Commit Graph

629 Commits

Author SHA1 Message Date
164f40c50a Fix T79503: Selecting edit-bones while holding Ctrl crashes 2020-08-04 21:23:53 +10:00
725973485a Clang Tidy: enable readability-non-const-parameter warning
Clang Tidy reported a couple of false positives. I disabled
those `NOLINTNEXTLINE`.

Differential Revision: https://developer.blender.org/D8199
2020-07-13 11:27:09 +02:00
2f6fc5a7e8 Cleanup: Editors/Space/View3D, Clang-Tidy else-after-return fixes
This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/editors/space_view3d` module.

No functional changes.
2020-07-03 17:42:45 +02:00
3aa1143d57 Cleanup: redundant parenthesis 2020-06-18 14:30:04 +10:00
044b824c9d Cleanup: remove unused MBALL_NOSEL flag 2020-06-10 23:01:57 +10:00
49f59092e7 Curves: Implement Handles for selected points only
When editing a complex curve is very annoying to have all handles at a time. Also, this is a requirement for the current GSoC Edit Grease Pencil using curves.
I have seen that this improvement can be used in any other area of blender, so I have decided to publish the option in the overlay panel..

Reviewed By: fclem, #user_interface, billreynish, Severin

Differential Revision: https://developer.blender.org/D7754
2020-05-26 10:37:47 +02:00
9959322d6e Merge branch 'blender-v2.83-release' 2020-05-06 12:26:01 +10:00
c6aa014d3a Fix T76445: Selecting an object no longer cycles past the active
In 2.79, selecting an object would cycle past the first object
even if selection cycling wasn't in use.

Restore this behavior as it wasn't intentionally removed
and it's useful to be able to select an object behind the
current active object.
2020-05-06 12:18:18 +10:00
db09b57d4e Cleanup: use int instead of short for lasso array length
There was no reason to use a short here,
this was just a convention from existing code.
2020-05-05 16:26:14 +10:00
9eb46d6c29 Cleanup: rename mcords to mcoords
- 'coords' is an abbreviation for coordinates, not 'cords'.
- Rename 'moves' to 'coords_len'.
2020-05-04 19:50:06 +10:00
2addc868de Cleanup: pass ARegion, View2D as const 2020-05-04 19:32:59 +10:00
d138cbfb47 Code Quality: Replace for loops with LISTBASE_FOREACH
Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.

Differential Revision: https://developer.blender.org/D7320
2020-04-03 19:27:46 +02:00
905c0269f3 Cleanup: Rename ScrArea variables from sa to area
Follow up of b2ee1770d4 and 10c2254d41, part of T74432.
Now the area and region naming conventions should be less confusing.

Mostly a careful batch rename but had to do few smaller fixes.

Also ran clang-format on affected files.
2020-04-03 13:34:50 +02:00
b18608f3e9 Cleanup: bone cursor picking API
There was one function to access both pose/edit bones,
which returned a void pointer type.

Split these into 3 functions which return EditBone, bPoseChannel or Bone
types.

Internally the logic is still shared, this just makes it clearer to
callers which type is expected.

Also use more conventional prefix for picking API:

  - ED_armature_pick_(ebone/pchan/bone)
  - ED_armature_pick_(ebone/pchan/bone)_from_selectbuffer
2020-04-03 15:52:26 +11:00
2d1cce8331 Cleanup: make format after SortedIncludes change 2020-03-19 09:33:58 +01:00
1aebcdbb3a Cleanup: spelling, clang-format 2020-03-12 12:34:54 +11:00
29f3af9527 GPencil: Refactor of Draw Engine, Vertex Paint and all internal functions
This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes.

Also, a huge code cleanup has been done at all levels.

Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development.

Differential Revision: https://developer.blender.org/D6293
2020-03-09 16:27:24 +01:00
b2ee1770d4 Cleanup: Rename ARegion variables from ar to region
The old convention was easy to confuse with ScrArea.
Part of https://developer.blender.org/T74432.

This is mostly a batch rename with some manual fixing. Only single word
variable names are changed, no prefixed/suffixed names.

Brecht van Lommel and Campbell Barton both gave me a green light for
this convention change.

Also ran clan clang format on affected files.
2020-03-06 17:19:23 +01:00
df36e1c5dd Fix T71091: Object restrict selection conflicts with pose selection
Support pose bone selection when the object has hide_select enabled.

This is consistent with how all other modes work.
2020-01-15 17:09:52 +11:00
Jeroen Bakker
79476a9c0a Tracking: Selection Crash
Blender crashes when selecting a marker in the 3d viewport that is from the non active scene camera. This patch will solve this crash, but introduced a new scenario that isn't thought out. In the new scenario it is still hard to select a marker via the 3d viewport.

I would expect that when selecting a marker in this case would select the camera where the marker belongs to and select the marker that is under the mouse button.

Reviewed By: Sergey Sharybin

Differential Revision: https://developer.blender.org/D6360
2019-12-30 09:22:04 +01:00
249f4423ee Cleanup: doxygen comments
Also correct some outdated symbol references,
add missing 'name' commands.
2019-11-25 01:51:11 +11:00
234f346c2f Fix T70601: Lasso select not functioning correctly in Armature Edit Mode
This solution mimics the one used for pose by ignoring the bone line if either end is clipped.
2019-10-08 16:45:32 -03:00
383c4ba3d8 Fix excessive dependency graph evaluation while painting strokes
Particularly noticeable when vertex painting with a subsurf modifier.

In some cases every sculpt or paint stroke step would evaluate the dependency
graph. This should only happen for redraws. Now more selectively choose if the
dependency graph should be evaluated to initialize the view context. Doing it
in the view context evaluation is somewhat hidden, now it's more explicit.

Differential Revision: https://developer.blender.org/D5844
2019-09-18 18:19:27 +02:00
0ec6564668 Cleanup: unused headers (GPU) 2019-09-14 00:22:24 +10:00
7b61fe1638 Cleanup: use BLI_assert 2019-08-26 14:32:35 +10:00
71eb653280 Outliner: Synced selection and active element highlighting
Adds a toggle to the filter menu for outliner synced selection. Enabled
by default, this ensures selection is synced between objects, bones, and
sequences. An active outliner element theme color is added to indicate
which element is active.

Synced selection is controlled on the operator level. Each operator
that modifies selection for objects, bones, sequences, or outliner
elements needs to call the respective ED_outliner_select_sync_from..
function to tag outliners to be synced.

Syncing is done lazily on outliner draw.
2019-08-16 12:30:53 -06:00
c883fe25da Cleanup: clang-format, unused arg 2019-08-16 01:59:32 +10:00
4d320f4313 Edit Mesh Selection: Refactor: Redraw idmap buffer at runtime with only objects inside the rect
But in the future the selection code may also be used in object mode (eg for snapping).
So to avoid using too much VRAM resources, it is good to avoid drawing all objects in the viewport.

The solution was to create an array with only objects that are detected within the selection area.
If the selection operator is modal, objects already detected are not removed from the array until view3d is moved or orbited.
To detect the object, its BoundBox is tested.
Since the Select Engine does not have a dedicated depth texture, whenever a new object is "found" the depth of the objects in the array already drawn is redrawn.

Reviewers: campbellbarton, fclem

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D5435
2019-08-15 10:31:54 -03:00
03b2371387 Cleanup: move trailing comments to avoid wrapping code
Some statements were split across multiple lines because of their
trailing comments.

In most cases it's clearer to put the comments above.
2019-08-14 23:32:24 +10:00
52421e9ace View3D: Circle Select optimization
Don't recreate `select_bitmap` for each edited object.
2019-08-11 22:12:11 -03:00
764cc75e1f Edit Mesh Selection: Move ED_view3d_select_ functions to bf_draw
It is easier to deal with private values of the DRW_select engine and gives room for improvement.

Reviewers: campbellbarton, fclem

Differential Revision: https://developer.blender.org/D5415
2019-08-07 12:43:31 -03:00
9d7d34c12a Select utils refactor: remove lagacy ED_view3d_select_id_read_rect
`ED_view3d_select_id_read_rect` serves only as a bridge to `DRW_framebuffer_select_id_read`.
Keeping these codes similar only increases the complexity of some functions.

Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D5415
2019-08-07 12:43:31 -03:00
cb1b7e8a48 Cleanup: clang format
Strange, this was not applied automatically.
2019-08-02 11:00:49 -03:00
ae7137cdf8 View3D Mesh Selection: Specify select_mode directly for Circle, Lasso and Box selection
No functional changes.
2019-08-02 10:48:16 -03:00
5cf6d7e2b0 Fix edge selection ignoring clipping in wire-frame display 2019-08-02 23:01:19 +10:00
53a0916636 DRW: Select Engine: Add a utility to detect select_node 2019-08-01 23:00:34 -03:00
760dbd1cbf Cleanup: misc spelling fixes
T68035 by @luzpaz
2019-08-01 14:02:41 +10:00
3566b81c8b Refactor access to dependency graph
This change ensures that operators which needs access to evaluated data
first makes sure there is a dependency graph.

Other accesses to the dependency graph made it more explicit about
whether they just need a valid dependency graph pointer or whether they
expect the graph to be already evaluated.

This replaces OPTYPE_USE_EVAL_DATA which is now removed.

Some general rules about usage of accessors:

- Drawing is expected to happen from a fully evaluated dependency graph.
  There is now a function to access it, which will in the future control
  that dependency graph is actually evaluated.

  This check is not yet done because there are some things to be taken
  care about first: for example, post-update hooks might leave scene in
  a state where something is still tagged for update.

- All operators which needs to access evaluated state must use
  CTX_data_ensure_evaluated_depsgraph().

  This function replaces OPTYPE_USE_EVAL_DATA.

  The call is generally to be done in the very beginning of the
  operator, prior other logic (unless this is some comprehensive
  operator which might or might not need access to an evaluated state).

  This call is never to be used from a loop.

  If some utility function requires evaluated state of dependency graph
  the graph is to be passed as an explicit argument. This way it is
  clear that no evaluation happens in a loop or something like this.

- All cases which needs to know dependency graph pointer, but which
  doesn't want to actually evaluate it can use old-style function
  CTX_data_depsgraph_pointer(), assuming that underlying code will
  ensure dependency graph is evaluated prior to accessing it.

- The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is
  explicit and local about where dependency graph is being ensured.

This commit also contains some fixes of wrong usage of evaluation
functions on original objects. Ideally should be split out, but in
reality with all the APIs being renamed is quite tricky.

Fixes T67454: Blender crash on rapid undo and select

Speculation here is that sometimes undo and selection operators are
sometimes handled in the same event loop iteration, which leaves
non-evaluated dependency graph.

Fixes T67973: Crash on Fix Deforms operator
Fixes T67902: Crash when undo a loop cut

Reviewers: brecht

Reviewed By: brecht

Subscribers: lichtwerk

Maniphest Tasks: T67454

Differential Revision: https://developer.blender.org/D5343
2019-07-31 16:55:15 +02:00
651d8bfd98 3D View: Move selection API to a Selection engine.
This commit moves the API of selecting faces, vertices and edges to a DRW manager engine.

Reviewers: campbellbarton, fclem

Subscribers: jbakker, brecht

Differential Revision: https://developer.blender.org/D5090
2019-07-30 06:46:59 -03:00
5d4bd8f1bb Fix T66949: Can't select bones from multiple objects in wpaint mode
This fix relies on 2.7x logic, only de-selecting other armature objects,
making multiple armatures in weight paint mode usable.
2019-07-18 15:45:39 +10:00
807b6c4848 Revert "Fix T66949: Can't select bones from multiple objects in wpaint mode"
This reverts commit 9e9fbb39d7.

Adding back object+pose bone selection support removes the need for this fix.
2019-07-18 12:22:39 +10:00
9e9fbb39d7 Fix T66949: Can't select bones from multiple objects in wpaint mode 2019-07-17 18:39:42 +10:00
d8cebcfebf Fix object selection when in pose mode
The new selected object was activated but not selected.
2019-07-17 16:57:45 +10:00
70d193203b Fix T66668: frame selected bone not working in weight paint mode
'viewselected_exec()' [which uses evaluated view layer] would query
BASE_SELECTED flag, but it was not set on base_eval, but on its
base_orig.

reason for this is 'ed_object_select_pick()' would modify base flags
[through 'ED_object_base_select()'], but not tag scene
ID_RECALC_BASE_FLAGS.

thx @sergey for hinting.

Reviewers: sergey, brecht

Maniphest Tasks: T66668

Differential Revision: https://developer.blender.org/D5235
2019-07-15 16:20:11 +02:00
6510ab8676 Fix T66456: UV Editor missing update after selection change in 3D viewport
Reviewers: brecht

Maniphest Tasks: T66456

Differential Revision: https://developer.blender.org/D5207
2019-07-09 15:49:40 +02:00
18e619ac69 Fix strict compiler warnings 2019-07-05 16:08:51 +02:00
5cb3d9df1e Fix T66006: View 3D select enumerate + other options fail
Support other options when using the enumerate option.
2019-07-05 23:55:23 +10:00
158f799a96 Cleanup: warnings, formatting 2019-06-22 10:11:15 +10:00
3039d86f8b Fix T65834: Circle Select does not update select_id buffer after orbiting view3d.
This solution checks if `persp_mat` has changed. If positive, the selection buffer is redrawn.

Differential Revision: https://developer.blender.org/D5081
2019-06-21 12:05:47 -03:00
a4bd3f7d7e Mesh Selection: Move Selection ID Context Utilities to ED_view3d.
This patch does not bring functional changes, but it is a good change if we want to use these utilities in areas other than those using BMesh (eg painting editors).

This is also a step to replace `ED_view3d_select_id_validate`. That function erroneously checks `V3D_INVALID_BACKBUF` which causes it to update unnecessarily.

Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D5072
2019-06-14 00:03:00 -03:00