 15:42:27 +00:00
WM_event_add_notifier(C, NC_OBJECT | ND_DRAW, ob);
return OPERATOR_FINISHED;
}
void OBJECT_OT_group_link(wmOperatorType *ot)
{
PropertyRNA *prop;
/* identifiers */
ot->name = "Link to Group";
ot->idname = "OBJECT_OT_group_link";
ot->description = "Add an object to an existing group";
/* api callbacks */
ot->exec = group_link_exec;
ot->invoke = WM_enum_search_invoke;
ot->poll = ED_operator_objectmode;
/* flags */
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ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* properties */
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prop = RNA_def_enum(ot->srna, "group", DummyRNA_NULL_items, 0, "Group", "");
RNA_def_enum_funcs(prop, RNA_group_local_itemf);
RNA_def_property_flag(prop, PROP_ENUM_NO_TRANSLATE);
ot->prop = prop;
}
static int group_remove_exec(bContext *C, wmOperator *UNUSED(op))
{
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Object *ob = ED_object_context(C);
Group *group = CTX_data_pointer_get_type(C, "group", &RNA_Group).data;
if (!ob || !group)
return OPERATOR_CANCELLED;
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
BKE_group_object_unlink(group, ob);
2012-04-28 15:42:27 +00:00
WM_event_add_notifier(C, NC_OBJECT | ND_DRAW, ob);
return OPERATOR_FINISHED;
}
void OBJECT_OT_group_remove(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Remove Group";
ot->idname = "OBJECT_OT_group_remove";
ot->description = "Remove the active object from this group";
/* api callbacks */
ot->exec = group_remove_exec;
ot->poll = ED_operator_objectmode;
/* flags */
2012-04-28 15:42:27 +00:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
static int group_unlink_exec(bContext *C, wmOperator *UNUSED(op))
{
Main *bmain = CTX_data_main(C);
Group *group = CTX_data_pointer_get_type(C, "group", &RNA_Group).data;
if (!group)
return OPERATOR_CANCELLED;
"Fix" crash when deleting linked object which has indirect usages. This is in fact very hairy situation here... Objects are only refcounted by scenes, any other usage is 'free', which means once all object instanciations are gone Blender considers it can delete it. There is a trap here though: indirect usages. Typically, we should never modify linked data (because it is essencially useless, changes would be ignored and ost on next reload or even undo/redo). This means indirect usages are not affected by default 'safe' remapping/unlinking. For unlinking preceeding deletion however, this is not acceptable - we are likely to end with a zero-user ID (aka deletable one) which is still actually used by other linked data. Solution choosen here is double: I) From 'user-space' (i.e. outliner, operators...), we check for cases where deleting datablocks should not be allowed (indirect data or indirectly used data), and abort (with report) if needed. II) From 'lower' level (BKE_library_remap and RNA), we also unlink from linked data, which makes actual deletion possible and safe. Note that with previous behavior (2.77 one), linked object would be deleted, including from linked data - but then, once file is saved and reloaded, indirect usage would link back the deleted object, without any instanciation in scene, which made it somehow virtual and unreachable... With new behavior, this is no more possible, but on the other hand it means that in situations of dependency cycles (two linked objects using each other), linked objects become impossible to delete (from user space). Not sure what's best here, behavior with those corner cases of library linking is very poorly defined... :(
2016-07-01 17:51:08 +02:00
BKE_libblock_unlink(bmain, group, false, false);
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
BKE_libblock_free(bmain, group);
WM_event_add_notifier(C, NC_OBJECT | ND_DRAW, NULL);
return OPERATOR_FINISHED;
}
void OBJECT_OT_group_unlink(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Unlink Group";
ot->idname = "OBJECT_OT_group_unlink";
ot->description = "Unlink the group from all objects";
/* api callbacks */
ot->exec = group_unlink_exec;
ot->poll = ED_operator_objectmode;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
static int select_grouped_exec(bContext *C, wmOperator *UNUSED(op)) /* Select objects in the same group as the active */
{
Group *group = CTX_data_pointer_get_type(C, "group", &RNA_Group).data;
if (!group)
return OPERATOR_CANCELLED;
CTX_DATA_BEGIN (C, Base *, base, visible_bases)
{
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
if (((base->flag & BASE_SELECTED) == 0) && ((base->flag & BASE_SELECTABLED) != 0)) {
if (BKE_group_object_exists(group, base->object)) {
ED_object_base_select(base, BA_SELECT);
}
}
}
CTX_DATA_END;
WM_event_add_notifier(C, NC_OBJECT | ND_DRAW, NULL);
return OPERATOR_FINISHED;
}
void OBJECT_OT_grouped_select(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Select Grouped";
ot->idname = "OBJECT_OT_grouped_select";
ot->description = "Select all objects in group";
/* api callbacks */
ot->exec = select_grouped_exec;
ot->poll = ED_operator_objectmode;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}