Files
test/source/blender/editors/include/ED_object.hh
Julian Eisel 95886fdfe2 Refactor: Use new context string support for node asset menus
Since 2fbf206491 it's possible to store named strings in context, rather
than having to wrap them in RNA pointers. Here this can avoid some
boilerplate code.

After this the `AssetCatalogPath` RNA struct should be unused. Might
be better to remove it in 5.0 only though, since it's part of the API.
Added to #110461.

Pull Request: https://projects.blender.org/blender/blender/pulls/122331
2024-05-27 20:02:49 +02:00

602 lines
22 KiB
C++

/* SPDX-FileCopyrightText: 2008 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup editors
*/
#pragma once
#include <string>
#include "BLI_compiler_attrs.h"
#include "BLI_string_ref.hh"
#include "BLI_vector.hh"
#include "DNA_object_enums.h"
#include "DNA_userdef_enums.h"
#include "DNA_windowmanager_types.h"
struct Base;
struct Depsgraph;
struct EnumPropertyItem;
struct ID;
struct GpencilModifierData;
struct Main;
struct ModifierData;
struct Object;
struct PointerRNA;
struct PropertyRNA;
struct ReportList;
struct Scene;
struct ShaderFxData;
struct View3D;
struct ViewLayer;
struct bConstraint;
struct bContext;
struct bPoseChannel;
struct uiLayout;
struct wmKeyConfig;
struct wmOperator;
struct wmOperatorType;
namespace blender::ed::object {
struct XFormObjectData;
/* `object_edit.cc` */
/** `context.object` */
Object *context_object(const bContext *C);
/**
* Find the correct active object per context (`context.object` or `context.active_object`)
* \note context can be NULL when called from a enum with #PROP_ENUM_NO_CONTEXT.
*/
Object *context_active_object(const bContext *C);
void collection_hide_menu_draw(const bContext *C, uiLayout *layout);
/**
* Return an array of objects:
* - When in the property space, return the pinned or active object.
* - When in edit-mode/pose-mode, return an array of objects in the mode.
* - Otherwise return selected objects,
* the callers \a filter_fn needs to check of they are editable
* (assuming they need to be modified).
*/
blender::Vector<Object *> objects_in_mode_or_selected(
bContext *C, bool (*filter_fn)(const Object *ob, void *user_data), void *filter_user_data);
/* `object_shapekey.cc` */
/**
* Checks if the currently active Edit Mode on the object is targeting a locked shape key,
* and produces an error message if so (unless \a reports is null).
* \return true if the shape key was locked.
*/
bool shape_key_report_if_locked(const Object *obedit, ReportList *reports);
/**
* Checks if the active shape key of the object is locked, and produces an error message
* if so (unless \a reports is null).
* \return true if the shape key was locked.
*/
bool shape_key_report_if_active_locked(Object *ob, ReportList *reports);
/**
* Checks if any of the shape keys of the object are locked, and produces an error message if so
* (unless \a reports is null).
* \return true if a shape key was locked.
*/
bool shape_key_report_if_any_locked(Object *ob, ReportList *reports);
/* `object_utils.cc` */
bool calc_active_center_for_editmode(Object *obedit, bool select_only, float r_center[3]);
bool calc_active_center_for_posemode(Object *ob, bool select_only, float r_center[3]);
bool calc_active_center(Object *ob, bool select_only, float r_center[3]);
/* Object Data Container helper API. */
struct XFormObjectData_Container;
XFormObjectData_Container *data_xform_container_create();
void data_xform_container_destroy(XFormObjectData_Container *xds);
/**
* This may be called multiple times with the same data.
* Each time, the original transformations are re-applied, instead of accumulating the changes.
*/
void data_xform_container_update_all(XFormObjectData_Container *xds,
Main *bmain,
Depsgraph *depsgraph);
void data_xform_container_item_ensure(XFormObjectData_Container *xds, Object *ob);
/** Object Skip-Child Container helper API. */
enum {
/**
* The parent is transformed, this is held in place.
*/
XFORM_OB_SKIP_CHILD_PARENT_IS_XFORM = 1,
/**
* The same as #XFORM_OB_SKIP_CHILD_PARENT_IS_XFORM,
* however this objects parent isn't transformed directly.
*/
XFORM_OB_SKIP_CHILD_PARENT_IS_XFORM_INDIRECT = 3,
/**
* Use the parent invert matrix to apply transformation,
* this is needed, because breaks in the selection chain prevents this from being transformed.
* This is used to add the transform which would have been added
* if there weren't breaks in the parent/child chain.
*/
XFORM_OB_SKIP_CHILD_PARENT_APPLY = 2,
};
struct XFormObjectSkipChild_Container;
XFormObjectSkipChild_Container *xform_skip_child_container_create();
void xform_skip_child_container_item_ensure_from_array(XFormObjectSkipChild_Container *xcs,
const Scene *scene,
ViewLayer *view_layer,
Object **objects,
uint objects_len);
void object_xform_skip_child_container_destroy(XFormObjectSkipChild_Container *xcs);
void object_xform_skip_child_container_update_all(XFormObjectSkipChild_Container *xcs,
Main *bmain,
Depsgraph *depsgraph);
void object_xform_skip_child_container_item_ensure(XFormObjectSkipChild_Container *xcs,
Object *ob,
Object *ob_parent_recurse,
int mode);
void object_xform_array_m4(Object **objects, uint objects_len, const float matrix[4][4]);
/* `object_ops.cc` */
void operatortypes_object();
void operatormacros_object();
void keymap_object(wmKeyConfig *keyconf);
/* `object_relations.cc` */
enum eParentType {
PAR_OBJECT,
PAR_ARMATURE,
PAR_ARMATURE_NAME,
PAR_ARMATURE_ENVELOPE,
PAR_ARMATURE_AUTO,
PAR_BONE,
PAR_BONE_RELATIVE,
PAR_CURVE,
PAR_FOLLOW,
PAR_PATH_CONST,
PAR_LATTICE,
PAR_VERTEX,
PAR_VERTEX_TRI,
};
enum eObjectSelect_Mode {
BA_DESELECT = 0,
BA_SELECT = 1,
BA_INVERT = 2,
};
enum eObClearParentTypes {
CLEAR_PARENT_ALL = 0,
CLEAR_PARENT_KEEP_TRANSFORM,
CLEAR_PARENT_INVERSE,
};
#ifdef __RNA_TYPES_H__
/** Operator Property: `OBJECT_OT_parent_clear`. */
extern const EnumPropertyItem prop_clear_parent_types[];
/** Operator Property: `OBJECT_OT_parent_set`. */
extern const EnumPropertyItem prop_make_parent_types[];
#endif
/**
* Set the object's parent, return true if successful.
*/
bool parent_set(ReportList *reports,
const bContext *C,
Scene *scene,
Object *const ob,
Object *const par,
int partype,
bool xmirror,
bool keep_transform,
const int vert_par[3]);
void parent_clear(Object *ob, int type);
/**
* Simple API for object selection, rather than just using the flag
* this takes into account the 'restrict selection in 3d view' flag.
* deselect works always, the restriction just prevents selection
*
* \note Caller must send a `NC_SCENE | ND_OB_SELECT` notifier
* (or a `NC_SCENE | ND_OB_VISIBLE` in case of visibility toggling).
*/
void base_select(Base *base, eObjectSelect_Mode mode);
/**
* Change active base, it includes the notifier
*/
void base_activate(bContext *C, Base *base);
void base_activate_with_mode_exit_if_needed(bContext *C, Base *base);
/**
* Call when the active base has changed.
*/
void base_active_refresh(Main *bmain, Scene *scene, ViewLayer *view_layer);
/**
* Remove base from a specific scene.
* \note now unlinks constraints as well.
*/
void base_free_and_unlink(Main *bmain, Scene *scene, Object *ob);
/**
* Remove base from a specific scene.
* `ob` must not be indirectly used.
*/
void base_free_and_unlink_no_indirect_check(Main *bmain, Scene *scene, Object *ob);
bool base_deselect_all_ex(
const Scene *scene, ViewLayer *view_layer, View3D *v3d, int action, bool *r_any_visible);
bool base_deselect_all(const Scene *scene, ViewLayer *view_layer, View3D *v3d, int action);
/**
* Single object duplicate, if `dupflag == 0`, fully linked, else it uses the flags given.
* Leaves selection of base/object unaltered.
* \note don't call this within a loop since clear_* functions loop over the entire database.
* \note caller must do `DAG_relations_tag_update(bmain);`
* this is not done automatic since we may duplicate many objects in a batch.
*/
Base *add_duplicate(
Main *bmain, Scene *scene, ViewLayer *view_layer, Base *base, eDupli_ID_Flags dupflag);
void parent_set(Object *ob, Object *parent, int type, const char *substr);
std::string drop_named_material_tooltip(bContext *C, const char *name, const int mval[2]);
std::string drop_geometry_nodes_tooltip(bContext *C, PointerRNA *properties, const int mval[2]);
/* bitflags for enter/exit editmode */
enum {
EM_FREEDATA = (1 << 0),
EM_NO_CONTEXT = (1 << 1),
};
/**
* \param flag:
* - If #EM_FREEDATA isn't in the flag, use #editmode_load directly.
*/
bool editmode_exit_ex(Main *bmain, Scene *scene, Object *obedit, int flag);
bool editmode_exit(bContext *C, int flag);
/**
* Support freeing edit-mode data without flushing it back to the object.
*
* \return true if data was freed.
*/
bool editmode_free_ex(Main *bmain, Object *obedit);
bool editmode_exit_multi_ex(Main *bmain, Scene *scene, ViewLayer *view_layer, int flag);
bool editmode_exit_multi(bContext *C, int flag);
bool editmode_enter_ex(Main *bmain, Scene *scene, Object *ob, int flag);
bool editmode_enter(bContext *C, int flag);
bool editmode_load(Main *bmain, Object *obedit);
void location_from_view(bContext *C, float loc[3]);
void rotation_from_quat(float rot[3], const float quat[4], char align_axis);
void rotation_from_view(bContext *C, float rot[3], char align_axis);
void init_transform_on_add(Object *object, const float loc[3], const float rot[3]);
/**
* Uses context to figure out transform for primitive.
* Returns standard diameter.
*/
float new_primitive_matrix(bContext *C,
Object *obedit,
const float loc[3],
const float rot[3],
const float scale[3],
float primmat[4][4]);
/**
* Avoid allowing too much insane values even by typing (typos can hang/crash Blender otherwise).
*/
#define OBJECT_ADD_SIZE_MAXF 1.0e12f
void add_unit_props_size(wmOperatorType *ot);
void add_unit_props_radius_ex(wmOperatorType *ot, float default_value);
void add_unit_props_radius(wmOperatorType *ot);
void add_generic_props(wmOperatorType *ot, bool do_editmode);
void add_mesh_props(wmOperatorType *ot);
void add_generic_get_opts(bContext *C,
wmOperator *op,
char view_align_axis,
float r_loc[3],
float r_rot[3],
float r_scale[3],
bool *r_enter_editmode,
unsigned short *r_local_view_bits,
bool *r_is_view_aligned);
/**
* For object add primitive operators, or for object creation when `obdata != NULL`.
* \param obdata: Assigned to #Object.data, with increased user count.
*
* \note Do not call undo push in this function (users of this function have to).
*/
Object *add_type_with_obdata(bContext *C,
int type,
const char *name,
const float loc[3],
const float rot[3],
bool enter_editmode,
ushort local_view_bits,
ID *obdata);
Object *add_type(bContext *C,
int type,
const char *name,
const float loc[3],
const float rot[3],
bool enter_editmode,
unsigned short local_view_bits) ATTR_NONNULL(1) ATTR_RETURNS_NONNULL;
/**
* Not an especially efficient function, only added so the single user button can be functional.
*/
void object_single_user_make(Main *bmain, Scene *scene, Object *ob);
void single_obdata_user_make(Main *bmain, Scene *scene, Object *ob);
/* object motion paths */
/**
* Clear motion paths for all objects.
*/
void motion_paths_clear(bContext *C, bool only_selected);
/* Corresponds to eAnimvizCalcRange. */
enum eObjectPathCalcRange {
OBJECT_PATH_CALC_RANGE_CURRENT_FRAME,
OBJECT_PATH_CALC_RANGE_CHANGED,
OBJECT_PATH_CALC_RANGE_FULL,
};
/**
* For the objects with animation: update paths for those that have got them
* This should selectively update paths that exist.
*
* To be called from various tools that do incremental updates
*/
void motion_paths_recalc(bContext *C,
Scene *scene,
eObjectPathCalcRange range,
ListBase *ld_objects);
void motion_paths_recalc_selected(bContext *C, Scene *scene, eObjectPathCalcRange range);
void motion_paths_recalc_visible(bContext *C, Scene *scene, eObjectPathCalcRange range);
/* constraints */
/**
* If object is in pose-mode, return active bone constraints, else object constraints.
* No constraints are returned for a bone on an inactive bone-layer.
*/
ListBase *constraint_active_list(Object *ob);
/**
* Get the constraints for the active pose bone. Bone may be on an inactive bone-layer
* (unlike #constraint_active_list, such constraints are not excluded here).
*/
ListBase *pose_constraint_list(const bContext *C);
/**
* Find the list that a given constraint belongs to,
* and/or also get the posechannel this is from (if applicable).
*/
ListBase *constraint_list_from_constraint(Object *ob, bConstraint *con, bPoseChannel **r_pchan);
/**
* Single constraint.
*/
bConstraint *constraint_active_get(Object *ob);
void object_test_constraints(Main *bmain, Object *ob);
void constraint_active_set(Object *ob, bConstraint *con);
void constraint_update(Main *bmain, Object *ob);
void constraint_dependency_update(Main *bmain, Object *ob);
void constraint_tag_update(Main *bmain, Object *ob, bConstraint *con);
void constraint_dependency_tag_update(Main *bmain, Object *ob, bConstraint *con);
bool constraint_move_to_index(Object *ob, bConstraint *con, int index);
void constraint_link(Main *bmain, Object *ob_dst, ListBase *dst, ListBase *src);
void constraint_copy_for_object(Main *bmain, Object *ob_dst, bConstraint *con);
void constraint_copy_for_pose(Main *bmain, Object *ob_dst, bPoseChannel *pchan, bConstraint *con);
/* `object_modes.cc` */
/**
* Checks the mode to be set is compatible with the object
* should be made into a generic function
*/
bool mode_compat_test(const Object *ob, eObjectMode mode);
/**
* Sets the mode to a compatible state (use before entering the mode).
*
* This is so each mode's exec function can call
*/
bool mode_compat_set(bContext *C, Object *ob, eObjectMode mode, ReportList *reports);
bool mode_set_ex(bContext *C, eObjectMode mode, bool use_undo, ReportList *reports);
bool mode_set(bContext *C, eObjectMode mode);
void mode_generic_exit(Main *bmain, Depsgraph *depsgraph, Scene *scene, Object *ob);
bool mode_generic_has_data(Depsgraph *depsgraph, const Object *ob);
void posemode_set_for_weight_paint(bContext *C, Main *bmain, Object *ob, bool is_mode_set);
/**
* Return the index of an object in a mode (typically edit/pose mode).
*
* Useful for operators with multi-mode editing to be able to redo an action on an object
* by its index which (unlike pointers) the operator can store for redo.
*
* The indices aren't intended to be useful from Python scripts,
* although they are not prevented from passing them in, this is mainly to enable redo.
* For scripts it's more convenient to set the object active before operating on it.
*
* \note The active object is always index 0.
*/
int object_in_mode_to_index(const Scene *scene,
ViewLayer *view_layer,
eObjectMode mode,
const Object *ob);
/**
* Access the object from the index returned by #object_in_mode_to_index.
*/
Object *object_in_mode_from_index(const Scene *scene,
ViewLayer *view_layer,
eObjectMode mode,
int index);
/* `object_modifier.cc` */
enum {
MODIFIER_APPLY_DATA = 1,
MODIFIER_APPLY_SHAPE,
};
/**
* Add a modifier to given object, including relevant extra processing needed by some physics types
* (particles, simulations...).
*
* \param scene: is only used to set current frame in some cases, and may be NULL.
*/
ModifierData *modifier_add(
ReportList *reports, Main *bmain, Scene *scene, Object *ob, const char *name, int type);
bool modifier_remove(ReportList *reports, Main *bmain, Scene *scene, Object *ob, ModifierData *md);
void modifiers_clear(Main *bmain, Scene *scene, Object *ob);
bool modifier_move_down(ReportList *reports, eReportType error_type, Object *ob, ModifierData *md);
bool modifier_move_up(ReportList *reports, eReportType error_type, Object *ob, ModifierData *md);
bool modifier_move_to_index(ReportList *reports,
eReportType error_type,
Object *ob,
ModifierData *md,
int index,
bool allow_partial);
bool convert_psys_to_mesh(ReportList *reports,
Main *bmain,
Depsgraph *depsgraph,
Scene *scene,
ViewLayer *view_layer,
Object *ob,
ModifierData *md);
bool modifier_apply(Main *bmain,
ReportList *reports,
Depsgraph *depsgraph,
Scene *scene,
Object *ob,
ModifierData *md,
int mode,
bool keep_modifier);
bool modifier_copy(ReportList *reports, Main *bmain, Scene *scene, Object *ob, ModifierData *md);
void modifier_link(bContext *C, Object *ob_dst, Object *ob_src);
bool modifier_copy_to_object(Main *bmain,
const Scene *scene,
const Object *ob_src,
const ModifierData *md,
Object *ob_dst,
ReportList *reports);
/**
* If the object data of 'orig_ob' has other users, run 'callback' on
* each of them.
*
* If include_orig is true, the callback will run on 'orig_ob' too.
*
* If the callback ever returns true, iteration will stop and the
* function value will be true. Otherwise the function returns false.
*/
bool iter_other(Main *bmain,
Object *orig_ob,
bool include_orig,
bool (*callback)(Object *ob, void *callback_data),
void *callback_data);
/**
* Use with #iter_other(). Sets the total number of levels
* for any multi-res modifiers on the object to the int pointed to by callback_data.
*/
bool multires_update_totlevels(Object *ob, void *totlevel_v);
/* `object_greasepencil_modifier.cc` */
GpencilModifierData *gpencil_modifier_add(
ReportList *reports, Main *bmain, Scene *scene, Object *ob, const char *name, int type);
bool gpencil_modifier_remove(ReportList *reports,
Main *bmain,
Object *ob,
GpencilModifierData *md);
void gpencil_modifier_clear(Main *bmain, Object *ob);
bool gpencil_modifier_move_down(ReportList *reports, Object *ob, GpencilModifierData *md);
bool gpencil_modifier_move_up(ReportList *reports, Object *ob, GpencilModifierData *md);
bool gpencil_modifier_move_to_index(ReportList *reports,
Object *ob,
GpencilModifierData *md,
int index);
bool gpencil_modifier_apply(Main *bmain,
ReportList *reports,
Depsgraph *depsgraph,
Object *ob,
GpencilModifierData *md,
int mode);
bool gpencil_modifier_copy(ReportList *reports, Object *ob, GpencilModifierData *md);
void gpencil_modifier_copy_to_object(Object *ob_dst, GpencilModifierData *md);
/* `object_shader_fx.cc` */
ShaderFxData *shaderfx_add(
ReportList *reports, Main *bmain, Scene *scene, Object *ob, const char *name, int type);
bool shaderfx_remove(ReportList *reports, Main *bmain, Object *ob, ShaderFxData *fx);
void shaderfx_clear(Main *bmain, Object *ob);
int shaderfx_move_down(ReportList *reports, Object *ob, ShaderFxData *fx);
int shaderfx_move_up(ReportList *reports, Object *ob, ShaderFxData *fx);
bool shaderfx_move_to_index(ReportList *reports, Object *ob, ShaderFxData *fx, int index);
void shaderfx_link(Object *dst, Object *src);
void shaderfx_copy(Object *dst, ShaderFxData *fx);
/* `object_select.cc` */
void select_linked_by_id(bContext *C, ID *id);
void check_force_modifiers(Main *bmain, Scene *scene, Object *object);
/**
* If id is not already an Object, try to find an object that uses it as data.
* Prefers active, then selected, then visible/selectable.
*/
Base *find_first_by_data_id(const Scene *scene, ViewLayer *view_layer, ID *id);
/**
* Select and make the target object active in the view layer.
* If already selected, selection isn't changed.
*
* \returns false if not found in current view layer
*/
bool jump_to_object(bContext *C, Object *ob, bool reveal_hidden);
/**
* Select and make the target object and bone active.
* Switches to Pose mode if in Object mode so the selection is visible.
* Un-hides the target bone and bone layer if necessary.
*
* \returns false if object not in layer, bone not found, or other error
*/
bool jump_to_bone(bContext *C, Object *ob, const char *bone_name, bool reveal_hidden);
/* `object_data_transform.cc` */
XFormObjectData *data_xform_create_ex(ID *id, bool is_edit_mode);
XFormObjectData *data_xform_create(ID *id);
XFormObjectData *data_xform_create_from_edit_mode(ID *id);
void data_xform_destroy(XFormObjectData *xod_base);
void data_xform_by_mat4(XFormObjectData *xod, const float mat[4][4]);
void data_xform_restore(XFormObjectData *xod);
void data_xform_tag_update(XFormObjectData *xod);
void ui_template_modifier_asset_menu_items(uiLayout &layout, StringRef catalog_path);
} // namespace blender::ed::object