Design task: #93551 This PR replaces the auto smooth option with a geometry nodes modifier that sets the sharp edge attribute. This solves a fair number of long- standing problems related to auto smooth, simplifies the process of normal computation, and allows Blender to automatically choose between face, vertex, and face corner normals based on the sharp edge and face attributes. Versioning adds a geometry node group to objects with meshes that had auto-smooth enabled. The modifier can be applied, which also improves performance. Auto smooth is now unnecessary to get a combination of sharp and smooth edges. In general workflows are changed a bit. Separate procedural and destructive workflows are available. Custom normals can be used immediately without turning on the removed auto smooth option. **Procedural** The node group asset "Smooth by Angle" is the main way to set sharp normals based on the edge angle. It can be accessed directly in the add modifier menu. Of course the modifier can be reordered, muted, or applied like any other, or changed internally like any geometry nodes modifier. **Destructive** Often the sharp edges don't need to be dynamic. This can give better performance since edge angles don't need to be recalculated. In edit mode the two operators "Select Sharp Edges" and "Mark Sharp" can be used. In other modes, the "Shade Smooth by Angle" controls the edge sharpness directly. ### Breaking API Changes - `use_auto_smooth` is removed. Face corner normals are now used automatically if there are mixed smooth vs. not smooth tags. Meshes now always use custom normals if they exist. - In Cycles, the lack of the separate auto smooth state makes normals look triangulated when all faces are shaded smooth. - `auto_smooth_angle` is removed. Replaced by a modifier (or operator) controlling the sharp edge attribute. This means the mesh itself (without an object) doesn't know anything about automatically smoothing by angle anymore. - `create_normals_split`, `calc_normals_split`, and `free_normals_split` are removed, and are replaced by the simpler `Mesh.corner_normals` collection property. Since it gives access to the normals cache, it is automatically updated when relevant data changes. Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609 ### Tests - `geo_node_curves_test_deform_curves_on_surface` has slightly different results because face corner normals are used instead of interpolated vertex normals. - `bf_wavefront_obj_tests` has different export results for one file which mixed sharp and smooth faces without turning on auto smooth. - `cycles_mesh_cpu` has one object which is completely flat shaded. Previously every edge was split before rendering, now it looks triangulated. Pull Request: https://projects.blender.org/blender/blender/pulls/108014
346 lines
15 KiB
C++
346 lines
15 KiB
C++
/* SPDX-FileCopyrightText: 2008 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup edobj
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*/
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#include <cmath>
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#include <cstdlib>
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#include "DNA_object_types.h"
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#include "DNA_space_types.h"
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#include "BKE_context.h"
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#include "RNA_access.hh"
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#include "WM_api.hh"
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#include "WM_types.hh"
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#include "ED_object.hh"
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#include "object_intern.h"
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#include "MOD_gpencil_legacy_lineart.h"
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/* ************************** registration **********************************/
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void ED_operatortypes_object()
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{
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using namespace blender::ed::object;
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WM_operatortype_append(OBJECT_OT_location_clear);
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WM_operatortype_append(OBJECT_OT_rotation_clear);
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WM_operatortype_append(OBJECT_OT_scale_clear);
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WM_operatortype_append(OBJECT_OT_origin_clear);
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WM_operatortype_append(OBJECT_OT_visual_transform_apply);
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WM_operatortype_append(OBJECT_OT_transform_apply);
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WM_operatortype_append(OBJECT_OT_parent_inverse_apply);
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WM_operatortype_append(OBJECT_OT_transform_axis_target);
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WM_operatortype_append(OBJECT_OT_origin_set);
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WM_operatortype_append(OBJECT_OT_mode_set);
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WM_operatortype_append(OBJECT_OT_mode_set_with_submode);
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WM_operatortype_append(OBJECT_OT_editmode_toggle);
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WM_operatortype_append(OBJECT_OT_posemode_toggle);
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WM_operatortype_append(OBJECT_OT_shade_smooth);
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WM_operatortype_append(OBJECT_OT_shade_smooth_by_angle);
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WM_operatortype_append(OBJECT_OT_shade_flat);
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WM_operatortype_append(OBJECT_OT_paths_calculate);
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WM_operatortype_append(OBJECT_OT_paths_update);
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WM_operatortype_append(OBJECT_OT_paths_clear);
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WM_operatortype_append(OBJECT_OT_paths_update_visible);
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WM_operatortype_append(OBJECT_OT_forcefield_toggle);
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WM_operatortype_append(OBJECT_OT_transfer_mode);
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WM_operatortype_append(OBJECT_OT_parent_set);
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WM_operatortype_append(OBJECT_OT_parent_no_inverse_set);
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WM_operatortype_append(OBJECT_OT_parent_clear);
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WM_operatortype_append(OBJECT_OT_vertex_parent_set);
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WM_operatortype_append(OBJECT_OT_track_set);
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WM_operatortype_append(OBJECT_OT_track_clear);
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WM_operatortype_append(OBJECT_OT_make_local);
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WM_operatortype_append(OBJECT_OT_make_single_user);
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WM_operatortype_append(OBJECT_OT_make_links_scene);
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WM_operatortype_append(OBJECT_OT_make_links_data);
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WM_operatortype_append(OBJECT_OT_make_override_library);
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WM_operatortype_append(OBJECT_OT_reset_override_library);
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WM_operatortype_append(OBJECT_OT_clear_override_library);
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WM_operatortype_append(OBJECT_OT_select_random);
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WM_operatortype_append(OBJECT_OT_select_all);
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WM_operatortype_append(OBJECT_OT_select_same_collection);
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WM_operatortype_append(OBJECT_OT_select_by_type);
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WM_operatortype_append(OBJECT_OT_select_linked);
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WM_operatortype_append(OBJECT_OT_select_grouped);
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WM_operatortype_append(OBJECT_OT_select_mirror);
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WM_operatortype_append(OBJECT_OT_select_more);
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WM_operatortype_append(OBJECT_OT_select_less);
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WM_operatortype_append(COLLECTION_OT_create);
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WM_operatortype_append(COLLECTION_OT_objects_remove_all);
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WM_operatortype_append(COLLECTION_OT_objects_remove);
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WM_operatortype_append(COLLECTION_OT_objects_add_active);
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WM_operatortype_append(COLLECTION_OT_objects_remove_active);
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WM_operatortype_append(OBJECT_OT_delete);
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WM_operatortype_append(OBJECT_OT_text_add);
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WM_operatortype_append(OBJECT_OT_armature_add);
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WM_operatortype_append(OBJECT_OT_empty_add);
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WM_operatortype_append(OBJECT_OT_lightprobe_add);
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WM_operatortype_append(OBJECT_OT_drop_named_image);
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WM_operatortype_append(OBJECT_OT_gpencil_add);
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WM_operatortype_append(OBJECT_OT_grease_pencil_add);
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WM_operatortype_append(OBJECT_OT_light_add);
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WM_operatortype_append(OBJECT_OT_camera_add);
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WM_operatortype_append(OBJECT_OT_speaker_add);
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WM_operatortype_append(OBJECT_OT_curves_random_add);
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WM_operatortype_append(OBJECT_OT_curves_empty_hair_add);
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WM_operatortype_append(OBJECT_OT_pointcloud_add);
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WM_operatortype_append(OBJECT_OT_volume_add);
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WM_operatortype_append(OBJECT_OT_volume_import);
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WM_operatortype_append(OBJECT_OT_add);
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WM_operatortype_append(OBJECT_OT_add_named);
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WM_operatortype_append(OBJECT_OT_transform_to_mouse);
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WM_operatortype_append(OBJECT_OT_effector_add);
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WM_operatortype_append(OBJECT_OT_collection_instance_add);
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WM_operatortype_append(OBJECT_OT_collection_external_asset_drop);
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WM_operatortype_append(OBJECT_OT_data_instance_add);
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WM_operatortype_append(OBJECT_OT_metaball_add);
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WM_operatortype_append(OBJECT_OT_duplicates_make_real);
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WM_operatortype_append(OBJECT_OT_duplicate);
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WM_operatortype_append(OBJECT_OT_join);
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WM_operatortype_append(OBJECT_OT_join_shapes);
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WM_operatortype_append(OBJECT_OT_convert);
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WM_operatortype_append(OBJECT_OT_modifier_add);
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WM_operatortype_append(OBJECT_OT_modifier_remove);
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WM_operatortype_append(OBJECT_OT_modifier_move_up);
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WM_operatortype_append(OBJECT_OT_modifier_move_down);
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WM_operatortype_append(OBJECT_OT_modifier_move_to_index);
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WM_operatortype_append(OBJECT_OT_modifier_apply);
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WM_operatortype_append(OBJECT_OT_modifier_apply_as_shapekey);
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WM_operatortype_append(OBJECT_OT_modifier_convert);
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WM_operatortype_append(OBJECT_OT_modifier_copy);
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WM_operatortype_append(OBJECT_OT_modifier_copy_to_selected);
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WM_operatortype_append(OBJECT_OT_modifier_set_active);
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WM_operatortype_append(OBJECT_OT_multires_subdivide);
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WM_operatortype_append(OBJECT_OT_multires_reshape);
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WM_operatortype_append(OBJECT_OT_multires_higher_levels_delete);
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WM_operatortype_append(OBJECT_OT_multires_base_apply);
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WM_operatortype_append(OBJECT_OT_multires_unsubdivide);
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WM_operatortype_append(OBJECT_OT_multires_rebuild_subdiv);
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WM_operatortype_append(OBJECT_OT_multires_external_save);
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WM_operatortype_append(OBJECT_OT_multires_external_pack);
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WM_operatortype_append(OBJECT_OT_skin_root_mark);
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WM_operatortype_append(OBJECT_OT_skin_loose_mark_clear);
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WM_operatortype_append(OBJECT_OT_skin_radii_equalize);
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WM_operatortype_append(OBJECT_OT_skin_armature_create);
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WM_operatortype_append(OBJECT_OT_geometry_nodes_input_attribute_toggle);
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WM_operatortype_append(OBJECT_OT_geometry_node_tree_copy_assign);
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/* grease pencil modifiers */
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WM_operatortype_append(OBJECT_OT_gpencil_modifier_add);
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WM_operatortype_append(OBJECT_OT_gpencil_modifier_remove);
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WM_operatortype_append(OBJECT_OT_gpencil_modifier_move_up);
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WM_operatortype_append(OBJECT_OT_gpencil_modifier_move_down);
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WM_operatortype_append(OBJECT_OT_gpencil_modifier_move_to_index);
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WM_operatortype_append(OBJECT_OT_gpencil_modifier_apply);
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WM_operatortype_append(OBJECT_OT_gpencil_modifier_copy);
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WM_operatortype_append(OBJECT_OT_gpencil_modifier_copy_to_selected);
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WM_operatortype_append(GPENCIL_OT_segment_add);
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WM_operatortype_append(GPENCIL_OT_segment_remove);
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WM_operatortype_append(GPENCIL_OT_segment_move);
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WM_operatortype_append(GPENCIL_OT_time_segment_add);
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WM_operatortype_append(GPENCIL_OT_time_segment_remove);
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WM_operatortype_append(GPENCIL_OT_time_segment_move);
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/* grease pencil line art */
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WM_operatortypes_lineart();
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/* Shader FX. */
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WM_operatortype_append(OBJECT_OT_shaderfx_add);
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WM_operatortype_append(OBJECT_OT_shaderfx_remove);
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WM_operatortype_append(OBJECT_OT_shaderfx_move_up);
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WM_operatortype_append(OBJECT_OT_shaderfx_move_down);
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WM_operatortype_append(OBJECT_OT_shaderfx_move_to_index);
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WM_operatortype_append(OBJECT_OT_shaderfx_copy);
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WM_operatortype_append(OBJECT_OT_correctivesmooth_bind);
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WM_operatortype_append(OBJECT_OT_meshdeform_bind);
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WM_operatortype_append(OBJECT_OT_explode_refresh);
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WM_operatortype_append(OBJECT_OT_ocean_bake);
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WM_operatortype_append(OBJECT_OT_constraint_add);
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WM_operatortype_append(OBJECT_OT_constraint_add_with_targets);
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WM_operatortype_append(POSE_OT_constraint_add);
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WM_operatortype_append(POSE_OT_constraint_add_with_targets);
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WM_operatortype_append(OBJECT_OT_constraints_copy);
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WM_operatortype_append(POSE_OT_constraints_copy);
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WM_operatortype_append(OBJECT_OT_constraints_clear);
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WM_operatortype_append(POSE_OT_constraints_clear);
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WM_operatortype_append(POSE_OT_ik_add);
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WM_operatortype_append(POSE_OT_ik_clear);
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WM_operatortype_append(CONSTRAINT_OT_delete);
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WM_operatortype_append(CONSTRAINT_OT_apply);
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WM_operatortype_append(CONSTRAINT_OT_copy);
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WM_operatortype_append(CONSTRAINT_OT_copy_to_selected);
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WM_operatortype_append(CONSTRAINT_OT_move_up);
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WM_operatortype_append(CONSTRAINT_OT_move_down);
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WM_operatortype_append(CONSTRAINT_OT_move_to_index);
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WM_operatortype_append(CONSTRAINT_OT_stretchto_reset);
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WM_operatortype_append(CONSTRAINT_OT_limitdistance_reset);
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WM_operatortype_append(CONSTRAINT_OT_childof_set_inverse);
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WM_operatortype_append(CONSTRAINT_OT_childof_clear_inverse);
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WM_operatortype_append(CONSTRAINT_OT_objectsolver_set_inverse);
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WM_operatortype_append(CONSTRAINT_OT_objectsolver_clear_inverse);
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WM_operatortype_append(CONSTRAINT_OT_followpath_path_animate);
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WM_operatortype_append(OBJECT_OT_vertex_group_add);
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WM_operatortype_append(OBJECT_OT_vertex_group_remove);
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WM_operatortype_append(OBJECT_OT_vertex_group_assign);
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WM_operatortype_append(OBJECT_OT_vertex_group_assign_new);
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WM_operatortype_append(OBJECT_OT_vertex_group_remove_from);
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WM_operatortype_append(OBJECT_OT_vertex_group_select);
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WM_operatortype_append(OBJECT_OT_vertex_group_deselect);
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WM_operatortype_append(OBJECT_OT_vertex_group_copy_to_selected);
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WM_operatortype_append(OBJECT_OT_vertex_group_copy);
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WM_operatortype_append(OBJECT_OT_vertex_group_normalize);
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WM_operatortype_append(OBJECT_OT_vertex_group_normalize_all);
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WM_operatortype_append(OBJECT_OT_vertex_group_lock);
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WM_operatortype_append(OBJECT_OT_vertex_group_invert);
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WM_operatortype_append(OBJECT_OT_vertex_group_levels);
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WM_operatortype_append(OBJECT_OT_vertex_group_smooth);
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WM_operatortype_append(OBJECT_OT_vertex_group_clean);
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WM_operatortype_append(OBJECT_OT_vertex_group_quantize);
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WM_operatortype_append(OBJECT_OT_vertex_group_limit_total);
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WM_operatortype_append(OBJECT_OT_vertex_group_mirror);
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WM_operatortype_append(OBJECT_OT_vertex_group_set_active);
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WM_operatortype_append(OBJECT_OT_vertex_group_sort);
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WM_operatortype_append(OBJECT_OT_vertex_group_move);
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WM_operatortype_append(OBJECT_OT_vertex_weight_paste);
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WM_operatortype_append(OBJECT_OT_vertex_weight_delete);
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WM_operatortype_append(OBJECT_OT_vertex_weight_set_active);
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WM_operatortype_append(OBJECT_OT_vertex_weight_normalize_active_vertex);
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WM_operatortype_append(OBJECT_OT_vertex_weight_copy);
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WM_operatortype_append(TRANSFORM_OT_vertex_warp);
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WM_operatortype_append(OBJECT_OT_move_to_collection);
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WM_operatortype_append(OBJECT_OT_link_to_collection);
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WM_operatortype_append(OBJECT_OT_shape_key_add);
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WM_operatortype_append(OBJECT_OT_shape_key_remove);
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WM_operatortype_append(OBJECT_OT_shape_key_clear);
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WM_operatortype_append(OBJECT_OT_shape_key_retime);
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WM_operatortype_append(OBJECT_OT_shape_key_mirror);
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WM_operatortype_append(OBJECT_OT_shape_key_move);
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WM_operatortype_append(OBJECT_OT_collection_add);
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WM_operatortype_append(OBJECT_OT_collection_link);
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WM_operatortype_append(OBJECT_OT_collection_remove);
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WM_operatortype_append(OBJECT_OT_collection_unlink);
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WM_operatortype_append(OBJECT_OT_collection_objects_select);
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WM_operatortype_append(OBJECT_OT_hook_add_selob);
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WM_operatortype_append(OBJECT_OT_hook_add_newob);
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WM_operatortype_append(OBJECT_OT_hook_remove);
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WM_operatortype_append(OBJECT_OT_hook_select);
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WM_operatortype_append(OBJECT_OT_hook_assign);
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WM_operatortype_append(OBJECT_OT_hook_reset);
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WM_operatortype_append(OBJECT_OT_hook_recenter);
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WM_operatortype_append(OBJECT_OT_bake_image);
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WM_operatortype_append(OBJECT_OT_bake);
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WM_operatortype_append(OBJECT_OT_simulation_nodes_cache_calculate_to_frame);
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WM_operatortype_append(OBJECT_OT_simulation_nodes_cache_bake);
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WM_operatortype_append(OBJECT_OT_simulation_nodes_cache_delete);
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WM_operatortype_append(OBJECT_OT_simulation_nodes_cache_bake_single);
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WM_operatortype_append(OBJECT_OT_simulation_nodes_cache_delete_single);
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WM_operatortype_append(OBJECT_OT_drop_named_material);
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WM_operatortype_append(OBJECT_OT_drop_geometry_nodes);
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WM_operatortype_append(OBJECT_OT_unlink_data);
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WM_operatortype_append(OBJECT_OT_laplaciandeform_bind);
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WM_operatortype_append(TRANSFORM_OT_vertex_random);
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WM_operatortype_append(OBJECT_OT_data_transfer);
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WM_operatortype_append(OBJECT_OT_datalayout_transfer);
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WM_operatortype_append(OBJECT_OT_surfacedeform_bind);
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WM_operatortype_append(OBJECT_OT_hide_view_clear);
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WM_operatortype_append(OBJECT_OT_hide_view_set);
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WM_operatortype_append(OBJECT_OT_hide_collection);
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WM_operatortype_append(OBJECT_OT_voxel_remesh);
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WM_operatortype_append(OBJECT_OT_voxel_size_edit);
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WM_operatortype_append(OBJECT_OT_quadriflow_remesh);
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/* Light linking. */
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WM_operatortype_append(OBJECT_OT_light_linking_receiver_collection_new);
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WM_operatortype_append(OBJECT_OT_light_linking_receivers_select);
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WM_operatortype_append(OBJECT_OT_light_linking_receivers_link);
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WM_operatortype_append(OBJECT_OT_light_linking_blocker_collection_new);
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WM_operatortype_append(OBJECT_OT_light_linking_blockers_select);
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WM_operatortype_append(OBJECT_OT_light_linking_blockers_link);
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WM_operatortype_append(OBJECT_OT_light_linking_unlink_from_collection);
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object_modifier_add_asset_register();
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}
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void ED_operatormacros_object()
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{
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wmOperatorType *ot;
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wmOperatorTypeMacro *otmacro;
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ot = WM_operatortype_append_macro("OBJECT_OT_duplicate_move",
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"Duplicate Objects",
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"Duplicate the selected objects and move them",
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OPTYPE_UNDO | OPTYPE_REGISTER);
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if (ot) {
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WM_operatortype_macro_define(ot, "OBJECT_OT_duplicate");
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otmacro = WM_operatortype_macro_define(ot, "TRANSFORM_OT_translate");
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RNA_boolean_set(otmacro->ptr, "use_proportional_edit", false);
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}
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ot = WM_operatortype_append_macro(
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"OBJECT_OT_duplicate_move_linked",
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"Duplicate Linked",
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"Duplicate the selected objects, but not their object data, and move them",
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OPTYPE_UNDO | OPTYPE_REGISTER);
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if (ot) {
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otmacro = WM_operatortype_macro_define(ot, "OBJECT_OT_duplicate");
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RNA_boolean_set(otmacro->ptr, "linked", true);
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otmacro = WM_operatortype_macro_define(ot, "TRANSFORM_OT_translate");
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RNA_boolean_set(otmacro->ptr, "use_proportional_edit", false);
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}
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}
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static bool object_mode_poll(bContext *C)
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{
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Object *ob = CTX_data_active_object(C);
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return (!ob || ob->mode == OB_MODE_OBJECT);
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}
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|
|
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void ED_keymap_object(wmKeyConfig *keyconf)
|
|
{
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|
wmKeyMap *keymap;
|
|
|
|
/* Objects, Regardless of Mode -------------------------------------------------- */
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|
keymap = WM_keymap_ensure(keyconf, "Object Non-modal", SPACE_EMPTY, RGN_TYPE_WINDOW);
|
|
|
|
/* Object Mode ---------------------------------------------------------------- */
|
|
/* NOTE: this keymap gets disabled in non-object-mode. */
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|
keymap = WM_keymap_ensure(keyconf, "Object Mode", SPACE_EMPTY, RGN_TYPE_WINDOW);
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|
keymap->poll = object_mode_poll;
|
|
}
|