/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * Contributor(s): Blender Foundation, 2002-2008 full recode * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/editors/object/object_edit.c * \ingroup edobj */ #include #include #include #include #include #include #include //for offsetof #include "MEM_guardedalloc.h" #include "BLI_blenlib.h" #include "BLI_math.h" #include "BLI_utildefines.h" #include "BLI_ghash.h" #include "BLI_rand.h" #include "DNA_armature_types.h" #include "DNA_curve_types.h" #include "DNA_group_types.h" #include "DNA_lattice_types.h" #include "DNA_material_types.h" #include "DNA_meta_types.h" #include "DNA_property_types.h" #include "DNA_scene_types.h" #include "DNA_object_types.h" #include "DNA_object_force.h" #include "DNA_meshdata_types.h" #include "DNA_vfont_types.h" #include "DNA_mesh_types.h" #include "IMB_imbuf_types.h" #include "BKE_anim.h" #include "BKE_constraint.h" #include "BKE_context.h" #include "BKE_curve.h" #include "BKE_effect.h" #include "BKE_depsgraph.h" #include "BKE_font.h" #include "BKE_image.h" #include "BKE_library.h" #include "BKE_main.h" #include "BKE_material.h" #include "BKE_mball.h" #include "BKE_mesh.h" #include "BKE_object.h" #include "BKE_paint.h" #include "BKE_pointcache.h" #include "BKE_property.h" #include "BKE_sca.h" #include "BKE_softbody.h" #include "BKE_modifier.h" #include "BKE_tessmesh.h" #include "ED_armature.h" #include "ED_curve.h" #include "ED_mesh.h" #include "ED_mball.h" #include "ED_lattice.h" #include "ED_object.h" #include "ED_screen.h" #include "ED_util.h" #include "ED_image.h" #include "RNA_access.h" #include "RNA_define.h" #include "RNA_enum_types.h" /* for menu/popup icons etc etc*/ #include "UI_interface.h" #include "WM_api.h" #include "WM_types.h" #include "object_intern.h" // own include /* ************* XXX **************** */ static void error(const char *UNUSED(arg)) {} static void waitcursor(int UNUSED(val)) {} static int pupmenu(const char *UNUSED(msg)) {return 0;} /* port over here */ static void error_libdata(void) {} Object *ED_object_context(bContext *C) { return CTX_data_pointer_get_type(C, "object", &RNA_Object).data; } /* find the correct active object per context * note: context can be NULL when called from a enum with PROP_ENUM_NO_CONTEXT */ Object *ED_object_active_context(bContext *C) { Object *ob= NULL; if (C) { ob= ED_object_context(C); if (!ob) ob= CTX_data_active_object(C); } return ob; } /* ********* clear/set restrict view *********/ static int object_hide_view_clear_exec(bContext *C, wmOperator *UNUSED(op)) { Main *bmain= CTX_data_main(C); ScrArea *sa= CTX_wm_area(C); View3D *v3d= sa->spacedata.first; Scene *scene= CTX_data_scene(C); Base *base; int changed = 0; /* XXX need a context loop to handle such cases */ for (base = FIRSTBASE; base; base=base->next) { if ((base->lay & v3d->lay) && base->object->restrictflag & OB_RESTRICT_VIEW) { base->flag |= SELECT; base->object->flag = base->flag; base->object->restrictflag &= ~OB_RESTRICT_VIEW; changed = 1; } } if (changed) { DAG_id_type_tag(bmain, ID_OB); DAG_scene_sort(bmain, scene); WM_event_add_notifier(C, NC_SCENE|ND_OB_SELECT, scene); } return OPERATOR_FINISHED; } void OBJECT_OT_hide_view_clear(wmOperatorType *ot) { /* identifiers */ ot->name = "Clear Restrict View"; ot->description = "Reveal the object by setting the hide flag"; ot->idname = "OBJECT_OT_hide_view_clear"; /* api callbacks */ ot->exec = object_hide_view_clear_exec; ot->poll = ED_operator_view3d_active; /* flags */ ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO; } static int object_hide_view_set_exec(bContext *C, wmOperator *op) { Main *bmain= CTX_data_main(C); Scene *scene= CTX_data_scene(C); short changed = 0; const int unselected= RNA_boolean_get(op->ptr, "unselected"); CTX_DATA_BEGIN(C, Base*, base, visible_bases) { if (!unselected) { if (base->flag & SELECT) { base->flag &= ~SELECT; base->object->flag = base->flag; base->object->restrictflag |= OB_RESTRICT_VIEW; changed = 1; if (base==BASACT) { ED_base_object_activate(C, NULL); } } } else { if (!(base->flag & SELECT)) { base->object->restrictflag |= OB_RESTRICT_VIEW; changed = 1; } } } CTX_DATA_END; if (changed) { DAG_id_type_tag(bmain, ID_OB); DAG_scene_sort(bmain, scene); WM_event_add_notifier(C, NC_SCENE|ND_OB_SELECT, CTX_data_scene(C)); } return OPERATOR_FINISHED; } void OBJECT_OT_hide_view_set(wmOperatorType *ot) { /* identifiers */ ot->name = "Set Restrict View"; ot->description = "Hide the object by setting the hide flag"; ot->idname = "OBJECT_OT_hide_view_set"; /* api callbacks */ ot->exec = object_hide_view_set_exec; ot->poll = ED_operator_view3d_active; /* flags */ ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO; RNA_def_boolean(ot->srna, "unselected", 0, "Unselected", "Hide unselected rather than selected objects"); } /* 99% same as above except no need for scene refreshing (TODO, update render preview) */ static int object_hide_render_clear_exec(bContext *C, wmOperator *UNUSED(op)) { short changed= 0; /* XXX need a context loop to handle such cases */ CTX_DATA_BEGIN(C, Object*, ob, selected_editable_objects) { if (ob->restrictflag & OB_RESTRICT_RENDER) { ob->restrictflag &= ~OB_RESTRICT_RENDER; changed= 1; } } CTX_DATA_END; if (changed) WM_event_add_notifier(C, NC_SPACE|ND_SPACE_OUTLINER, NULL); return OPERATOR_FINISHED; } void OBJECT_OT_hide_render_clear(wmOperatorType *ot) { /* identifiers */ ot->name = "Clear Restrict Render"; ot->description = "Reveal the render object by setting the hide render flag"; ot->idname = "OBJECT_OT_hide_render_clear"; /* api callbacks */ ot->exec = object_hide_render_clear_exec; ot->poll = ED_operator_view3d_active; /* flags */ ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO; } static int object_hide_render_set_exec(bContext *C, wmOperator *op) { const int unselected= RNA_boolean_get(op->ptr, "unselected"); CTX_DATA_BEGIN(C, Base*, base, visible_bases) { if (!unselected) { if (base->flag & SELECT) { base->object->restrictflag |= OB_RESTRICT_RENDER; } } else { if (!(base->flag & SELECT)) { base->object->restrictflag |= OB_RESTRICT_RENDER; } } } CTX_DATA_END; WM_event_add_notifier(C, NC_SPACE|ND_SPACE_OUTLINER, NULL); return OPERATOR_FINISHED; } void OBJECT_OT_hide_render_set(wmOperatorType *ot) { /* identifiers */ ot->name = "Set Restrict Render"; ot->description = "Hide the render object by setting the hide render flag"; ot->idname = "OBJECT_OT_hide_render_set"; /* api callbacks */ ot->exec = object_hide_render_set_exec; ot->poll = ED_operator_view3d_active; /* flags */ ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO; RNA_def_boolean(ot->srna, "unselected", 0, "Unselected", "Hide unselected rather than selected objects"); } /* ******************* toggle editmode operator ***************** */ void ED_object_exit_editmode(bContext *C, int flag) { /* Note! only in exceptional cases should 'EM_DO_UNDO' NOT be in the flag */ Scene *scene= CTX_data_scene(C); Object *obedit= CTX_data_edit_object(C); int freedata = flag & EM_FREEDATA; if (obedit==NULL) return; if (flag & EM_WAITCURSOR) waitcursor(1); if (obedit->type==OB_MESH) { Mesh *me= obedit->data; // if (EM_texFaceCheck()) if (me->edit_btmesh->bm->totvert>MESH_MAX_VERTS) { error("Too many vertices"); return; } EDBM_LoadEditBMesh(scene, obedit); if (freedata) { EDBM_FreeEditBMesh(me->edit_btmesh); MEM_freeN(me->edit_btmesh); me->edit_btmesh= NULL; } if (obedit->restore_mode & OB_MODE_WEIGHT_PAINT) { mesh_octree_table(NULL, NULL, NULL, 'e'); mesh_mirrtopo_table(NULL, 'e'); } } else if (obedit->type==OB_ARMATURE) { ED_armature_from_edit(obedit); if (freedata) ED_armature_edit_free(obedit); } else if (ELEM(obedit->type, OB_CURVE, OB_SURF)) { load_editNurb(obedit); if (freedata) free_editNurb(obedit); } else if (obedit->type==OB_FONT && freedata) { load_editText(obedit); if (freedata) free_editText(obedit); } else if (obedit->type==OB_LATTICE) { load_editLatt(obedit); if (freedata) free_editLatt(obedit); } else if (obedit->type==OB_MBALL) { load_editMball(obedit); if (freedata) free_editMball(obedit); } /* freedata only 0 now on file saves and render */ if (freedata) { ListBase pidlist; PTCacheID *pid; /* for example; displist make is different in editmode */ scene->obedit= NULL; // XXX for context /* flag object caches as outdated */ BKE_ptcache_ids_from_object(&pidlist, obedit, NULL, 0); for (pid=pidlist.first; pid; pid=pid->next) { if (pid->type != PTCACHE_TYPE_PARTICLES) /* particles don't need reset on geometry change */ pid->cache->flag |= PTCACHE_OUTDATED; } BLI_freelistN(&pidlist); BKE_ptcache_object_reset(scene, obedit, PTCACHE_RESET_OUTDATED); /* also flush ob recalc, doesn't take much overhead, but used for particles */ DAG_id_tag_update(&obedit->id, OB_RECALC_OB|OB_RECALC_DATA); if (flag & EM_DO_UNDO) ED_undo_push(C, "Editmode"); if (flag & EM_WAITCURSOR) waitcursor(0); WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_MODE_OBJECT, scene); obedit->mode &= ~OB_MODE_EDIT; } } void ED_object_enter_editmode(bContext *C, int flag) { Scene *scene= CTX_data_scene(C); Base *base= NULL; Object *ob; ScrArea *sa= CTX_wm_area(C); View3D *v3d= NULL; int ok= 0; if (scene->id.lib) return; if (sa && sa->spacetype==SPACE_VIEW3D) v3d= sa->spacedata.first; if ((flag & EM_IGNORE_LAYER)==0) { base= CTX_data_active_base(C); /* active layer checked here for view3d */ if (base==NULL) return; else if (v3d && (base->lay & v3d->lay)==0) return; else if (!v3d && (base->lay & scene->lay)==0) return; } else { base= scene->basact; } if (ELEM3(NULL, base, base->object, base->object->data)) return; ob = base->object; if (object_data_is_libdata(ob)) { error_libdata(); return; } if (flag & EM_WAITCURSOR) waitcursor(1); ob->restore_mode = ob->mode; /* note, when switching scenes the object can have editmode data but * not be scene->obedit: bug 22954, this avoids calling self eternally */ if ((ob->restore_mode & OB_MODE_EDIT)==0) ED_object_toggle_modes(C, ob->mode); ob->mode= OB_MODE_EDIT; if (ob->type==OB_MESH) { ok= 1; scene->obedit= ob; // context sees this EDBM_MakeEditBMesh(CTX_data_tool_settings(C), scene, ob); WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_EDITMODE_MESH, scene); } else if (ob->type==OB_ARMATURE) { bArmature *arm= base->object->data; if (!arm) return; /* * The function object_data_is_libdata make a problem here, the * check for ob->proxy return 0 and let blender enter to edit mode * this causes a crash when you try leave the edit mode. * The problem is that i can't remove the ob->proxy check from * object_data_is_libdata that prevent the bugfix #6614, so * i add this little hack here. */ if (arm->id.lib) { error_libdata(); return; } ok=1; scene->obedit= ob; ED_armature_to_edit(ob); /* to ensure all goes in restposition and without striding */ DAG_id_tag_update(&ob->id, OB_RECALC_OB|OB_RECALC_DATA|OB_RECALC_TIME); // XXX: should this be OB_RECALC_DATA? WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_EDITMODE_ARMATURE, scene); } else if (ob->type==OB_FONT) { scene->obedit= ob; // XXX for context ok= 1; make_editText(ob); WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_EDITMODE_TEXT, scene); } else if (ob->type==OB_MBALL) { scene->obedit= ob; // XXX for context ok= 1; make_editMball(ob); WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_EDITMODE_MBALL, scene); } else if (ob->type==OB_LATTICE) { scene->obedit= ob; // XXX for context ok= 1; make_editLatt(ob); WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_EDITMODE_LATTICE, scene); } else if (ob->type==OB_SURF || ob->type==OB_CURVE) { ok= 1; scene->obedit= ob; // XXX for context make_editNurb(ob); WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_EDITMODE_CURVE, scene); } if (ok) { DAG_id_tag_update(&ob->id, OB_RECALC_DATA); } else { scene->obedit= NULL; // XXX for context ob->mode &= ~OB_MODE_EDIT; WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_MODE_OBJECT, scene); } if (flag & EM_DO_UNDO) ED_undo_push(C, "Enter Editmode"); if (flag & EM_WAITCURSOR) waitcursor(0); } static int editmode_toggle_exec(bContext *C, wmOperator *UNUSED(op)) { ToolSettings *toolsettings = CTX_data_tool_settings(C); if (!CTX_data_edit_object(C)) ED_object_enter_editmode(C, EM_WAITCURSOR); else ED_object_exit_editmode(C, EM_FREEDATA|EM_FREEUNDO|EM_WAITCURSOR); /* had EM_DO_UNDO but op flag calls undo too [#24685] */ ED_space_image_uv_sculpt_update(CTX_wm_manager(C), toolsettings); return OPERATOR_FINISHED; } static int editmode_toggle_poll(bContext *C) { Object *ob = CTX_data_active_object(C); /* covers proxies too */ if (ELEM(NULL, ob, ob->data) || ((ID *)ob->data)->lib) return 0; if (ob->restrictflag & OB_RESTRICT_VIEW) return 0; return (ob->type == OB_MESH || ob->type == OB_ARMATURE || ob->type == OB_FONT || ob->type == OB_MBALL || ob->type == OB_LATTICE || ob->type == OB_SURF || ob->type == OB_CURVE); } void OBJECT_OT_editmode_toggle(wmOperatorType *ot) { /* identifiers */ ot->name = "Toggle Editmode"; ot->description = "Toggle object's editmode"; ot->idname = "OBJECT_OT_editmode_toggle"; /* api callbacks */ ot->exec = editmode_toggle_exec; ot->poll = editmode_toggle_poll; /* flags */ ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO; } /* *************************** */ static int posemode_exec(bContext *C, wmOperator *UNUSED(op)) { Base *base= CTX_data_active_base(C); if (base->object->type==OB_ARMATURE) { if (base->object==CTX_data_edit_object(C)) { ED_object_exit_editmode(C, EM_FREEDATA|EM_DO_UNDO); ED_armature_enter_posemode(C, base); } else if (base->object->mode & OB_MODE_POSE) ED_armature_exit_posemode(C, base); else ED_armature_enter_posemode(C, base); return OPERATOR_FINISHED; } return OPERATOR_PASS_THROUGH; } void OBJECT_OT_posemode_toggle(wmOperatorType *ot) { /* identifiers */ ot->name = "Toggle Pose Mode"; ot->idname = "OBJECT_OT_posemode_toggle"; ot->description = "Enable or disable posing/selecting bones"; /* api callbacks */ ot->exec = posemode_exec; ot->poll = ED_operator_object_active_editable; /* flag */ ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO; } static void copymenu_properties(Scene *scene, View3D *v3d, Object *ob) { //XXX no longer used - to be removed - replaced by game_properties_copy_exec bProperty *prop; Base *base; int nr, tot=0; char *str; prop= ob->prop.first; while (prop) { tot++; prop= prop->next; } str= MEM_callocN(50 + 33*tot, "copymenu prop"); if (tot) strcpy(str, "Copy Property %t|Replace All|Merge All|%l"); else strcpy(str, "Copy Property %t|Clear All (no properties on active)"); tot= 0; prop= ob->prop.first; while (prop) { tot++; strcat(str, "|"); strcat(str, prop->name); prop= prop->next; } nr= pupmenu(str); if ( nr==1 || nr==2 ) { for (base= FIRSTBASE; base; base= base->next) { if ((base != BASACT) &&(TESTBASELIB(v3d, base))) { if (nr==1) { /* replace */ copy_properties( &base->object->prop, &ob->prop ); } else { for (prop = ob->prop.first; prop; prop= prop->next ) { set_ob_property(base->object, prop); } } } } } else if (nr>0) { prop = BLI_findlink(&ob->prop, nr-4); /* account for first 3 menu items & menu index starting at 1*/ if (prop) { for (base= FIRSTBASE; base; base= base->next) { if ((base != BASACT) &&(TESTBASELIB(v3d, base))) { set_ob_property(base->object, prop); } } } } MEM_freeN(str); } static void copymenu_logicbricks(Scene *scene, View3D *v3d, Object *ob) { //XXX no longer used - to be removed - replaced by logicbricks_copy_exec Base *base; for (base= FIRSTBASE; base; base= base->next) { if (base->object != ob) { if (TESTBASELIB(v3d, base)) { /* first: free all logic */ free_sensors(&base->object->sensors); unlink_controllers(&base->object->controllers); free_controllers(&base->object->controllers); unlink_actuators(&base->object->actuators); free_actuators(&base->object->actuators); /* now copy it, this also works without logicbricks! */ clear_sca_new_poins_ob(ob); copy_sensors(&base->object->sensors, &ob->sensors); copy_controllers(&base->object->controllers, &ob->controllers); copy_actuators(&base->object->actuators, &ob->actuators); set_sca_new_poins_ob(base->object); /* some menu settings */ base->object->scavisflag= ob->scavisflag; base->object->scaflag= ob->scaflag; /* set the initial state */ base->object->state= ob->state; base->object->init_state= ob->init_state; } } } } /* both pointers should exist */ static void copy_texture_space(Object *to, Object *ob) { float *poin1= NULL, *poin2= NULL; short texflag= 0; if (ob->type==OB_MESH) { texflag= ((Mesh *)ob->data)->texflag; poin2= ((Mesh *)ob->data)->loc; } else if (ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT)) { texflag= ((Curve *)ob->data)->texflag; poin2= ((Curve *)ob->data)->loc; } else if (ob->type==OB_MBALL) { texflag= ((MetaBall *)ob->data)->texflag; poin2= ((MetaBall *)ob->data)->loc; } else return; if (to->type==OB_MESH) { ((Mesh *)to->data)->texflag= texflag; poin1= ((Mesh *)to->data)->loc; } else if (ELEM3(to->type, OB_CURVE, OB_SURF, OB_FONT)) { ((Curve *)to->data)->texflag= texflag; poin1= ((Curve *)to->data)->loc; } else if (to->type==OB_MBALL) { ((MetaBall *)to->data)->texflag= texflag; poin1= ((MetaBall *)to->data)->loc; } else return; memcpy(poin1, poin2, 9*sizeof(float)); /* this was noted in DNA_mesh, curve, mball */ if (to->type==OB_MESH) { /* pass */ } else if (to->type == OB_MBALL) { tex_space_mball(to); } else { tex_space_curve(to->data); } } /* UNUSED, keep in case we want to copy functionality for use elsewhere */ static void copy_attr(Main *bmain, Scene *scene, View3D *v3d, short event) { Object *ob; Base *base; Curve *cu, *cu1; Nurb *nu; int do_scene_sort= 0; if (scene->id.lib) return; if (!(ob=OBACT)) return; if (scene->obedit) { // XXX get from context /* obedit_copymenu(); */ return; } if (event==9) { copymenu_properties(scene, v3d, ob); return; } else if (event==10) { copymenu_logicbricks(scene, v3d, ob); return; } else if (event==24) { /* moved to object_link_modifiers */ /* copymenu_modifiers(bmain, scene, v3d, ob); */ return; } for (base= FIRSTBASE; base; base= base->next) { if (base != BASACT) { if (TESTBASELIB(v3d, base)) { base->object->recalc |= OB_RECALC_OB; if (event==1) { /* loc */ copy_v3_v3(base->object->loc, ob->loc); copy_v3_v3(base->object->dloc, ob->dloc); } else if (event==2) { /* rot */ copy_v3_v3(base->object->rot, ob->rot); copy_v3_v3(base->object->drot, ob->drot); copy_qt_qt(base->object->quat, ob->quat); copy_qt_qt(base->object->dquat, ob->dquat); } else if (event==3) { /* size */ copy_v3_v3(base->object->size, ob->size); copy_v3_v3(base->object->dscale, ob->dscale); } else if (event==4) { /* drawtype */ base->object->dt= ob->dt; base->object->dtx= ob->dtx; base->object->empty_drawtype= ob->empty_drawtype; base->object->empty_drawsize= ob->empty_drawsize; } else if (event==5) { /* time offs */ base->object->sf= ob->sf; } else if (event==6) { /* dupli */ base->object->dupon= ob->dupon; base->object->dupoff= ob->dupoff; base->object->dupsta= ob->dupsta; base->object->dupend= ob->dupend; base->object->transflag &= ~OB_DUPLI; base->object->transflag |= (ob->transflag & OB_DUPLI); base->object->dup_group= ob->dup_group; if (ob->dup_group) id_lib_extern(&ob->dup_group->id); } else if (event==7) { /* mass */ base->object->mass= ob->mass; } else if (event==8) { /* damping */ base->object->damping= ob->damping; base->object->rdamping= ob->rdamping; } else if (event==11) { /* all physical attributes */ base->object->gameflag = ob->gameflag; base->object->inertia = ob->inertia; base->object->formfactor = ob->formfactor; base->object->damping= ob->damping; base->object->rdamping= ob->rdamping; base->object->min_vel= ob->min_vel; base->object->max_vel= ob->max_vel; if (ob->gameflag & OB_BOUNDS) { base->object->collision_boundtype = ob->collision_boundtype; } base->object->margin= ob->margin; base->object->bsoft= copy_bulletsoftbody(ob->bsoft); } else if (event==17) { /* tex space */ copy_texture_space(base->object, ob); } else if (event==18) { /* font settings */ if (base->object->type==ob->type) { cu= ob->data; cu1= base->object->data; cu1->spacemode= cu->spacemode; cu1->spacing= cu->spacing; cu1->linedist= cu->linedist; cu1->shear= cu->shear; cu1->fsize= cu->fsize; cu1->xof= cu->xof; cu1->yof= cu->yof; cu1->textoncurve= cu->textoncurve; cu1->wordspace= cu->wordspace; cu1->ulpos= cu->ulpos; cu1->ulheight= cu->ulheight; if (cu1->vfont) cu1->vfont->id.us--; cu1->vfont= cu->vfont; id_us_plus((ID *)cu1->vfont); if (cu1->vfontb) cu1->vfontb->id.us--; cu1->vfontb= cu->vfontb; id_us_plus((ID *)cu1->vfontb); if (cu1->vfonti) cu1->vfonti->id.us--; cu1->vfonti= cu->vfonti; id_us_plus((ID *)cu1->vfonti); if (cu1->vfontbi) cu1->vfontbi->id.us--; cu1->vfontbi= cu->vfontbi; id_us_plus((ID *)cu1->vfontbi); BKE_text_to_curve(bmain, scene, base->object, 0); /* needed? */ BLI_strncpy(cu1->family, cu->family, sizeof(cu1->family)); base->object->recalc |= OB_RECALC_DATA; } } else if (event==19) { /* bevel settings */ if (ELEM(base->object->type, OB_CURVE, OB_FONT)) { cu= ob->data; cu1= base->object->data; cu1->bevobj= cu->bevobj; cu1->taperobj= cu->taperobj; cu1->width= cu->width; cu1->bevresol= cu->bevresol; cu1->ext1= cu->ext1; cu1->ext2= cu->ext2; base->object->recalc |= OB_RECALC_DATA; } } else if (event==25) { /* curve resolution */ if (ELEM(base->object->type, OB_CURVE, OB_FONT)) { cu= ob->data; cu1= base->object->data; cu1->resolu= cu->resolu; cu1->resolu_ren= cu->resolu_ren; nu= cu1->nurb.first; while (nu) { nu->resolu= cu1->resolu; nu= nu->next; } base->object->recalc |= OB_RECALC_DATA; } } else if (event==21) { if (base->object->type==OB_MESH) { ModifierData *md = modifiers_findByType(ob, eModifierType_Subsurf); if (md) { ModifierData *tmd = modifiers_findByType(base->object, eModifierType_Subsurf); if (!tmd) { tmd = modifier_new(eModifierType_Subsurf); BLI_addtail(&base->object->modifiers, tmd); } modifier_copyData(md, tmd); base->object->recalc |= OB_RECALC_DATA; } } } else if (event==22) { /* Copy the constraint channels over */ copy_constraints(&base->object->constraints, &ob->constraints, TRUE); do_scene_sort= 1; } else if (event==23) { base->object->softflag= ob->softflag; if (base->object->soft) sbFree(base->object->soft); base->object->soft= copy_softbody(ob->soft); if (!modifiers_findByType(base->object, eModifierType_Softbody)) { BLI_addhead(&base->object->modifiers, modifier_new(eModifierType_Softbody)); } } else if (event==26) { #if 0 // XXX old animation system copy_nlastrips(&base->object->nlastrips, &ob->nlastrips); #endif // XXX old animation system } else if (event==27) { /* autosmooth */ if (base->object->type==OB_MESH) { Mesh *me= ob->data; Mesh *cme= base->object->data; cme->smoothresh= me->smoothresh; if (me->flag & ME_AUTOSMOOTH) cme->flag |= ME_AUTOSMOOTH; else cme->flag &= ~ME_AUTOSMOOTH; } } else if (event==28) { /* UV orco */ if (ELEM(base->object->type, OB_CURVE, OB_SURF)) { cu= ob->data; cu1= base->object->data; if (cu->flag & CU_UV_ORCO) cu1->flag |= CU_UV_ORCO; else cu1->flag &= ~CU_UV_ORCO; } } else if (event==29) { /* protected bits */ base->object->protectflag= ob->protectflag; } else if (event==30) { /* index object */ base->object->index= ob->index; } else if (event==31) { /* object color */ copy_v4_v4(base->object->col, ob->col); } } } } if (do_scene_sort) DAG_scene_sort(bmain, scene); DAG_ids_flush_update(bmain, 0); } static void UNUSED_FUNCTION(copy_attr_menu)(Main *bmain, Scene *scene, View3D *v3d) { Object *ob; short event; char str[512]; if (!(ob=OBACT)) return; if (scene->obedit) { // XXX get from context // if (ob->type == OB_MESH) // XXX mesh_copy_menu(); return; } /* Object Mode */ /* If you change this menu, don't forget to update the menu in header_view3d.c * view3d_edit_object_copyattrmenu() and in toolbox.c */ strcpy(str, "Copy Attributes %t|Location%x1|Rotation%x2|Size%x3|Draw Options%x4|" "Time Offset%x5|Dupli%x6|Object Color%x31|%l|Mass%x7|Damping%x8|All Physical Attributes%x11|Properties%x9|" "Logic Bricks%x10|Protected Transform%x29|%l"); strcat (str, "|Object Constraints%x22"); strcat (str, "|NLA Strips%x26"); // XXX if (OB_TYPE_SUPPORT_MATERIAL(ob->type)) { // strcat(str, "|Texture Space%x17"); // } if (ob->type == OB_FONT) strcat(str, "|Font Settings%x18|Bevel Settings%x19"); if (ob->type == OB_CURVE) strcat(str, "|Bevel Settings%x19|UV Orco%x28"); if ((ob->type == OB_FONT) || (ob->type == OB_CURVE)) { strcat(str, "|Curve Resolution%x25"); } if (ob->type==OB_MESH) { strcat(str, "|Subsurf Settings%x21|AutoSmooth%x27"); } if (ob->soft) strcat(str, "|Soft Body Settings%x23"); strcat(str, "|Pass Index%x30"); if (ob->type==OB_MESH || ob->type==OB_CURVE || ob->type==OB_LATTICE || ob->type==OB_SURF) { strcat(str, "|Modifiers ...%x24"); } event= pupmenu(str); if (event<= 0) return; copy_attr(bmain, scene, v3d, event); } /* ******************* force field toggle operator ***************** */ static int forcefield_toggle_exec(bContext *C, wmOperator *UNUSED(op)) { Object *ob = CTX_data_active_object(C); if (ob->pd == NULL) ob->pd = object_add_collision_fields(PFIELD_FORCE); if (ob->pd->forcefield == 0) ob->pd->forcefield = PFIELD_FORCE; else ob->pd->forcefield = 0; WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, NULL); return OPERATOR_FINISHED; } void OBJECT_OT_forcefield_toggle(wmOperatorType *ot) { /* identifiers */ ot->name = "Toggle Force Field"; ot->description = "Toggle object's force field"; ot->idname = "OBJECT_OT_forcefield_toggle"; /* api callbacks */ ot->exec = forcefield_toggle_exec; ot->poll = ED_operator_object_active_editable; /* flags */ ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO; } /* ********************************************** */ /* Motion Paths */ /* For the object with pose/action: 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 ED_objects_recalculate_paths(bContext *C, Scene *scene) { ListBase targets = {NULL, NULL}; /* loop over objects in scene */ CTX_DATA_BEGIN(C, Object*, ob, selected_editable_objects) { /* set flag to force recalc, then grab the relevant bones to target */ ob->avs.recalc |= ANIMVIZ_RECALC_PATHS; animviz_get_object_motionpaths(ob, &targets); } CTX_DATA_END; /* recalculate paths, then free */ animviz_calc_motionpaths(scene, &targets); BLI_freelistN(&targets); } /* For the object with pose/action: create path curves for selected bones * This recalculates the WHOLE path within the pchan->pathsf and pchan->pathef range */ static int object_calculate_paths_exec (bContext *C, wmOperator *op) { Scene *scene= CTX_data_scene(C); /* set up path data for bones being calculated */ CTX_DATA_BEGIN(C, Object*, ob, selected_editable_objects) { /* verify makes sure that the selected bone has a bone with the appropriate settings */ animviz_verify_motionpaths(op->reports, scene, ob, NULL); } CTX_DATA_END; /* calculate the bones that now have motionpaths... */ // TODO: only make for the selected bones? ED_objects_recalculate_paths(C, scene); /* notifiers for updates */ WM_event_add_notifier(C, NC_OBJECT|ND_POSE, NULL); return OPERATOR_FINISHED; } void OBJECT_OT_paths_calculate (wmOperatorType *ot) { /* identifiers */ ot->name = "Calculate Object Paths"; ot->idname = "OBJECT_OT_paths_calculate"; ot->description = "Calculate paths for the selected bones"; /* api callbacks */ ot->exec = object_calculate_paths_exec; ot->poll = ED_operator_object_active_editable; /* flags */ ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO; } /* --------- */ /* for the object with pose/action: clear path curves for selected bones only */ void ED_objects_clear_paths(bContext *C) { /* loop over objects in scene */ CTX_DATA_BEGIN(C, Object*, ob, selected_editable_objects) { if (ob->mpath) { animviz_free_motionpath(ob->mpath); ob->mpath= NULL; ob->avs.path_bakeflag &= ~MOTIONPATH_BAKE_HAS_PATHS; } } CTX_DATA_END; } /* operator callback for this */ static int object_clear_paths_exec (bContext *C, wmOperator *UNUSED(op)) { /* use the backend function for this */ ED_objects_clear_paths(C); /* notifiers for updates */ WM_event_add_notifier(C, NC_OBJECT|ND_POSE, NULL); return OPERATOR_FINISHED; } void OBJECT_OT_paths_clear (wmOperatorType *ot) { /* identifiers */ ot->name = "Clear Object Paths"; ot->idname = "OBJECT_OT_paths_clear"; ot->description = "Clear path caches for selected bones"; /* api callbacks */ ot->exec = object_clear_paths_exec; ot->poll = ED_operator_object_active_editable; /* flags */ ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO; } /********************** Smooth/Flat *********************/ static int shade_smooth_exec(bContext *C, wmOperator *op) { Curve *cu; Nurb *nu; int clear= (strcmp(op->idname, "OBJECT_OT_shade_flat") == 0); int done= 0; CTX_DATA_BEGIN(C, Object*, ob, selected_editable_objects) { if (ob->type==OB_MESH) { mesh_set_smooth_flag(ob, !clear); DAG_id_tag_update(&ob->id, OB_RECALC_DATA); WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob); done= 1; } else if ELEM(ob->type, OB_SURF, OB_CURVE) { cu= ob->data; for (nu=cu->nurb.first; nu; nu=nu->next) { if (!clear) nu->flag |= ME_SMOOTH; else nu->flag &= ~ME_SMOOTH; } DAG_id_tag_update(&ob->id, OB_RECALC_DATA); WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob); done= 1; } } CTX_DATA_END; return (done)? OPERATOR_FINISHED: OPERATOR_CANCELLED; } static int shade_poll(bContext *C) { return (ED_operator_object_active_editable(C) && !ED_operator_editmesh(C)); } void OBJECT_OT_shade_flat(wmOperatorType *ot) { /* identifiers */ ot->name = "Shade Flat"; ot->description = "Display faces 'flat'"; ot->idname = "OBJECT_OT_shade_flat"; /* api callbacks */ ot->poll = shade_poll; ot->exec = shade_smooth_exec; /* flags */ ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO; } void OBJECT_OT_shade_smooth(wmOperatorType *ot) { /* identifiers */ ot->name = "Shade Smooth"; ot->description = "Display faces 'smooth' (using vertex normals)"; ot->idname = "OBJECT_OT_shade_smooth"; /* api callbacks */ ot->poll = shade_poll; ot->exec = shade_smooth_exec; /* flags */ ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO; } /* ********************** */ static void UNUSED_FUNCTION(image_aspect)(Scene *scene, View3D *v3d) { /* all selected objects with an image map: scale in image aspect */ Base *base; Object *ob; Material *ma; Tex *tex; float x, y, space; int a, b, done; if (scene->obedit) return; // XXX get from context if (scene->id.lib) return; for (base= FIRSTBASE; base; base= base->next) { if (TESTBASELIB(v3d, base)) { ob= base->object; done= 0; for (a=1; a<=ob->totcol; a++) { ma= give_current_material(ob, a); if (ma) { for (b=0; bmtex[b] && ma->mtex[b]->tex) { tex= ma->mtex[b]->tex; if (tex->type==TEX_IMAGE && tex->ima) { ImBuf *ibuf= BKE_image_get_ibuf(tex->ima, NULL); /* texturespace */ space= 1.0; if (ob->type==OB_MESH) { float size[3]; mesh_get_texspace(ob->data, NULL, NULL, size); space= size[0]/size[1]; } else if (ELEM3(ob->type, OB_CURVE, OB_FONT, OB_SURF)) { Curve *cu= ob->data; space= cu->size[0]/cu->size[1]; } x= ibuf->x/space; y= ibuf->y; if (x>y) ob->size[0]= ob->size[1]*x/y; else ob->size[1]= ob->size[0]*y/x; done= 1; DAG_id_tag_update(&ob->id, OB_RECALC_OB); } } if (done) break; } } if (done) break; } } } } static EnumPropertyItem *object_mode_set_itemsf(bContext *C, PointerRNA *UNUSED(ptr), PropertyRNA *UNUSED(prop), int *free) { EnumPropertyItem *input = object_mode_items; EnumPropertyItem *item= NULL; Object *ob; int totitem= 0; if (!C) /* needed for docs */ return object_mode_items; ob = CTX_data_active_object(C); while (ob && input->identifier) { if ((input->value == OB_MODE_EDIT && ((ob->type == OB_MESH) || (ob->type == OB_ARMATURE) || (ob->type == OB_CURVE) || (ob->type == OB_SURF) || (ob->type == OB_FONT) || (ob->type == OB_MBALL) || (ob->type == OB_LATTICE))) || (input->value == OB_MODE_POSE && (ob->type == OB_ARMATURE)) || (input->value == OB_MODE_PARTICLE_EDIT && ob->particlesystem.first) || ((input->value == OB_MODE_SCULPT || input->value == OB_MODE_VERTEX_PAINT || input->value == OB_MODE_WEIGHT_PAINT || input->value == OB_MODE_TEXTURE_PAINT) && (ob->type == OB_MESH)) || (input->value == OB_MODE_OBJECT)) RNA_enum_item_add(&item, &totitem, input); ++input; } RNA_enum_item_end(&item, &totitem); *free= 1; return item; } static const char *object_mode_op_string(int mode) { if (mode & OB_MODE_EDIT) return "OBJECT_OT_editmode_toggle"; if (mode == OB_MODE_SCULPT) return "SCULPT_OT_sculptmode_toggle"; if (mode == OB_MODE_VERTEX_PAINT) return "PAINT_OT_vertex_paint_toggle"; if (mode == OB_MODE_WEIGHT_PAINT) return "PAINT_OT_weight_paint_toggle"; if (mode == OB_MODE_TEXTURE_PAINT) return "PAINT_OT_texture_paint_toggle"; if (mode == OB_MODE_PARTICLE_EDIT) return "PARTICLE_OT_particle_edit_toggle"; if (mode == OB_MODE_POSE) return "OBJECT_OT_posemode_toggle"; return NULL; } /* checks the mode to be set is compatible with the object * should be made into a generic function */ static int object_mode_set_compat(bContext *UNUSED(C), wmOperator *op, Object *ob) { ObjectMode mode = RNA_enum_get(op->ptr, "mode"); if (ob) { if (mode == OB_MODE_OBJECT) return 1; switch(ob->type) { case OB_MESH: if (mode & (OB_MODE_EDIT|OB_MODE_SCULPT|OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT|OB_MODE_TEXTURE_PAINT|OB_MODE_PARTICLE_EDIT)) return 1; return 0; case OB_CURVE: case OB_SURF: case OB_FONT: case OB_MBALL: if (mode & (OB_MODE_EDIT)) return 1; return 0; case OB_LATTICE: if (mode & (OB_MODE_EDIT|OB_MODE_WEIGHT_PAINT)) return 1; case OB_ARMATURE: if (mode & (OB_MODE_EDIT|OB_MODE_POSE)) return 1; } } return 0; } static int object_mode_set_exec(bContext *C, wmOperator *op) { Object *ob= CTX_data_active_object(C); ObjectMode mode = RNA_enum_get(op->ptr, "mode"); ObjectMode restore_mode = (ob) ? ob->mode : OB_MODE_OBJECT; int toggle = RNA_boolean_get(op->ptr, "toggle"); if (!ob || !object_mode_set_compat(C, op, ob)) return OPERATOR_PASS_THROUGH; /* Exit current mode if it's not the mode we're setting */ if (ob->mode != OB_MODE_OBJECT && ob->mode != mode) WM_operator_name_call(C, object_mode_op_string(ob->mode), WM_OP_EXEC_REGION_WIN, NULL); if (mode != OB_MODE_OBJECT) { /* Enter new mode */ if (ob->mode != mode || toggle) WM_operator_name_call(C, object_mode_op_string(mode), WM_OP_EXEC_REGION_WIN, NULL); if (toggle) { if (ob->mode == mode) /* For toggling, store old mode so we know what to go back to */ ob->restore_mode = restore_mode; else if (ob->restore_mode != OB_MODE_OBJECT && ob->restore_mode != mode) { WM_operator_name_call(C, object_mode_op_string(ob->restore_mode), WM_OP_EXEC_REGION_WIN, NULL); } } } return OPERATOR_FINISHED; } void OBJECT_OT_mode_set(wmOperatorType *ot) { PropertyRNA *prop; /* identifiers */ ot->name = "Set Object Mode"; ot->description = "Sets the object interaction mode"; ot->idname = "OBJECT_OT_mode_set"; /* api callbacks */ ot->exec = object_mode_set_exec; ot->poll = ED_operator_object_active_editable; /* flags */ ot->flag = 0; /* no register/undo here, leave it to operators being called */ prop= RNA_def_enum(ot->srna, "mode", object_mode_items, OB_MODE_OBJECT, "Mode", ""); RNA_def_enum_funcs(prop, object_mode_set_itemsf); RNA_def_boolean(ot->srna, "toggle", 0, "Toggle", ""); } void ED_object_toggle_modes(bContext *C, int mode) { if (mode & OB_MODE_SCULPT) WM_operator_name_call(C, "SCULPT_OT_sculptmode_toggle", WM_OP_EXEC_REGION_WIN, NULL); if (mode & OB_MODE_VERTEX_PAINT) WM_operator_name_call(C, "PAINT_OT_vertex_paint_toggle", WM_OP_EXEC_REGION_WIN, NULL); if (mode & OB_MODE_WEIGHT_PAINT) WM_operator_name_call(C, "PAINT_OT_weight_paint_toggle", WM_OP_EXEC_REGION_WIN, NULL); if (mode & OB_MODE_TEXTURE_PAINT) WM_operator_name_call(C, "PAINT_OT_texture_paint_toggle", WM_OP_EXEC_REGION_WIN, NULL); if (mode & OB_MODE_PARTICLE_EDIT) WM_operator_name_call(C, "PARTICLE_OT_particle_edit_toggle", WM_OP_EXEC_REGION_WIN, NULL); if (mode & OB_MODE_POSE) WM_operator_name_call(C, "OBJECT_OT_posemode_toggle", WM_OP_EXEC_REGION_WIN, NULL); if (mode & OB_MODE_EDIT) WM_operator_name_call(C, "OBJECT_OT_editmode_toggle", WM_OP_EXEC_REGION_WIN, NULL); } /************************ Game Properties ***********************/ static int game_property_new(bContext *C, wmOperator *op) { Object *ob= CTX_data_active_object(C); bProperty *prop; char name[MAX_NAME]; int type= RNA_enum_get(op->ptr, "type"); prop= new_property(type); BLI_addtail(&ob->prop, prop); RNA_string_get(op->ptr, "name", name); if (name[0] != '\0') { BLI_strncpy(prop->name, name, sizeof(prop->name)); } unique_property(NULL, prop, 0); // make_unique_prop_names(prop->name); WM_event_add_notifier(C, NC_LOGIC, NULL); return OPERATOR_FINISHED; } void OBJECT_OT_game_property_new(wmOperatorType *ot) { /* identifiers */ ot->name = "New Game Property"; ot->description = "Create a new property available to the game engine"; ot->idname = "OBJECT_OT_game_property_new"; /* api callbacks */ ot->exec = game_property_new; ot->poll = ED_operator_object_active_editable; /* flags */ ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO; RNA_def_enum(ot->srna, "type", gameproperty_type_items, GPROP_FLOAT, "Type", "Type of game property to add"); RNA_def_string(ot->srna, "name", "", MAX_NAME, "Name", "Name of the game property to add"); } static int game_property_remove(bContext *C, wmOperator *op) { Object *ob= CTX_data_active_object(C); bProperty *prop; int index= RNA_int_get(op->ptr, "index"); if (!ob) return OPERATOR_CANCELLED; prop= BLI_findlink(&ob->prop, index); if (prop) { BLI_remlink(&ob->prop, prop); free_property(prop); WM_event_add_notifier(C, NC_LOGIC, NULL); return OPERATOR_FINISHED; } else { return OPERATOR_CANCELLED; } } void OBJECT_OT_game_property_remove(wmOperatorType *ot) { /* identifiers */ ot->name = "Remove Game Property"; ot->description = "Remove game property"; ot->idname = "OBJECT_OT_game_property_remove"; /* api callbacks */ ot->exec = game_property_remove; ot->poll = ED_operator_object_active_editable; /* flags */ ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO; RNA_def_int(ot->srna, "index", 0, 0, INT_MAX, "Index", "Property index to remove ", 0, INT_MAX); } #define COPY_PROPERTIES_REPLACE 1 #define COPY_PROPERTIES_MERGE 2 #define COPY_PROPERTIES_COPY 3 static EnumPropertyItem game_properties_copy_operations[] ={ {COPY_PROPERTIES_REPLACE, "REPLACE", 0, "Replace Properties", ""}, {COPY_PROPERTIES_MERGE, "MERGE", 0, "Merge Properties", ""}, {COPY_PROPERTIES_COPY, "COPY", 0, "Copy a Property", ""}, {0, NULL, 0, NULL, NULL}}; static EnumPropertyItem gameprops_items[]= { {0, NULL, 0, NULL, NULL}}; static EnumPropertyItem *gameprops_itemf(bContext *C, PointerRNA *UNUSED(ptr), PropertyRNA *UNUSED(prop), int *free) { Object *ob= ED_object_active_context(C); EnumPropertyItem tmp = {0, "", 0, "", ""}; EnumPropertyItem *item= NULL; bProperty *prop; int a, totitem= 0; if (!ob) return gameprops_items; for (a=1, prop= ob->prop.first; prop; prop=prop->next, a++) { tmp.value= a; tmp.identifier= prop->name; tmp.name= prop->name; RNA_enum_item_add(&item, &totitem, &tmp); } RNA_enum_item_end(&item, &totitem); *free= 1; return item; } static int game_property_copy_exec(bContext *C, wmOperator *op) { Object *ob=ED_object_active_context(C); bProperty *prop; int type = RNA_enum_get(op->ptr, "operation"); int propid= RNA_enum_get(op->ptr, "property"); if (propid > 0) { /* copy */ prop = BLI_findlink(&ob->prop, propid-1); if (prop) { CTX_DATA_BEGIN(C, Object*, ob_iter, selected_editable_objects) { if (ob != ob_iter) set_ob_property(ob_iter, prop); } CTX_DATA_END; } } else { CTX_DATA_BEGIN(C, Object*, ob_iter, selected_editable_objects) { if (ob != ob_iter) { if (type == COPY_PROPERTIES_REPLACE) copy_properties(&ob_iter->prop, &ob->prop); /* merge - the default when calling with no argument */ else for (prop = ob->prop.first; prop; prop= prop->next) set_ob_property(ob_iter, prop); } } CTX_DATA_END; } return OPERATOR_FINISHED; } void OBJECT_OT_game_property_copy(wmOperatorType *ot) { PropertyRNA *prop; /* identifiers */ ot->name = "Copy Game Property"; ot->idname = "OBJECT_OT_game_property_copy"; /* api callbacks */ ot->exec = game_property_copy_exec; ot->poll = ED_operator_object_active_editable; /* flags */ ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO; RNA_def_enum(ot->srna, "operation", game_properties_copy_operations, 3, "Operation", ""); prop=RNA_def_enum(ot->srna, "property", gameprops_items, 0, "Property", "Properties to copy"); RNA_def_enum_funcs(prop, gameprops_itemf); ot->prop = prop; } static int game_property_clear_exec(bContext *C, wmOperator *UNUSED(op)) { CTX_DATA_BEGIN(C, Object*, ob_iter, selected_editable_objects) { free_properties(&ob_iter->prop); } CTX_DATA_END; WM_event_add_notifier(C, NC_LOGIC, NULL); return OPERATOR_FINISHED; } void OBJECT_OT_game_property_clear(wmOperatorType *ot) { /* identifiers */ ot->name = "Clear Game Property"; ot->idname = "OBJECT_OT_game_property_clear"; /* api callbacks */ ot->exec = game_property_clear_exec; ot->poll = ED_operator_object_active_editable; /* flags */ ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO; } /************************ Copy Logic Bricks ***********************/ static int logicbricks_copy_exec(bContext *C, wmOperator *UNUSED(op)) { Object *ob=ED_object_active_context(C); CTX_DATA_BEGIN(C, Object*, ob_iter, selected_editable_objects) { if (ob != ob_iter) { /* first: free all logic */ free_sensors(&ob_iter->sensors); unlink_controllers(&ob_iter->controllers); free_controllers(&ob_iter->controllers); unlink_actuators(&ob_iter->actuators); free_actuators(&ob_iter->actuators); /* now copy it, this also works without logicbricks! */ clear_sca_new_poins_ob(ob); copy_sensors(&ob_iter->sensors, &ob->sensors); copy_controllers(&ob_iter->controllers, &ob->controllers); copy_actuators(&ob_iter->actuators, &ob->actuators); set_sca_new_poins_ob(ob_iter); /* some menu settings */ ob_iter->scavisflag= ob->scavisflag; ob_iter->scaflag= ob->scaflag; /* set the initial state */ ob_iter->state= ob->state; ob_iter->init_state= ob->init_state; if (ob_iter->totcol==ob->totcol) { ob_iter->actcol= ob->actcol; WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob_iter); } } } CTX_DATA_END; WM_event_add_notifier(C, NC_LOGIC, NULL); return OPERATOR_FINISHED; } void OBJECT_OT_logic_bricks_copy(wmOperatorType *ot) { /* identifiers */ ot->name = "Copy Logic Bricks to Selected"; ot->description = "Copy logic bricks to other selected objects"; ot->idname = "OBJECT_OT_logic_bricks_copy"; /* api callbacks */ ot->exec = logicbricks_copy_exec; ot->poll = ED_operator_object_active_editable; /* flags */ ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO; } static int game_physics_copy_exec(bContext *C, wmOperator *UNUSED(op)) { Object *ob=ED_object_active_context(C); CTX_DATA_BEGIN(C, Object*, ob_iter, selected_editable_objects) { if (ob != ob_iter) { ob_iter->gameflag = ob->gameflag; ob_iter->gameflag2 = ob->gameflag2; ob_iter->inertia = ob->inertia; ob_iter->formfactor = ob->formfactor; ob_iter->damping = ob->damping; ob_iter->rdamping = ob->rdamping; ob_iter->min_vel = ob->min_vel; ob_iter->max_vel = ob->max_vel; ob_iter->obstacleRad = ob->obstacleRad; ob_iter->mass = ob->mass; ob_iter->anisotropicFriction[0] = ob->anisotropicFriction[0]; ob_iter->anisotropicFriction[1] = ob->anisotropicFriction[1]; ob_iter->anisotropicFriction[2] = ob->anisotropicFriction[2]; ob_iter->collision_boundtype = ob->collision_boundtype; ob_iter->margin = ob->margin; ob_iter->bsoft = copy_bulletsoftbody(ob->bsoft); if (ob->restrictflag & OB_RESTRICT_RENDER) ob_iter->restrictflag |= OB_RESTRICT_RENDER; else ob_iter->restrictflag &= ~OB_RESTRICT_RENDER; } } CTX_DATA_END; return OPERATOR_FINISHED; } void OBJECT_OT_game_physics_copy(struct wmOperatorType *ot) { /* identifiers */ ot->name = "Copy Game Physics Properties to Selected"; ot->description = "Copy game physics properties to other selected objects"; ot->idname = "OBJECT_OT_game_physics_copy"; /* api callbacks */ ot->exec = game_physics_copy_exec; ot->poll = ED_operator_object_active_editable; /* flags */ ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO; }