Merge branch 'master' into blender2.8
authorBastien Montagne <montagne29@wanadoo.fr>
Wed, 13 Jun 2018 09:02:48 +0000 (11:02 +0200)
committerBastien Montagne <montagne29@wanadoo.fr>
Wed, 13 Jun 2018 09:02:48 +0000 (11:02 +0200)
Conflicts:
source/blender/blenkernel/intern/blendfile.c
source/blender/blenkernel/intern/node.c
source/blender/blenkernel/intern/particle.c

16 files changed:
1  2 
source/blender/blenkernel/BKE_particle.h
source/blender/blenkernel/BKE_pointcache.h
source/blender/blenkernel/intern/blender.c
source/blender/blenkernel/intern/blendfile.c
source/blender/blenkernel/intern/customdata.c
source/blender/blenkernel/intern/ipo.c
source/blender/blenkernel/intern/particle.c
source/blender/blenkernel/intern/pointcache.c
source/blender/editors/gpencil/gpencil_paint.c
source/blender/editors/object/object_modifier.c
source/blender/editors/physics/particle_object.c
source/blender/editors/physics/physics_pointcache.c
source/blender/editors/space_view3d/view3d_manipulator_ruler.c
source/blender/editors/space_view3d/view3d_ruler.c
source/blender/makesrna/intern/rna_main_api.c
source/blender/render/intern/source/pipeline.c

@@@ -328,12 -323,13 +328,13 @@@ void copy_particle_key(struct ParticleK
  CustomDataMask psys_emitter_customdata_mask(struct ParticleSystem *psys);
  void psys_particle_on_emitter(struct ParticleSystemModifierData *psmd, int distr, int index, int index_dmcache,
                                float fuv[4], float foffset, float vec[3], float nor[3],
 -                              float utan[3], float vtan[3], float orco[3], float ornor[3]);
 +                              float utan[3], float vtan[3], float orco[3]);
  struct ParticleSystemModifierData *psys_get_modifier(struct Object *ob, struct ParticleSystem *psys);
  
- struct ModifierData *object_add_particle_system(struct Scene *scene, struct Object *ob, const char *name);
- void object_remove_particle_system(struct Scene *scene, struct Object *ob);
- struct ParticleSettings *BKE_particlesettings_add(struct Main *main, const char *name);
+ struct ModifierData *object_add_particle_system(
+         struct Main *bmain, struct Scene *scene, struct Object *ob, const char *name);
+ void object_remove_particle_system(struct Main *bmain, struct Scene *scene, struct Object *ob);
+ struct ParticleSettings *BKE_particlesettings_add(struct Main *bmain, const char *name);
  void BKE_particlesettings_copy_data(
          struct Main *bmain, struct ParticleSettings *part_dst, const struct ParticleSettings *part_src,
          const int flag);
@@@ -185,10 -184,8 +185,10 @@@ typedef struct PTCacheID 
  } PTCacheID;
  
  typedef struct PTCacheBaker {
-       struct Main *main;
+       struct Main *bmain;
        struct Scene *scene;
 +      struct ViewLayer *view_layer;
 +      struct Depsgraph *depsgraph;
        int bake;
        int render;
        int anim_init;
@@@ -202,35 -190,32 +202,35 @@@ static void setup_app_data
                        /* keep the old (free'd) scene, let 'blo_lib_link_screen_restore'
                         * replace it with 'curscene' if its needed */
                }
 -              else {
 -                      /* and we enforce curscene to be in current screen */
 -                      if (curscreen) {
 -                              /* can run in bgmode */
 -                              curscreen->scene = curscene;
 -                      }
 +              /* and we enforce curscene to be in current screen */
 +              else if (win) { /* can run in bgmode */
 +                      win->scene = curscene;
                }
  
-               /* BKE_blender_globals_clear will free G.main, here we can still restore pointers */
+               /* BKE_blender_globals_clear will free G_MAIN, here we can still restore pointers */
 -              blo_lib_link_screen_restore(bfd->main, curscreen, curscene);
 -              /* curscreen might not be set when loading without ui (see T44217) so only re-assign if available */
 -              if (curscreen) {
 -                      curscene = curscreen->scene;
 +              blo_lib_link_restore(bfd->main, CTX_wm_manager(C), curscene, cur_view_layer);
 +              if (win) {
 +                      curscene = win->scene;
                }
  
                if (track_undo_scene) {
                        wmWindowManager *wm = bfd->main->wm.first;
                        if (wm_scene_is_visible(wm, bfd->curscene) == false) {
                                curscene = bfd->curscene;
 -                              curscreen->scene = curscene;
 -                              BKE_screen_view3d_scene_sync(curscreen);
 +                              win->scene = curscene;
 +                              BKE_screen_view3d_scene_sync(curscreen, curscene);
                        }
                }
 +
 +              /* We need to tag this here because events may be handled immediately after.
 +               * only the current screen is important because we wont have to handle
 +               * events from multiple screens at once.*/
 +              {
 +                      BKE_screen_manipulator_tag_refresh(curscreen);
 +              }
        }
  
-       /* free G.main Main database */
+       /* free G_MAIN Main database */
  //    CTX_wm_manager_set(C, NULL);
        BKE_blender_globals_clear();
  
@@@ -1750,9 -1765,26 +1750,9 @@@ void do_versions_ipos_to_animato(Main *
                        
                        /* IPO second... */
                        if (ob->ipo) {
-                               ipo_to_animdata(id, ob->ipo, NULL, NULL, NULL);
+                               ipo_to_animdata(bmain, id, ob->ipo, NULL, NULL, NULL);
                                id_us_min(&ob->ipo->id);
                                ob->ipo = NULL;
 -
 -                              {
 -                                      /* If we have any empty action actuators, assume they were
 -                                       * converted IPO Actuators using the object IPO */
 -                                      bActuator *act;
 -                                      bActionActuator *aa;
 -
 -                                      for (act = ob->actuators.first; act; act = act->next) {
 -                                              /* Any actuators set to ACT_IPO at this point are actually Action Actuators that
 -                                               * need this converted IPO to finish converting the actuator. */
 -                                              if (act->type == ACT_IPO) {
 -                                                      aa = (bActionActuator *)act->data;
 -                                                      aa->act = ob->adt->action;
 -                                                      act->type = ACT_ACTION;
 -                                              }
 -                                      }
 -                              }
                        }
                }
                
@@@ -3015,8 -3186,8 +3015,8 @@@ ModifierData *object_add_particle_syste
        psys->flag = PSYS_CURRENT;
        psys->cfra = BKE_scene_frame_get_from_ctime(scene, CFRA + 1);
  
-       DEG_relations_tag_update(G.main);
 -      DAG_relations_tag_update(bmain);
 -      DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
++      DEG_relations_tag_update(bmain);
 +      DEG_id_tag_update(&ob->id, OB_RECALC_DATA);
  
        return md;
  }
@@@ -3061,11 -3232,8 +3061,11 @@@ void object_remove_particle_system(Mai
        else
                ob->mode &= ~OB_MODE_PARTICLE_EDIT;
  
-       DEG_relations_tag_update(G.main);
 -      DAG_relations_tag_update(bmain);
 -      DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
++      DEG_relations_tag_update(bmain);
 +      DEG_id_tag_update(&ob->id, OB_RECALC_DATA);
 +      
 +      /* Flush object mode. */
 +      DEG_id_tag_update(&ob->id, DEG_TAG_COPY_ON_WRITE);
  }
  
  static void default_particle_settings(ParticleSettings *part)
@@@ -3536,9 -3516,8 +3536,9 @@@ void BKE_ptcache_quick_cache_all(Main *
        PTCacheBaker baker;
  
        memset(&baker, 0, sizeof(baker));
-       baker.main = bmain;
+       baker.bmain = bmain;
        baker.scene = scene;
 +      baker.view_layer = view_layer;
        baker.bake = 0;
        baker.render = 0;
        baker.anim_init = 0;
@@@ -3562,10 -3541,8 +3562,10 @@@ static void ptcache_dt_to_str(char *str
  /* if bake is not given run simulations to current frame */
  void BKE_ptcache_bake(PTCacheBaker *baker)
  {
-       Main *bmain = baker->main;
+       Main *bmain = baker->bmain;
        Scene *scene = baker->scene;
 +      ViewLayer *view_layer = baker->view_layer;
 +      struct Depsgraph *depsgraph = baker->depsgraph;
        Scene *sce_iter; /* SETLOOPER macro only */
        Base *base;
        ListBase pidlist;
@@@ -113,9 -109,9 +114,10 @@@ void OBJECT_OT_particle_system_add(wmOp
  
  static int particle_system_remove_exec(bContext *C, wmOperator *UNUSED(op))
  {
+       Main *bmain = CTX_data_main(C);
        Object *ob = ED_object_context(C);
        Scene *scene = CTX_data_scene(C);
 +      ViewLayer *view_layer = CTX_data_view_layer(C);
        int mode_orig;
  
        if (!scene || !ob)
@@@ -164,10 -163,8 +164,10 @@@ static PTCacheBaker *ptcache_baker_crea
  {
        PTCacheBaker *baker = MEM_callocN(sizeof(PTCacheBaker), "PTCacheBaker");
  
-       baker->main = CTX_data_main(C);
+       baker->bmain = CTX_data_main(C);
        baker->scene = CTX_data_scene(C);
 +      baker->view_layer = CTX_data_view_layer(C);
 +      baker->depsgraph = CTX_data_depsgraph(C);
        baker->bake = RNA_boolean_get(op->ptr, "bake");
        baker->render = 0;
        baker->anim_init = 0;
index cd91869,0000000..8178c2f
mode 100644,000000..100644
--- /dev/null
@@@ -1,1099 -1,0 +1,1100 @@@
-               scene->gpd = BKE_gpencil_data_addnew("GPencil");
 +/*
 + * ***** 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.
 + *
 + * ***** END GPL LICENSE BLOCK *****
 + */
 +
 +/** \file blender/editors/space_view3d/view3d_manipulator_ruler.c
 + *  \ingroup spview3d
 + */
 +
 +#include "BLI_listbase.h"
 +#include "BLI_string.h"
 +#include "BLI_rect.h"
 +#include "BLI_math.h"
 +#include "BLI_utildefines.h"
 +
 +#include "BLT_translation.h"
 +
 +#include "BKE_context.h"
 +#include "BKE_gpencil.h"
 +#include "BKE_main.h"
 +
 +#include "BKE_object.h"
 +#include "BKE_unit.h"
 +
 +#include "DNA_object_types.h"
 +#include "DNA_gpencil_types.h"
 +#include "DNA_view3d_types.h"
 +
 +#include "BIF_gl.h"
 +
 +#include "ED_screen.h"
 +#include "ED_transform_snap_object_context.h"
 +#include "ED_view3d.h"
 +
 +#include "UI_resources.h"
 +#include "UI_interface.h"
 +
 +#include "MEM_guardedalloc.h"
 +
 +#include "RNA_access.h"
 +
 +#include "WM_api.h"
 +#include "WM_types.h"
 +#include "WM_toolsystem.h"
 +
 +#include "view3d_intern.h"  /* own include */
 +
 +#include "GPU_immediate.h"
 +#include "GPU_immediate_util.h"
 +#include "GPU_select.h"
 +
 +#include "BLF_api.h"
 +
 +
 +static const char *view3d_wgt_ruler_id = "VIEW3D_WGT_ruler";
 +
 +
 +#define MVAL_MAX_PX_DIST 12.0f
 +
 +/* -------------------------------------------------------------------- */
 +/* Ruler Item (we can have many) */
 +enum {
 +      RULERITEM_USE_ANGLE = (1 << 0),  /* use protractor */
 +      RULERITEM_USE_RAYCAST = (1 << 1)
 +};
 +
 +enum {
 +      RULERITEM_DIRECTION_IN = 0,
 +      RULERITEM_DIRECTION_OUT
 +};
 +
 +/* keep smaller then selection, since we may want click elsewhere without selecting a ruler */
 +#define RULER_PICK_DIST 12.0f
 +#define RULER_PICK_DIST_SQ (RULER_PICK_DIST * RULER_PICK_DIST)
 +
 +/* not clicking on a point */
 +#define PART_LINE 0xff
 +
 +/* -------------------------------------------------------------------- */
 +/* Ruler Info (wmManipulatorGroup customdata) */
 +
 +enum {
 +      RULER_STATE_NORMAL = 0,
 +      RULER_STATE_DRAG
 +};
 +
 +enum {
 +      RULER_SNAP_OK = (1 << 0),
 +};
 +
 +typedef struct RulerInfo {
 +      // ListBase items;
 +      int      item_active;
 +      int flag;
 +      int snap_flag;
 +      int state;
 +
 +      struct SnapObjectContext *snap_context;
 +
 +      /* wm state */
 +      wmWindow *win;
 +      ScrArea *sa;
 +      ARegion *ar;  /* re-assigned every modal update */
 +} RulerInfo;
 +
 +/* -------------------------------------------------------------------- */
 +/* Ruler Item (two or three points) */
 +
 +typedef struct RulerItem {
 +      wmManipulator mpr;
 +
 +      /* worldspace coords, middle being optional */
 +      float co[3][3];
 +
 +      int   flag;
 +      int   raycast_dir;  /* RULER_DIRECTION_* */
 +} RulerItem;
 +
 +typedef struct RulerInteraction {
 +      /* selected coord */
 +      char  co_index; /* 0 -> 2 */
 +      float drag_start_co[3];
 +      uint inside_region : 1;
 +} RulerInteraction;
 +
 +/* -------------------------------------------------------------------- */
 +/** \name Internal Ruler Utilities
 + * \{ */
 +
 +static RulerItem *ruler_item_add(wmManipulatorGroup *mgroup)
 +{
 +      /* could pass this as an arg */
 +      const wmManipulatorType *wt_ruler = WM_manipulatortype_find("VIEW3D_WT_ruler_item", true);
 +      RulerItem *ruler_item = (RulerItem *)WM_manipulator_new_ptr(wt_ruler, mgroup, NULL);
 +      WM_manipulator_set_flag(&ruler_item->mpr, WM_MANIPULATOR_DRAW_MODAL, true);
 +      return ruler_item;
 +}
 +
 +static void ruler_item_remove(bContext *C, wmManipulatorGroup *mgroup, RulerItem *ruler_item)
 +{
 +      WM_manipulator_unlink(&mgroup->manipulators, mgroup->parent_mmap, &ruler_item->mpr, C);
 +}
 +
 +static void ruler_item_as_string(RulerItem *ruler_item, UnitSettings *unit,
 +                                 char *numstr, size_t numstr_size, int prec)
 +{
 +      const bool do_split = (unit->flag & USER_UNIT_OPT_SPLIT) != 0;
 +
 +      if (ruler_item->flag & RULERITEM_USE_ANGLE) {
 +              const float ruler_angle = angle_v3v3v3(ruler_item->co[0],
 +                                                     ruler_item->co[1],
 +                                                     ruler_item->co[2]);
 +
 +              if (unit->system == USER_UNIT_NONE) {
 +                      BLI_snprintf(numstr, numstr_size, "%.*f°", prec, RAD2DEGF(ruler_angle));
 +              }
 +              else {
 +                      bUnit_AsString(numstr, numstr_size,
 +                                     (double)ruler_angle,
 +                                     prec, unit->system, B_UNIT_ROTATION, do_split, false);
 +              }
 +      }
 +      else {
 +              const float ruler_len = len_v3v3(ruler_item->co[0],
 +                                               ruler_item->co[2]);
 +
 +              if (unit->system == USER_UNIT_NONE) {
 +                      BLI_snprintf(numstr, numstr_size, "%.*f", prec, ruler_len);
 +              }
 +              else {
 +                      bUnit_AsString(numstr, numstr_size,
 +                                     (double)(ruler_len * unit->scale_length),
 +                                     prec, unit->system, B_UNIT_LENGTH, do_split, false);
 +              }
 +      }
 +}
 +
 +static bool view3d_ruler_pick(
 +        wmManipulatorGroup *mgroup, RulerItem *ruler_item, const float mval[2],
 +        int *r_co_index)
 +{
 +      RulerInfo *ruler_info = mgroup->customdata;
 +      ARegion *ar = ruler_info->ar;
 +      bool found = false;
 +
 +      float dist_best = RULER_PICK_DIST_SQ;
 +      int co_index_best = -1;
 +
 +      {
 +              float co_ss[3][2];
 +              float dist;
 +              int j;
 +
 +              /* should these be checked? - ok for now not to */
 +              for (j = 0; j < 3; j++) {
 +                      ED_view3d_project_float_global(ar, ruler_item->co[j], co_ss[j], V3D_PROJ_TEST_NOP);
 +              }
 +
 +              if (ruler_item->flag & RULERITEM_USE_ANGLE) {
 +                      dist = min_ff(dist_squared_to_line_segment_v2(mval, co_ss[0], co_ss[1]),
 +                                    dist_squared_to_line_segment_v2(mval, co_ss[1], co_ss[2]));
 +                      if (dist < dist_best) {
 +                              dist_best = dist;
 +                              found = true;
 +
 +                              {
 +                                      const float dist_points[3] = {
 +                                          len_squared_v2v2(co_ss[0], mval),
 +                                          len_squared_v2v2(co_ss[1], mval),
 +                                          len_squared_v2v2(co_ss[2], mval),
 +                                      };
 +                                      if (min_fff(UNPACK3(dist_points)) < RULER_PICK_DIST_SQ) {
 +                                              co_index_best = min_axis_v3(dist_points);
 +                                      }
 +                                      else {
 +                                              co_index_best = -1;
 +                                      }
 +                              }
 +                      }
 +              }
 +              else {
 +                      dist = dist_squared_to_line_segment_v2(mval, co_ss[0], co_ss[2]);
 +                      if (dist < dist_best) {
 +                              dist_best = dist;
 +                              found = true;
 +
 +                              {
 +                                      const float dist_points[2] = {
 +                                          len_squared_v2v2(co_ss[0], mval),
 +                                          len_squared_v2v2(co_ss[2], mval),
 +                                      };
 +                                      if (min_ff(UNPACK2(dist_points)) < RULER_PICK_DIST_SQ) {
 +                                              co_index_best = (dist_points[0] < dist_points[1]) ? 0 : 2;
 +                                      }
 +                                      else {
 +                                              co_index_best = -1;
 +                                      }
 +                              }
 +                      }
 +              }
 +      }
 +
 +      *r_co_index = co_index_best;
 +      return found;
 +}
 +
 +/**
 + * Ensure the 'snap_context' is only cached while dragging,
 + * needed since the user may toggle modes between tool use.
 + */
 +static void ruler_state_set(bContext *C, RulerInfo *ruler_info, int state)
 +{
 +      Main *bmain = CTX_data_main(C);
 +      if (state == ruler_info->state) {
 +              return;
 +      }
 +
 +      /* always remove */
 +      if (ruler_info->snap_context) {
 +              ED_transform_snap_object_context_destroy(ruler_info->snap_context);
 +              ruler_info->snap_context = NULL;
 +      }
 +
 +      if (state == RULER_STATE_NORMAL) {
 +              /* pass */
 +      }
 +      else if (state == RULER_STATE_DRAG) {
 +              ruler_info->snap_context = ED_transform_snap_object_context_create_view3d(
 +                      bmain, CTX_data_scene(C), CTX_data_depsgraph(C), 0,
 +                      ruler_info->ar, CTX_wm_view3d(C));
 +      }
 +      else {
 +              BLI_assert(0);
 +      }
 +
 +      ruler_info->state = state;
 +}
 +
 +static void view3d_ruler_item_project(
 +        RulerInfo *ruler_info, float r_co[3],
 +        const int xy[2])
 +{
 +      ED_view3d_win_to_3d_int(ruler_info->sa->spacedata.first, ruler_info->ar, r_co, xy, r_co);
 +}
 +
 +/* use for mousemove events */
 +static bool view3d_ruler_item_mousemove(
 +        RulerInfo *ruler_info, RulerItem *ruler_item, const int mval[2],
 +        const bool do_thickness, const bool do_snap)
 +{
 +      RulerInteraction *inter = ruler_item->mpr.interaction_data;
 +      const float eps_bias = 0.0002f;
 +      float dist_px = MVAL_MAX_PX_DIST * U.pixelsize;  /* snap dist */
 +
 +      ruler_info->snap_flag &= ~RULER_SNAP_OK;
 +
 +      if (ruler_item) {
 +              float *co = ruler_item->co[inter->co_index];
 +              /* restore the initial depth */
 +              copy_v3_v3(co, inter->drag_start_co);
 +              view3d_ruler_item_project(ruler_info, co, mval);
 +              if (do_thickness && inter->co_index != 1) {
 +                      // Scene *scene = CTX_data_scene(C);
 +                      // View3D *v3d = ruler_info->sa->spacedata.first;
 +                      const float mval_fl[2] = {UNPACK2(mval)};
 +                      float ray_normal[3];
 +                      float ray_start[3];
 +                      float *co_other;
 +
 +                      co_other = ruler_item->co[inter->co_index == 0 ? 2 : 0];
 +
 +                      if (ED_transform_snap_object_project_view3d(
 +                              ruler_info->snap_context,
 +                              SCE_SNAP_MODE_FACE,
 +                              &(const struct SnapObjectParams){
 +                                  .snap_select = SNAP_ALL,
 +                                  .use_object_edit_cage = true,
 +                              },
 +                              mval_fl, &dist_px,
 +                              co, ray_normal))
 +                      {
 +                              negate_v3(ray_normal);
 +                              /* add some bias */
 +                              madd_v3_v3v3fl(ray_start, co, ray_normal, eps_bias);
 +                              ED_transform_snap_object_project_ray(
 +                                      ruler_info->snap_context,
 +                                      &(const struct SnapObjectParams){
 +                                          .snap_select = SNAP_ALL,
 +                                          .use_object_edit_cage = true,
 +                                      },
 +                                      ray_start, ray_normal, NULL,
 +                                      co_other, NULL);
 +                      }
 +              }
 +              else if (do_snap) {
 +                      const float mval_fl[2] = {UNPACK2(mval)};
 +
 +                      if (ED_transform_snap_object_project_view3d(
 +                              ruler_info->snap_context,
 +                              (SCE_SNAP_MODE_VERTEX | SCE_SNAP_MODE_EDGE | SCE_SNAP_MODE_FACE),
 +                              &(const struct SnapObjectParams){
 +                                  .snap_select = SNAP_ALL,
 +                                  .use_object_edit_cage = true,
 +                                  .use_occlusion_test = true,
 +                              },
 +                              mval_fl, &dist_px,
 +                              co, NULL))
 +                      {
 +                              ruler_info->snap_flag |= RULER_SNAP_OK;
 +                      }
 +              }
 +              return true;
 +      }
 +      else {
 +              return false;
 +      }
 +}
 +
 +
 +/** \} */
 +
 +/* -------------------------------------------------------------------- */
 +/** \name Ruler/Grease Pencil Conversion
 + * \{ */
 +
 +#define RULER_ID "RulerData3D"
 +static bool view3d_ruler_to_gpencil(bContext *C, wmManipulatorGroup *mgroup)
 +{
 +      // RulerInfo *ruler_info = mgroup->customdata;
++      Main *bmain = CTX_data_main(C);
 +      Scene *scene = CTX_data_scene(C);
 +      bGPDlayer *gpl;
 +      bGPDframe *gpf;
 +      bGPDstroke *gps;
 +      bGPDpalette *palette;
 +      bGPDpalettecolor *palcolor;
 +      RulerItem *ruler_item;
 +      const char *ruler_name = RULER_ID;
 +      bool changed = false;
 +
 +      if (scene->gpd == NULL) {
++              scene->gpd = BKE_gpencil_data_addnew(bmain, "GPencil");
 +      }
 +
 +      gpl = BLI_findstring(&scene->gpd->layers, ruler_name, offsetof(bGPDlayer, info));
 +      if (gpl == NULL) {
 +              gpl = BKE_gpencil_layer_addnew(scene->gpd, ruler_name, false);
 +              gpl->thickness = 1;
 +              gpl->flag |= GP_LAYER_HIDE;
 +      }
 +
 +      /* try to get active palette or create a new one */
 +      palette = BKE_gpencil_palette_getactive(scene->gpd);
 +      if (palette == NULL) {
 +              palette = BKE_gpencil_palette_addnew(scene->gpd, DATA_("GP_Palette"), true);
 +      }
 +      /* try to get color with the ruler name or create a new one */
 +      palcolor = BKE_gpencil_palettecolor_getbyname(palette, (char *)ruler_name);
 +      if (palcolor == NULL) {
 +              palcolor = BKE_gpencil_palettecolor_addnew(palette, (char *)ruler_name, true);
 +      }
 +
 +      gpf = BKE_gpencil_layer_getframe(gpl, CFRA, true);
 +      BKE_gpencil_free_strokes(gpf);
 +
 +      for (ruler_item = mgroup->manipulators.first; ruler_item; ruler_item = (RulerItem *)ruler_item->mpr.next) {
 +              bGPDspoint *pt;
 +              int j;
 +
 +              /* allocate memory for a new stroke */
 +              gps = MEM_callocN(sizeof(bGPDstroke), "gp_stroke");
 +              if (ruler_item->flag & RULERITEM_USE_ANGLE) {
 +                      gps->totpoints = 3;
 +                      pt = gps->points = MEM_callocN(sizeof(bGPDspoint) * gps->totpoints, "gp_stroke_points");
 +                      for (j = 0; j < 3; j++) {
 +                              copy_v3_v3(&pt->x, ruler_item->co[j]);
 +                              pt->pressure = 1.0f;
 +                              pt->strength = 1.0f;
 +                              pt++;
 +                      }
 +              }
 +              else {
 +                      gps->totpoints = 2;
 +                      pt = gps->points = MEM_callocN(sizeof(bGPDspoint) * gps->totpoints, "gp_stroke_points");
 +                      for (j = 0; j < 3; j += 2) {
 +                              copy_v3_v3(&pt->x, ruler_item->co[j]);
 +                              pt->pressure = 1.0f;
 +                              pt->strength = 1.0f;
 +                              pt++;
 +                      }
 +              }
 +              gps->flag = GP_STROKE_3DSPACE;
 +              gps->thickness = 3;
 +              /* assign color to stroke */
 +              BLI_strncpy(gps->colorname, palcolor->info, sizeof(gps->colorname));
 +              gps->palcolor = palcolor;
 +              BLI_addtail(&gpf->strokes, gps);
 +              changed = true;
 +      }
 +
 +      return changed;
 +}
 +
 +static bool view3d_ruler_from_gpencil(const bContext *C, wmManipulatorGroup *mgroup)
 +{
 +      Scene *scene = CTX_data_scene(C);
 +      bool changed = false;
 +
 +      if (scene->gpd) {
 +              bGPDlayer *gpl;
 +              const char *ruler_name = RULER_ID;
 +              gpl = BLI_findstring(&scene->gpd->layers, ruler_name, offsetof(bGPDlayer, info));
 +              if (gpl) {
 +                      bGPDframe *gpf;
 +                      gpf = BKE_gpencil_layer_getframe(gpl, CFRA, false);
 +                      if (gpf) {
 +                              bGPDstroke *gps;
 +                              for (gps = gpf->strokes.first; gps; gps = gps->next) {
 +                                      bGPDspoint *pt = gps->points;
 +                                      int j;
 +                                      RulerItem *ruler_item = NULL;
 +                                      if (gps->totpoints == 3) {
 +                                              ruler_item = ruler_item_add(mgroup);
 +                                              for (j = 0; j < 3; j++) {
 +                                                      copy_v3_v3(ruler_item->co[j], &pt->x);
 +                                                      pt++;
 +                                              }
 +                                              ruler_item->flag |= RULERITEM_USE_ANGLE;
 +                                              changed = true;
 +                                      }
 +                                      else if (gps->totpoints == 2) {
 +                                              ruler_item = ruler_item_add(mgroup);
 +                                              for (j = 0; j < 3; j += 2) {
 +                                                      copy_v3_v3(ruler_item->co[j], &pt->x);
 +                                                      pt++;
 +                                              }
 +                                              changed = true;
 +                                      }
 +                              }
 +                      }
 +              }
 +      }
 +
 +      return changed;
 +}
 +
 +/** \} */
 +
 +/* -------------------------------------------------------------------- */
 +/** \name Ruler Item Manipulator Type
 + * \{ */
 +
 +static void manipulator_ruler_draw(const bContext *C, wmManipulator *mpr)
 +{
 +      Scene *scene = CTX_data_scene(C);
 +      UnitSettings *unit = &scene->unit;
 +      RulerInfo *ruler_info = mpr->parent_mgroup->customdata;
 +      RulerItem *ruler_item = (RulerItem *)mpr;
 +      ARegion *ar = ruler_info->ar;
 +      RegionView3D *rv3d = ar->regiondata;
 +      const float cap_size = 4.0f;
 +      const float bg_margin = 4.0f * U.pixelsize;
 +      const float bg_radius = 4.0f * U.pixelsize;
 +      const float arc_size = 64.0f * U.pixelsize;
 +#define ARC_STEPS 24
 +      const int arc_steps = ARC_STEPS;
 +      const float color_act[4] = {1.0f, 1.0f, 1.0f, 1.0f};
 +      const float color_base[4] = {0.0f, 0.0f, 0.0f, 1.0f};
 +      unsigned char color_text[3];
 +      unsigned char color_wire[3];
 +      float color_back[4] = {1.0f, 1.0f, 1.0f, 0.5f};
 +
 +      /* anti-aliased lines for more consistent appearance */
 +      glEnable(GL_LINE_SMOOTH);
 +
 +      BLF_enable(blf_mono_font, BLF_ROTATION);
 +      BLF_size(blf_mono_font, 14 * U.pixelsize, U.dpi);
 +      BLF_rotation(blf_mono_font, 0.0f);
 +
 +      UI_GetThemeColor3ubv(TH_TEXT, color_text);
 +      UI_GetThemeColor3ubv(TH_WIRE, color_wire);
 +
 +      const bool is_act = (mpr->flag & WM_MANIPULATOR_DRAW_HOVER);
 +      float dir_ruler[2];
 +      float co_ss[3][2];
 +      int j;
 +
 +      /* should these be checked? - ok for now not to */
 +      for (j = 0; j < 3; j++) {
 +              ED_view3d_project_float_global(ar, ruler_item->co[j], co_ss[j], V3D_PROJ_TEST_NOP);
 +      }
 +
 +      glEnable(GL_BLEND);
 +
 +      const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
 +
 +      if (ruler_item->flag & RULERITEM_USE_ANGLE) {
 +              immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
 +
 +              float viewport_size[4];
 +              glGetFloatv(GL_VIEWPORT, viewport_size);
 +              immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
 +
 +              immUniform1i("num_colors", 2);  /* "advanced" mode */
 +              const float *col = is_act ? color_act : color_base;
 +              immUniformArray4fv("colors", (float *)(float[][4]){{0.67f, 0.67f, 0.67f, 1.0f}, {col[0], col[1], col[2], col[3]}}, 2);
 +              immUniform1f("dash_width", 6.0f);
 +
 +              immBegin(GWN_PRIM_LINE_STRIP, 3);
 +
 +              immVertex2fv(shdr_pos, co_ss[0]);
 +              immVertex2fv(shdr_pos, co_ss[1]);
 +              immVertex2fv(shdr_pos, co_ss[2]);
 +
 +              immEnd();
 +
 +              immUnbindProgram();
 +
 +              immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
 +
 +              /* arc */
 +              {
 +                      float dir_tmp[3];
 +                      float co_tmp[3];
 +                      float arc_ss_coord[2];
 +
 +                      float dir_a[3];
 +                      float dir_b[3];
 +                      float quat[4];
 +                      float axis[3];
 +                      float angle;
 +                      const float px_scale = (ED_view3d_pixel_size(rv3d, ruler_item->co[1]) *
 +                                              min_fff(arc_size,
 +                                                      len_v2v2(co_ss[0], co_ss[1]) / 2.0f,
 +                                                      len_v2v2(co_ss[2], co_ss[1]) / 2.0f));
 +
 +                      sub_v3_v3v3(dir_a, ruler_item->co[0], ruler_item->co[1]);
 +                      sub_v3_v3v3(dir_b, ruler_item->co[2], ruler_item->co[1]);
 +                      normalize_v3(dir_a);
 +                      normalize_v3(dir_b);
 +
 +                      cross_v3_v3v3(axis, dir_a, dir_b);
 +                      angle = angle_normalized_v3v3(dir_a, dir_b);
 +
 +                      axis_angle_to_quat(quat, axis, angle / arc_steps);
 +
 +                      copy_v3_v3(dir_tmp, dir_a);
 +
 +                      immUniformColor3ubv(color_wire);
 +
 +                      immBegin(GWN_PRIM_LINE_STRIP, arc_steps + 1);
 +
 +                      for (j = 0; j <= arc_steps; j++) {
 +                              madd_v3_v3v3fl(co_tmp, ruler_item->co[1], dir_tmp, px_scale);
 +                              ED_view3d_project_float_global(ar, co_tmp, arc_ss_coord, V3D_PROJ_TEST_NOP);
 +                              mul_qt_v3(quat, dir_tmp);
 +
 +                              immVertex2fv(shdr_pos, arc_ss_coord);
 +                      }
 +
 +                      immEnd();
 +              }
 +
 +              /* capping */
 +              {
 +                      float rot_90_vec_a[2];
 +                      float rot_90_vec_b[2];
 +                      float cap[2];
 +
 +                      sub_v2_v2v2(dir_ruler, co_ss[0], co_ss[1]);
 +                      rot_90_vec_a[0] = -dir_ruler[1];
 +                      rot_90_vec_a[1] =  dir_ruler[0];
 +                      normalize_v2(rot_90_vec_a);
 +
 +                      sub_v2_v2v2(dir_ruler, co_ss[1], co_ss[2]);
 +                      rot_90_vec_b[0] = -dir_ruler[1];
 +                      rot_90_vec_b[1] =  dir_ruler[0];
 +                      normalize_v2(rot_90_vec_b);
 +
 +                      glEnable(GL_BLEND);
 +
 +                      immUniformColor3ubv(color_wire);
 +
 +                      immBegin(GWN_PRIM_LINES, 8);
 +
 +                      madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec_a, cap_size);
 +                      immVertex2fv(shdr_pos, cap);
 +                      madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec_a, -cap_size);
 +                      immVertex2fv(shdr_pos, cap);
 +
 +                      madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec_b, cap_size);
 +                      immVertex2fv(shdr_pos, cap);
 +                      madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec_b, -cap_size);
 +                      immVertex2fv(shdr_pos, cap);
 +
 +                      /* angle vertex */
 +                      immVertex2f(shdr_pos, co_ss[1][0] - cap_size, co_ss[1][1] - cap_size);
 +                      immVertex2f(shdr_pos, co_ss[1][0] + cap_size, co_ss[1][1] + cap_size);
 +                      immVertex2f(shdr_pos, co_ss[1][0] - cap_size, co_ss[1][1] + cap_size);
 +                      immVertex2f(shdr_pos, co_ss[1][0] + cap_size, co_ss[1][1] - cap_size);
 +
 +                      immEnd();
 +
 +                      glDisable(GL_BLEND);
 +              }
 +
 +              immUnbindProgram();
 +
 +              /* text */
 +              {
 +                      char numstr[256];
 +                      float numstr_size[2];
 +                      float posit[2];
 +                      const int prec = 2;  /* XXX, todo, make optional */
 +
 +                      ruler_item_as_string(ruler_item, unit, numstr, sizeof(numstr), prec);
 +
 +                      BLF_width_and_height(blf_mono_font, numstr, sizeof(numstr), &numstr_size[0], &numstr_size[1]);
 +
 +                      posit[0] = co_ss[1][0] + (cap_size * 2.0f);
 +                      posit[1] = co_ss[1][1] - (numstr_size[1] / 2.0f);
 +
 +                      /* draw text (bg) */
 +                      UI_draw_roundbox_corner_set(UI_CNR_ALL);
 +                      UI_draw_roundbox_aa(
 +                              true,
 +                              posit[0] - bg_margin,                  posit[1] - bg_margin,
 +                              posit[0] + bg_margin + numstr_size[0], posit[1] + bg_margin + numstr_size[1],
 +                              bg_radius, color_back);
 +                      /* draw text */
 +                      BLF_color3ubv(blf_mono_font, color_text);
 +                      BLF_position(blf_mono_font, posit[0], posit[1], 0.0f);
 +                      BLF_rotation(blf_mono_font, 0.0f);
 +                      BLF_draw(blf_mono_font, numstr, sizeof(numstr));
 +              }
 +      }
 +      else {
 +              immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
 +
 +              float viewport_size[4];
 +              glGetFloatv(GL_VIEWPORT, viewport_size);
 +              immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
 +
 +              immUniform1i("num_colors", 2);  /* "advanced" mode */
 +              const float *col = is_act ? color_act : color_base;
 +              immUniformArray4fv("colors", (float *)(float[][4]){{0.67f, 0.67f, 0.67f, 1.0f}, {col[0], col[1], col[2], col[3]}}, 2);
 +              immUniform1f("dash_width", 6.0f);
 +
 +              immBegin(GWN_PRIM_LINES, 2);
 +
 +              immVertex2fv(shdr_pos, co_ss[0]);
 +              immVertex2fv(shdr_pos, co_ss[2]);
 +
 +              immEnd();
 +
 +              immUnbindProgram();
 +
 +              immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
 +
 +              sub_v2_v2v2(dir_ruler, co_ss[0], co_ss[2]);
 +
 +              /* capping */
 +              {
 +                      float rot_90_vec[2] = {-dir_ruler[1], dir_ruler[0]};
 +                      float cap[2];
 +
 +                      normalize_v2(rot_90_vec);
 +
 +                      glEnable(GL_BLEND);
 +
 +                      immUniformColor3ubv(color_wire);
 +
 +                      immBegin(GWN_PRIM_LINES, 4);
 +
 +                      madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec, cap_size);
 +                      immVertex2fv(shdr_pos, cap);
 +                      madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec, -cap_size);
 +                      immVertex2fv(shdr_pos, cap);
 +
 +                      madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec, cap_size);
 +                      immVertex2fv(shdr_pos, cap);
 +                      madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec, -cap_size);
 +                      immVertex2fv(shdr_pos, cap);
 +
 +                      immEnd();
 +
 +                      glDisable(GL_BLEND);
 +              }
 +
 +              immUnbindProgram();
 +
 +              /* text */
 +              {
 +                      char numstr[256];
 +                      float numstr_size[2];
 +                      const int prec = 6;  /* XXX, todo, make optional */
 +                      float posit[2];
 +
 +                      ruler_item_as_string(ruler_item, unit, numstr, sizeof(numstr), prec);
 +
 +                      BLF_width_and_height(blf_mono_font, numstr, sizeof(numstr), &numstr_size[0], &numstr_size[1]);
 +
 +                      mid_v2_v2v2(posit, co_ss[0], co_ss[2]);
 +
 +                      /* center text */
 +                      posit[0] -= numstr_size[0] / 2.0f;
 +                      posit[1] -= numstr_size[1] / 2.0f;
 +
 +                      /* draw text (bg) */
 +                      UI_draw_roundbox_corner_set(UI_CNR_ALL);
 +                      UI_draw_roundbox_aa(
 +                              true,
 +                              posit[0] - bg_margin,                  posit[1] - bg_margin,
 +                              posit[0] + bg_margin + numstr_size[0], posit[1] + bg_margin + numstr_size[1],
 +                              bg_radius, color_back);
 +                      /* draw text */
 +                      BLF_color3ubv(blf_mono_font, color_text);
 +                      BLF_position(blf_mono_font, posit[0], posit[1], 0.0f);
 +                      BLF_draw(blf_mono_font, numstr, sizeof(numstr));
 +              }
 +      }
 +
 +      glDisable(GL_LINE_SMOOTH);
 +
 +      BLF_disable(blf_mono_font, BLF_ROTATION);
 +
 +#undef ARC_STEPS
 +
 +      /* draw snap */
 +      if ((ruler_info->snap_flag & RULER_SNAP_OK) &&
 +          (ruler_info->state == RULER_STATE_DRAG) &&
 +          (ruler_item->mpr.interaction_data != NULL))
 +      {
 +              RulerInteraction *inter = ruler_item->mpr.interaction_data;
 +              /* size from drawSnapping */
 +              const float size = 2.5f * UI_GetThemeValuef(TH_VERTEX_SIZE);
 +              float co_ss_snap[3];
 +              ED_view3d_project_float_global(ar, ruler_item->co[inter->co_index], co_ss_snap, V3D_PROJ_TEST_NOP);
 +
 +              unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
 +
 +              immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
 +              immUniformColor4fv(color_act);
 +
 +              imm_draw_circle_wire_2d(pos, co_ss_snap[0], co_ss_snap[1], size * U.pixelsize, 32);
 +
 +              immUnbindProgram();
 +      }
 +}
 +
 +static int manipulator_ruler_test_select(
 +        bContext *UNUSED(C), wmManipulator *mpr, const wmEvent *event)
 +{
 +      RulerItem *ruler_item_pick = (RulerItem *)mpr;
 +      float mval_fl[2] = {UNPACK2(event->mval)};
 +      int co_index;
 +
 +      /* select and drag */
 +      if (view3d_ruler_pick(mpr->parent_mgroup, ruler_item_pick, mval_fl, &co_index)) {
 +              if (co_index == -1) {
 +                      if ((ruler_item_pick->flag & RULERITEM_USE_ANGLE) == 0) {
 +                              return PART_LINE;
 +                      }
 +              }
 +              else {
 +                      return co_index;
 +              }
 +      }
 +      return -1;
 +}
 +
 +static int manipulator_ruler_modal(
 +        bContext *C, wmManipulator *mpr, const wmEvent *event,
 +        eWM_ManipulatorTweak UNUSED(tweak_flag))
 +{
 +      bool do_draw = false;
 +      int exit_code = OPERATOR_RUNNING_MODAL;
 +      RulerInfo *ruler_info = mpr->parent_mgroup->customdata;
 +      RulerItem *ruler_item = (RulerItem *)mpr;
 +      RulerInteraction *inter = ruler_item->mpr.interaction_data;
 +      ARegion *ar = CTX_wm_region(C);
 +
 +      ruler_info->ar = ar;
 +
 +      switch (event->type) {
 +              case MOUSEMOVE:
 +              {
 +                      if (ruler_info->state == RULER_STATE_DRAG) {
 +                              if (view3d_ruler_item_mousemove(
 +                                      ruler_info, ruler_item, event->mval,
 +                                      event->shift != 0, event->ctrl != 0))
 +                              {
 +                                      do_draw = true;
 +                              }
 +                              inter->inside_region = BLI_rcti_isect_pt_v(&ar->winrct, &event->x);
 +                      }
 +                      break;
 +              }
 +      }
 +      if (do_draw) {
 +              ED_region_tag_redraw(ar);
 +      }
 +      return exit_code;
 +}
 +
 +static int manipulator_ruler_invoke(
 +        bContext *C, wmManipulator *mpr, const wmEvent *event)
 +{
 +      wmManipulatorGroup *mgroup = mpr->parent_mgroup;
 +      RulerInfo *ruler_info = mgroup->customdata;
 +      RulerItem *ruler_item_pick = (RulerItem *)mpr;
 +      RulerInteraction *inter = MEM_callocN(sizeof(RulerInteraction), __func__);
 +      mpr->interaction_data = inter;
 +
 +      ARegion *ar = ruler_info->ar;
 +
 +      const float mval_fl[2] = {UNPACK2(event->mval)};
 +
 +      /* select and drag */
 +      if (mpr->highlight_part == PART_LINE) {
 +              if ((ruler_item_pick->flag & RULERITEM_USE_ANGLE) == 0) {
 +                      /* Add Center Point */
 +                      ruler_item_pick->flag |= RULERITEM_USE_ANGLE;
 +                      inter->co_index = 1;
 +                      ruler_state_set(C, ruler_info, RULER_STATE_DRAG);
 +
 +                      /* find the factor */
 +                      {
 +                              float co_ss[2][2];
 +                              float fac;
 +
 +                              ED_view3d_project_float_global(ar, ruler_item_pick->co[0], co_ss[0], V3D_PROJ_TEST_NOP);
 +                              ED_view3d_project_float_global(ar, ruler_item_pick->co[2], co_ss[1], V3D_PROJ_TEST_NOP);
 +
 +                              fac = line_point_factor_v2(mval_fl, co_ss[0], co_ss[1]);
 +                              CLAMP(fac, 0.0f, 1.0f);
 +
 +                              interp_v3_v3v3(ruler_item_pick->co[1],
 +                                             ruler_item_pick->co[0],
 +                                             ruler_item_pick->co[2], fac);
 +                      }
 +
 +                      /* update the new location */
 +                      view3d_ruler_item_mousemove(
 +                              ruler_info, ruler_item_pick, event->mval,
 +                              event->shift != 0, event->ctrl != 0);
 +              }
 +      }
 +      else {
 +              inter->co_index = mpr->highlight_part;
 +              ruler_state_set(C, ruler_info, RULER_STATE_DRAG);
 +
 +              /* store the initial depth */
 +              copy_v3_v3(inter->drag_start_co, ruler_item_pick->co[inter->co_index]);
 +      }
 +
 +      return OPERATOR_RUNNING_MODAL;
 +}
 +
 +static void manipulator_ruler_exit(bContext *C, wmManipulator *mpr, const bool cancel)
 +{
 +      wmManipulatorGroup *mgroup = mpr->parent_mgroup;
 +      RulerInfo *ruler_info = mgroup->customdata;
 +
 +      if (!cancel) {
 +              if (ruler_info->state == RULER_STATE_DRAG) {
 +                      RulerItem *ruler_item = (RulerItem *)mpr;
 +                      RulerInteraction *inter = mpr->interaction_data;
 +                      /* rubber-band angle removal */
 +                      if (!inter->inside_region) {
 +                              if ((inter->co_index == 1) && (ruler_item->flag & RULERITEM_USE_ANGLE)) {
 +                                      ruler_item->flag &= ~RULERITEM_USE_ANGLE;
 +                              }
 +                              else {
 +                                      /* Not ideal, since the ruler isn't a mode and we don't want to override delete key
 +                                       * use dragging out of the view for removal. */
 +                                      ruler_item_remove(C, mgroup, ruler_item);
 +                                      ruler_item = NULL;
 +                                      mpr = NULL;
 +                                      inter = NULL;
 +                              }
 +                      }
 +                      if (ruler_info->snap_flag & RULER_SNAP_OK) {
 +                              ruler_info->snap_flag &= ~RULER_SNAP_OK;
 +                      }
 +                      ruler_state_set(C, ruler_info, RULER_STATE_NORMAL);
 +              }
 +              /* We could convert only the current manipulator, for now just re-generate. */
 +              view3d_ruler_to_gpencil(C, mgroup);
 +      }
 +
 +      if (mpr) {
 +              MEM_SAFE_FREE(mpr->interaction_data);
 +      }
 +
 +      ruler_state_set(C, ruler_info, RULER_STATE_NORMAL);
 +}
 +
 +static int manipulator_ruler_cursor_get(wmManipulator *mpr)
 +{
 +      if (mpr->highlight_part == PART_LINE) {
 +              return BC_CROSSCURSOR;
 +      }
 +      return BC_NSEW_SCROLLCURSOR;
 +}
 +
 +void VIEW3D_WT_ruler_item(wmManipulatorType *wt)
 +{
 +      /* identifiers */
 +      wt->idname = "VIEW3D_WT_ruler_item";
 +
 +      /* api callbacks */
 +      wt->draw = manipulator_ruler_draw;
 +      wt->test_select = manipulator_ruler_test_select;
 +      wt->modal = manipulator_ruler_modal;
 +      wt->invoke = manipulator_ruler_invoke;
 +      wt->exit = manipulator_ruler_exit;
 +      wt->cursor_get = manipulator_ruler_cursor_get;
 +
 +      wt->struct_size = sizeof(RulerItem);
 +}
 +
 +/** \} */
 +
 +/* -------------------------------------------------------------------- */
 +/** \name Ruler Manipulator Group
 + * \{ */
 +
 +static bool WIDGETGROUP_ruler_poll(const bContext *C, wmManipulatorGroupType *wgt)
 +{
 +      bToolRef_Runtime *tref_rt = WM_toolsystem_runtime_from_context((bContext *)C);
 +      if ((tref_rt == NULL) ||
 +          !STREQ(wgt->idname, tref_rt->manipulator_group))
 +      {
 +              WM_manipulator_group_type_unlink_delayed_ptr(wgt);
 +              return false;
 +      }
 +      return true;
 +}
 +
 +static void WIDGETGROUP_ruler_setup(const bContext *C, wmManipulatorGroup *mgroup)
 +{
 +      RulerInfo *ruler_info = MEM_callocN(sizeof(RulerInfo), __func__);
 +
 +      if (view3d_ruler_from_gpencil(C, mgroup)) {
 +              /* nop */
 +      }
 +
 +      wmWindow *win = CTX_wm_window(C);
 +      ScrArea *sa = CTX_wm_area(C);
 +      ARegion *ar = CTX_wm_region(C);
 +      ruler_info->win = win;
 +      ruler_info->sa = sa;
 +      ruler_info->ar = ar;
 +
 +      mgroup->customdata = ruler_info;
 +}
 +
 +void VIEW3D_WGT_ruler(wmManipulatorGroupType *wgt)
 +{
 +      wgt->name = "Ruler Widgets";
 +      wgt->idname = view3d_wgt_ruler_id;
 +
 +      wgt->flag |= WM_MANIPULATORGROUPTYPE_SCALE | WM_MANIPULATORGROUPTYPE_DRAW_MODAL_ALL;
 +
 +      wgt->mmap_params.spaceid = SPACE_VIEW3D;
 +      wgt->mmap_params.regionid = RGN_TYPE_WINDOW;
 +
 +      wgt->poll = WIDGETGROUP_ruler_poll;
 +      wgt->setup = WIDGETGROUP_ruler_setup;
 +}
 +
 +/** \} */
 +
 +/* -------------------------------------------------------------------- */
 +/** \name Add Ruler Operator
 + * \{ */
 +
 +static int view3d_ruler_poll(bContext *C)
 +{
 +      bToolRef_Runtime *tref_rt = WM_toolsystem_runtime_from_context((bContext *)C);
 +      if ((tref_rt == NULL) ||
 +          !STREQ(view3d_wgt_ruler_id, tref_rt->manipulator_group) ||
 +          CTX_wm_region_view3d(C) == NULL)
 +      {
 +              return false;
 +      }
 +      return true;
 +}
 +
 +static int view3d_ruler_add_invoke(bContext *C, wmOperator *UNUSED(op), const wmEvent *event)
 +{
 +      ARegion *ar = CTX_wm_region(C);
 +      View3D *v3d = CTX_wm_view3d(C);
 +      RegionView3D *rv3d = ar->regiondata;
 +
 +      wmManipulatorMap *mmap = ar->manipulator_map;
 +      wmManipulatorGroup *mgroup = WM_manipulatormap_group_find(mmap, view3d_wgt_ruler_id);
 +      const bool use_depth = (v3d->drawtype >= OB_SOLID);
 +
 +      /* Create new line */
 +      RulerItem *ruler_item;
 +      ruler_item = ruler_item_add(mgroup);
 +
 +      /* This is a little weak, but there is no real good way to tweak directly. */
 +      WM_manipulator_highlight_set(mmap, &ruler_item->mpr);
 +      if (WM_operator_name_call(
 +              C, "MANIPULATORGROUP_OT_manipulator_tweak",
 +              WM_OP_INVOKE_REGION_WIN, NULL) == OPERATOR_RUNNING_MODAL)
 +      {
 +              RulerInfo *ruler_info = mgroup->customdata;
 +              RulerInteraction *inter = ruler_item->mpr.interaction_data;
 +              if (use_depth) {
 +                      /* snap the first point added, not essential but handy */
 +                      inter->co_index = 0;
 +                      view3d_ruler_item_mousemove(ruler_info, ruler_item, event->mval, false, true);
 +                      copy_v3_v3(inter->drag_start_co, ruler_item->co[inter->co_index]);
 +              }
 +              else {
 +                      negate_v3_v3(inter->drag_start_co, rv3d->ofs);
 +                      copy_v3_v3(ruler_item->co[0], inter->drag_start_co);
 +                      view3d_ruler_item_project(ruler_info, ruler_item->co[0], event->mval);
 +              }
 +
 +              copy_v3_v3(ruler_item->co[2], ruler_item->co[0]);
 +              ruler_item->mpr.highlight_part = inter->co_index = 2;
 +      }
 +      return OPERATOR_FINISHED;
 +}
 +
 +void VIEW3D_OT_ruler_add(wmOperatorType *ot)
 +{
 +      /* identifiers */
 +      ot->name = "Ruler Add";
 +      ot->idname = "VIEW3D_OT_ruler_add";
 +      ot->description = "";
 +
 +      ot->invoke = view3d_ruler_add_invoke;
 +      ot->poll = view3d_ruler_poll;
 +
 +      /* flags */
 +      ot->flag = OPTYPE_UNDO | OPTYPE_INTERNAL;
 +}
 +
 +/** \} */
@@@ -1892,10 -3190,8 +1892,10 @@@ static void update_physics_cache(Rende
        PTCacheBaker baker;
  
        memset(&baker, 0, sizeof(baker));
-       baker.main = re->main;
+       baker.bmain = re->main;
        baker.scene = scene;
 +      baker.view_layer = view_layer;
 +      baker.depsgraph = BKE_scene_get_depsgraph(scene, view_layer, true);
        baker.bake = 0;
        baker.render = 1;
        baker.anim_init = 1;